SEEKING: 6 people with nice personalities, good attitudes, a love of stories,
good imaginations and a yen for adventure!

Navonod Eveer, Eveeren Bright Knight
(Meet me at the Stinking Barfly tavern, P8)



Hi, everyone.
I am starting a new adventure which I wish to limit to a maximum of 6 players besides
myself. This topic will be the adventure itself, and there will be a seperate sign-up topic.
I would like only people who prefer a friendly adventure to sign up, as this will not be
a suitable adventure for those who just want to go crazy and kill. In this adventure all
players will be expected to have a cooperative attitude toward each other and toward
myself as the story-teller. I will guide the story, and have the main quests already
well in mind, but these will not be all revealed at the begining as there are several
quests and some surprises in store. However, I hope each player will be thinking of
interesting incidents and side quests for the story so that I will also have some
surprises. The way that this will work is that the players will PM me with ideas for
additions to the story, and I will give each player guidelines privately to keep their side
quests from breaking the main quests. Each player will be given some control of the
story-line while their side quest is running, but if the side quest is getting to far-fetched
or out-of-context or long, I may interfere to bring the adventure back to a reasonable
state. Expect me to guide the story-line and do not be offended if I do that, even
during your side quest. Accepting any side quests and giving temporary limited control
of the story-line to another player will be done solely at my discression. If I feel that
your side quest builds the story in a positive and interesting manner and will not
overwhelm the main story then I will let you have a go at it. Do not be offended if I
turn you down on an idea, and do not give up, just try again. All players are also
invited to PM me with ideas which they would like to see implemented but they don't
personally want to lead out in, and I will consider adding them.



RULES:

- First of all, read "Rollplaying Tips and Suggestions" in this forum if you
haven't already. Naturally, all of the rules of this forum will be expected
to be obeyed.

- No cussing or name calling. Period. Language will be clean and polite.
Everyone will play nice or they won't play at all. I reserve the right to
kick anyone out of the game if in my opinion they are being obnoxious.
If you want your character to do something mean or thoughtless or
stupid or selfish in the game, that is allowable. Be aware however that
you must then expect your character to reap the consequences of those
actions without you yourself as the player losing your cool. And if
someone elses character does something which you deem your character
does not like, you must decide how to have your character react without
loosing your own cool. It is NOT ALLOWED to have a running feud between
characters. Such a thing will result in MY character threatening to send
one or more other characters packing, along with their players. And
any player who isn't willing to abide by my decisions will find their
character written out of the adventure, in whatever manner that suits me.

- DEFINE YOUR CHARACTER in the Stinking Barfly tavern so that other
players and onlookers will have some idea what to expect from your
character, and your character will feel more real to them.
No uber characters will be accepted, but each character may have
one or two high abilities. You may also make a character who has little
ability to start with, and I will see to it that your character is officially
"leveled up" as we go, according to what your character does.
You may have your character do anything you want as long as it is
within the stated capabilities of your character. You will, however, have to
accept the consequences of your actions, and if you do foolish things it
will cost you unless someone bails you out. If you take risks to save
someone else though, others may well be inclined to help you.

- I will control the story-line, including all NPCs. All other players will only
be able to control their own characters. There will be exceptions to this
rule when temporary controll of the storyline is handed to another player
who has a good side quest brewing. They will then naturally be able to
have limited control of the story and existing NPCs, and fairly unlimited
control over any NPCs which are added for their quest. If an NPC or player
attacks you, you may of course defend yourself as best you can. You may
also attack NPCs if you feel it is warranted, but though you choose the
attack, I will choose the results. In other words, you may write " Kanlor
swings his silver claymore at the dunmer in a mighty effort to behead him."
but you can't write "Kanlor lops the head off of the dunmer with one mighty
swing." Or you may write "Kanlor rushes forward, wildly laying into the
group of outlaws left and right in an effort to save Sanderre.", but you may
not write "Kanlor rushes forward, hacking all the outlaws into little pieces
with his silver claymore and saving Sanderre from certain death."

- All players will be expected to have their characters be generally
cooperative with one another but this doesn't mean they can't have
personalities or even attitudes. Just be ready to accept the consequences.
This is a group of adventurers of varying backgrounds and abilities
who are personally recruited by Navonod Eveer, and he screened them
according to his own instincts and eliminated any applicants whom he
thought wouldn't work well with the others. So totally mean and selfish
characters are OUT! You may of course have your character be somewhat
less than totally forthcoming if you choose however. Just be aware that
if characters are dishonest, or fight, or are mean that Navonod Eveer will
attempt to mediate and guide and debunk them of their wayward ways.
biggrin.gif

- everyone should plan on posting to the game at least once a week so
the rest won't have to wait to long. Once a day is recomended. If anyone
doesn't post within a week the story will go on with their character
temporarily controlled by myself or by someone whom I assign. If you
know ahead of time that you are temporarly going to be away from the
game for whatever reason, please let me know so that I can plan, and
you may also give me some guidelines as to how you want your character
to be played in your absence. If you know you will be away from the game
for a long time (more than two months) and you don't wish anyone else to
control your character, please let me know as soon as possible so we can
plan to have your character temporarily leave the party, and how to do it.
And please, if you are not planning to continue playing, have the courtesy
to let me know as soon as possible so that your character can be written
out of the game or taken over by another player. I will allow you some
input on how that would take place if it happens.


- Use this thread ONLY for game-play.

Sign-up should be in the MORE THAN TREASURE - SignUp thread

All feedback including questions, comments, and suggestions should
be in the MORE THAN TREASURE - Comments thread.





The Adventures of Navonod Eveer

MORE THAN TREASURE!


Early in the third era of Tamriel, long before the advance of the evil powers of
Dagoth Ur and his minions began to be obvious, and before many had even noticed
that anything unusual was occuring, a Knight Errant of the Eveeren Bright Knights
left his small eastern country of Eveera in search of adventure, possible wealth,
and to seek additional experience and training. Always uppermost in his mind,
treasured with the memories of his dear father and mother, was the code and creed
of the elite order to which he was both born and chosen. This code required that in
all of his doings and thoughts, he always put the needs of others first, and most
particularly that he seek to root out evil, and defend the opressed among those
who were honest, meek and goodhearted.

Although Navonod Eveer had been a member of the Order of the Bright Knights for
some years, and indeed had been chosen for that training at his very birth, the
truth was that there was little evil to fight in his own country, and no one could be
truely said to be oppressed. His own parents, although of noble liniage, had been
very poor, and all his life he had dreamed of changing that for them. That was as
much a part of his decision to travel abroad as his search for evil to fight and wrongs
to right. He had to admit to himself that the idea of adventure played perhaps the
strongest roll however.

He was hoping that some of his friends would share his dream and accompany
him but for various reasons that didn't seem to be coming to pass. Most of
his friends were also poor, and many had gone into various types of business
as apprentices at a young age. One or two had even gone into a life of petty
crime to support themselves. Navonod, having been raised to be totally and
positively honest, was dissappointed that some of his friends had taken the path
of crime. But knowing their circumstances, it helped him to understand that not all
criminals are inherently evil, but some are just desperate or misguided or lacking
in vision.

Navonod knew that there were many gaps in his own knowledge. His parents had
done their best for him, but their life had been somewhat hand-to-mouth and
hardscrabble. Even though he was now a full-fledged Eveeran Bright Knight,
it did little to relieve the position of himself and his parents. The Bright Knights
were expected to lead a life of selflessness and the wage they recieved was
not lucretive, although it was more than most of his friends were making. In the
first decade of his training, much of his salary had gone to pay for training and to
purchase arms and armor. But in the next two decades he had managed to save
a little, and to send some money to help his parents. Now he was fully trained and
ready for some practical experience.

In his studies, he had always been intrigued with Morrowind with its rich and
mysterious history, and in particular by the diversity of people who lived there.
He had found himself especially attracted to the two races which seemed the
closest to nature, the Nords and the Bosmer people. He was also concerned by the
rampant oppression and strife which so often seemed to burst forth in that land,
most of which seemed to be rooted in organised crime controlled by a select few
very wealthy people. Also interesting was the fact that many ruins and lost
treasures were said to exist all over the land. It was thus that he decided to seek
his duty and his fortune in this land.

Navonod had now been in Morrowind for several months, and had quickly realised
that the life of the lone adventurer was likely to be short, no matter how good his
intentions. If he was seeking to destroy evil and to gain riches, most of the
riches were possesed by the evil, and they had no intention of allowing that to
change. Furthermore, most of the oppressed were oppressed by the wicked, and
they had no intention of allowing that to change either. To top it off, evil had
most of the power and most of the weapons and fighters as well. It was with a
troubled sigh that Navonod realized that he needed an army, but did not have
even the beginnings of the means with which to raise one. So he decided that
rather than giving up due to the enormity of the task before him, he would do what
he could by trying to find adventurers of stout heart who would cast in their lot
with him.

Thus it was that Navonod Eveer posted the following notice on the door of a well-
frequented Inn and Alehouse in a fronteer town where adventurous types often
passed through and came to trade.


_____________________________________________________________________

Wanted: Adventurers willing to take risks for a good cause, and possibly some
fortune as well. Must be willing to take orders and to be reliable. Prefer those with
experience in roughing it and defending themselves, but prefer a good heart even
over that. Courage and willingness to learn and adapt will be necessary. Strength,
agility, swiftness, willpower and intelligence will all be helpfull, as will skill in
communications, business, and security. Apply by introducing yourself to the bar-
tender within and writing your name on the list of applicants. Be sure to state what
skills you have as well as any weaknesses, along with the usual information on
age, race, equiptment, and memberships in any organizations. Also, please give
your place of birth (if known) and birthsign, and a brief description of your
appearance so that I can recognise you.
Navonod Eveer, Eveeran Bright Knight
_____________________________________________________________________