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  1. ELEVENTH ERA “Age of Fire” / “Litswitch Era” The invention of cheap-to-produce, practical, Litswitch-based canons marks the beginning of a new era as they quickly revolutionize warfare. - 2nd Century ← this is the current time-period as shown on the map  > Seish Wars of Expansion resume in southwestern Kareneih (no article available yet) - 1st Century  > Sixth Maidenfell Invasion of Ustmaar ends badly after only a few months, but does not lead to any territorial changes (no article available yet)  > Fifth Maidenfell Invasion of Ustmaar lasts only three years and is a resounding success, leading to an increase in territory and the freeing of many female slaves descended from women enslaved during previous conflicts (no article available yet)  > Satoon reemerges as a major power in Nortrud through the use of shrewd diplomacy and clever use of Litswitch technology in war (no article available yet)  > Litswitch-based explosive technology spreads rapidly, first through Eiyamith and Ahmastir, then to Andanoore, Kareneih and Aurenia  (no article available yet) TENTH ERA “Age of Man” / “Early Modern Era” Since the beginning of the Transitional Era, most Human dominated societies have been feudalistic kingdoms with strong patriarchal structures, but around this time, they begin to diverge immensely on ideological grounds, and some adopt radical new systems of government. It is actually towards the end of this era that Maidenfell first forms when female prisoners and slaves seize eastern Ustmaar from their Maar overlords. The period is also remembered for being the start of humanity’s attempts to settle and conquer Western Andanoore, in which they prove largely successful in most areas. During the last century of the era, the Seish also begin an invasion of the southern extremities of Kareneih. Except for some technological advancements, the period is otherwise mostly a continuation of the Eighth and Ninth Eras, though population growth has halted significantly since said periods. Litswitch Crystallization and Ignition are first discovered towards the end of the era, and they quickly revolutionize many areas of society, with Litswitch Crystals soon begin being used to light up streets and homes at night. Litswitch Ignition also leads to the development of the first Litswitch-based canons, though they remain too crude and expensive to be of much practical use in war. - 9th Century  > Cheap-to-produce, practical, Litswitch-based canons are finally invented in Hyrelm after forty years of continuous active development. The country becomes the first in the world to deploy the technology in war (no article available yet)  > Fourth Maidenfell Invasion of Ustmaar begins and quickly ends in catastrophe. In the aftermath, the countries of Ustmaar revitalize their struggling slave economies with fighters captured during the war  (no article available yet)  > Two sudden freak discoveries lead to safer and much more practical Litswitch-based explosives, but the technology remains too cost-prohibitive for use in large-scale warfare  > The First Seish Invasion of Kareneih occurs and quickly results in the formation of Aratesh (no article available yet)  > A hugely expensive, secret initiative begins in Hyrelm to develop Litswitch-based canons that can be cheap and practical enough for large-scale warfare (no article available yet)  > Third Maidenfell Invasion of Ustmaar occurs. This three year long conflict sees the first use of Litswitch-based canons in a war, but they are cost-prohibitive and only used in small numbers (no article available yet)  > A new religion known as the "Cult of the Sister" that is lead by a descendant of an enslaved Lishaari monarch from many centuries prior quickly spreads through southern Nortrud  (no article available yet)  > The first Litswitch-based canon is invented in Hyrelm, but it is too expensive and crude to be of any practical use in large-scale warfare (no article available yet) - 8th Century  > Second Maidenfell Invasion of Ustmaar begins and leads to a twenty year long protracted conflict with no clear winner (no article available yet)  > Litswitch-based explosives used in mining and resource extraction for the first time (no article available yet)  > First instance of Litswitch Ignition being used to make crude explosives (no article available yet)  > First Maidenfell Invasion of Ustmaar leads to an eight year long war that ends in a stalemate but symbolic victory for the women of Maidenfell (no article available yet)  > Litswitch Ignition is discovered for the first time (no article available yet)  > First Ustmaar Invasion of Maidenfell begins and quickly leads to a significant pushback and further losses of territory to Maidenfell. News of the war spreads far and wide and leads to an immense level of immigration by women from across the world into Maidenfell that soon balloons its population (no article available yet)  > Maidens' Rebellion happens in what used to be eastern Ustmaar, culminating in the Formation of Maidenfell (no article available yet)  > Litswitch Crystallization is accidentally discovered in Hirmsfale and the technology quickly spreads throughout Eiyamith (no article available yet) - 7th Century  > Satoon is reduced to a regional power (no article available yet)  > Third Alliance War between Satoon and Senrell (no article available yet) - 6th Century  > Satoon-Senrell Cold War begins (no article available yet) - 5th Century  > Satoon becomes the preeminent military power of Nortrud (no article available yet) - 4th Century  > Second Alliance War between Satoon and Senrell (no article available yet)  > First Alliance War between Satoon and Senrell (no article available yet) - 3rd Century - 2nd Century  > Ahmastir is settled by Humans, Nur and Maar in a series of settler waves (no article available yet) - 1st Century  > Human Conquest of Western Andanoore begins (no article available yet) NINTH ERA “Age of Strife” / “Late Classical Era” To most countries and societies, this era is simply a continuation of the previous era, but for many Human and Nur dominated societies, this represents a tipping point. In many such societies, religious and ethnic tensions finally boil over and lead to some of the most devastating conflicts in world history, as well as widespread genocides. This is also widely believed to be the time period during which the Lishaari transitioned from a mostly matriarchal and egalitarian society to the patriarchal and in many ways quite misogynistic society it is in the current era. Towards the end of this time period, Human dominated societies once more become quite tolerant of other races and differences of faith, but some hints of tension still remain. - 3rd Century - 2nd Century  > The last Lishaari records about pre-upheaval Lishaari society are allegedly destroyed  (no article available yet)  > The last female monarch in Nortud is sold into slavery and taken to a foreign land (no article available yet) - 1st Century  > Alenrud and Nortrud quickly transition into patriarchal societies after experiencing a sudden and very rapid upheaval of their existing customs, religious beliefs, and social norms (no article available yet) EIGHTH ERA “Age of Riches” / “Middle Classical Era” Many parts of the world experience a sudden and unusual abundance of food and their populations begin to soar to previously unseen levels. It is an unprecedented period of technological advancement and increased cultural sophistication that quickly causes many countries to surpass even the most advanced and sophisticated empires of the Fourth Era. More advanced technology also leads to huge advancements in mining capacity, which in turn leads to easier access and cheaper prices for many raw materials. Most societies see a return to higher levels of socioeconomic stratification during this time, and in many places, there also occurs a high level of religious consolidation, as well as ethnic segmentation, leading to escalating religious and ethnic tensions, especially within Human and Nur dominated societies with large minorities of other races. - 4th Century - 3rd Century  > An unknown cult begins in eastern Nortrud and slowly starts building underground followings in many countries across the region (no article available yet) - 2nd Century - 1st Century SEVENTH ERA “Age of Guidance” / “Early Classical Era” Literacy revitalization efforts eventually prove successful in a number of countries, and this encourages missionaries, envoys and merchants to travel out into the wider world. As they aid neighboring economies to get back on their feet, it leads to a very sudden and rapid return of literacy, widespread commerce, and social cohesion in most countries. Subsequently, the world experiences a massive economic upswing, and with much of the previous social order gone, an unprecedented level of social mobility. With unusually low levels of racial dogmas and tensions existing around this time, many societies also become less averse to the idea of combining with other states that may have a culture or ethnicity distinct from their own, and this quickly leads to the formation of many multi-ethnic and multicultural political entities. Within only 480 years of the start of the period, the entire world has already returned to a relatively normal state of affairs, but now with a much more diverse religious, cultural and ethnic landscape than the world of the past. It is very early in this era that the Curse of Atonia befalls the Yoerann populations of the far west and some of the beastfolk races subsequently begin to migrate back to the Eastern Continents. - 5th Century  > More Atonian beastfolk migrate back to the Eastern Continents (no article available yet) - 4th Century  > More Atonian beastfolk migrate back to the Eastern Continents (no article available yet) - 3rd Century  > More Atonian beastfolk migrate back to the Eastern Continents (no article available yet) - 2nd Century  > Some Atonian beastfolk races migrate en masse back to the Eastern Continents (no article available yet)  > Curse of Atonia befalls the Far West (no article available yet) - 1st Century SIXTH ERA “Age of Mysteries” / “Transitional Era” An almost complete lack of record-keeping in most parts of the world leaves little credible information about this period, but orally passed-down stories speak of illiterate societies with wide-spread social deterioration where people often shun authority and disrespect those around them. Plenty of information about the ancient world is permanently lost as the period goes on, but many societies are saved from total oblivion by the existence of libraries and other record-keeping institutions that survive largely unscathed throughout the period. Something very noteworthy that also happens during this time period is that many old religions suddenly fall out of fashion in favor of a much more diverse religious landscape that persists into the world that comes after. - spans an unknown length of time but commonly said to last around two to three centuries FIFTH ERA “Age of Upheaval” / “Terminal Antiquity Era” A multitude of factors – including horrific, wide-spread plagues and massive empires contending in perpetual, near-suicidal struggles for power and dominion – lead to a relatively quick and almost universal decline in living standards, literacy rates, and the stability of political institutions. As the period goes on, record-keeping and historiography slowly fade into obscurity in all but a handful of places, but records are extensive enough to leave future generations with some idea of what was happening at the time. Things eventually deteriorate to such an extent that even time-keeping becomes inaccurate in many societies, and this is what marks the end of the period. Populations are incredibly high at the beginning of the era, but take a nosedive as societies around the world forget how to farm enough food to sustain their high populations. By the end, some countries will have lost as much as 95% of their populations. - 3rd Century - 2nd Century - 1st Century FOURTH ERA “Age of Conquest” / “Upper Antiquity Era” The emergence of large empires and new political systems marks the beginning of a new era. Wars of expansion and attempts at consolidation bring more and more countries and peoples into contact with each other. While some stay mostly peaceful, others begin to regularly fight for control of resources and territory, eventually leading to massive refugee waves. It is during this time period that Humans first begin to settle and conquer eastern Andanoore and Idia, and they quickly displace many of the races that lived there before their arrival. Urban populations continue to grow exponentially throughout the period and skyrocket towards the tail-end, reaching levels that will not be surpassed until the late Eighth Era. It is during this period that some Yoerann first begin to migrate west across the sea before eventually ending up in Atonia. - 24th Century - 23rd Century - 22nd Century - 21st Century - 20th Century - 19th Century - 18th Century - 17th Century - 16th Century - 15th Century - 14th Century - 13th Century - 12th Century  > The Kingdom of Ayden is founded and quickly expands outwards from its heartland in what is now southern Ambradil (no article available yet) - 11th Century  > Small human settlements begin to crop up in southwestern Idia (no article available yet) - 10th Century  > Waves of human refugees and settlers from Eiyamith begin to land along the southern coast of what is now Ambradil and Ielsgond, and along the northern coast of what is now Iradil. Before long, these populations become firmly established, founding many towns and villages. They constitute the first permanent human populations in the Far East and their presence marks the beginning of human expansion in the region  (no article available yet) - 9th Century - 8th Century - 7th Century - 6th Century - 5th Century - 4th Century - 3rd Century - 2nd Century - 1st Century THIRD ERA “Age of Kings” / “Middle Antiquity Era” The emergence of kingdoms and small empires marks the beginning of a new era. As the period goes on, urban populations steadily increase and most of the remaining uncivilized races finally begin their transitions into primitive societies. - 12th Century - 11th Century - 10th Century - 9th Century - 8th Century - 7th Century - 6th Century - 5th Century - 4th Century - 3rd Century - 2nd Century - 1st Century SECOND ERA “Age of Heroes” / “Lower Antiquity Era” Cities emerge across the world and culture flourishes like never before. Many epics and myths are born during this time and quickly enter common folklore. In countless tales, heroic figures do selfless deeds, perform unimaginable feats of strength and endurance, found majestic kingdoms, and defeat all manner of great beasts. - 5th Century - 4th Century - 3rd Century - 2nd Century - 1st Century FIRST ERA “Age of Peoples” Sentient races continue to arise across the world and many eventually organize themselves into primitive societies. The period ends with the advent of the first writing systems in a handful of these first societies. - spans an unknown length of time but commonly said to last 40 centuries FORGOTTEN ERA “Age beyond Memory” A handful of sentient races (later known as "immortal ones") arise and quickly become highly advanced. They flourish for a long time but then experience a slow, drawn-out decline. By the end of the era, they are all presumed extinct, leaving only scattered ruins as a testament to their once mighty civilizations. A few sentient races from later eras have their early beginnings during the second half of this era, but they remain illiterate primitives throughout the period, always living in the shadow of the immortal ones until the eventual disappearance of the latter. Nowadays, the first half of the era is essentially forgotten about entirely but a handful of oral stories from the second half have managed to survive. - spans an unknown length of time
  2. Mermaid race View File On @emily1673's suggestion, I'm making this thread to have the mermaid race mod properly visible and accessible for everyone. Long story short, it's been something apparently quite a number of people worked on and off over the years, but recently, assets were finally combined to get a decent release. Original thread: Emily posted a few months ago a strong candidate for release with the works of the many people who came earlier in the sixty pages thread (seriously, tons of people contributed over a good decade, in particular @Larasen, mearalikesmead and COCO 2048, I just came recently) with the core concepts: * Potion turning a PC in a mermaid with flavour text and animations, leg form mermaid who turns in a tail based one either when hit by rain, snow or when swimming, spell-based transformation back in leg form (or a hardcore version with no reversion to leg form whatsoever, leaving you stuck as a half-fish out of water for good if you got surprised by rain). After playing a full run with this mod, I came with another core principle that constitutes my main addition and something, IMO, more balanced for a thorough addition to the game: * Being a mermaid on land should keep you wary at all times of turning into the tail form because doing so will be a major problem that can be solved in an increasingly easier way as you build your character. A lot of blah blah for mod design, I know. What does this mean, clearly? This is the 2.0.0 version of the Mermaid Race mod, which has been pretty much rewritten from scratch to improve stability, reliability and allow many new features. The goal of this mod is to provide a roleplaying experience. An old lore book will give you the key to become a bride of the ocean, but while a mermaid can live forever under the sea and can even, with sufficient skills in magic, turn in a human-like siren with unnatural charm over mortals almost at will, you will always look at the skies with cautiousness, because turning in a mermaid under the rain while miles away from the coast can be quite an embarassing experience. ----------- IMPORTANT: LetsTestThis, who did the work to make the animations compatible with LE and SE, provided the following installation instructions: Members 46 Posted June 12 I copy pasted this post from my post here. If you need me to comment on anything please mention me as I am unlikely to monitor both threads. As mentioned above I spent roughly an afternoon messing with the animations in an effort to ultimately make it compatible with Special Edition. Since I didn't understand how to generate new behaviour files and couldn't figure out how to convert the existing ones to Special Edition the resultant mod requires DAR though it works fine with the recently released Open Animation Replacer aswell. Quick installation guide for SE users: Install the meshes and textures used for the tail, you do not need to activate the esp. Install Dynamic Animation Replacer or Open Animation Replacer. Install the SE version of the file attached to this post. For potential LE users who wish to use the race in conjunction with DAR the LE version is also attached. What I did in detail: Removed the behaviour files and switched both races to the normal behaviour files. Previously the mod had a custom behaviour file associated with the race which handled all the animations. From my observations DAR didn't know how to handle this though, leading to t-posing when it was installed. In order to work around this I removed the behaviour files and instead pointed the race to the normal behaviour files for female player characters. This resulted in the normal animations playing for the tail race however which is why I then set up the animation folder structure to tell DAR to apply the included animations to the tail race. Since the folder has been assigned a rather high priority I don't forsee any conflicts with other mods using DAR. As a result the animations now worked fine with DAR on LE which is the LE prefixed file I attached. However t-posing was still observed in SE since the animations didn't have the SE format. This leads us to the next step Converted the animations to the SE format using this guide. The resultant files then had the correct format for SE and seem to work fine on SE from my testing. This resulted in the SE prefixed file that I have attached. A smarter person than me might have been able to figure out how to convert the behaviour files to SE instead of just ripping them out and pointing the races at the default behaviours but this works perfectly fine. On an unrelated note I adjusted the voice of the races to FemaleEvenToned as I was experiencing oddities with other mods trying to play voice files that didn't exist for femaleYoungEager. If you dislike this change you may want to swap it back in SSEdit. ----------- Now, for the features to expect in detail: New race that can be selected from the race menu, switched to using console or be turned into via roleplay method. All vanilla races except Argonian and Khajiit can now become mermaids and properly reverse to their original races. A craftable potion (cooking recipe), Mermaid Tears, that can turn any race into a mermaid with flavour text and animations during the transformation or can turn a mermaid back in the original race. Fully animated movement and idles both on land and swimming for the tail form. Strong health regeneration and speed bonuses for mermaids swimming in water - in a game without fast travel, this makes rivers, lakes and the sea a quite useful "highway system" to travel around Skyrim. Bonuses to speech and pickpocket for leg form mermaids (using their charm for negotiation and distraction). Lore-consistent transformation from leg form to tail form: swimming in water will transform your character instantly, being caught in rain will transform her after a while, same for snow but taking more time. You can dry either by getting inside or in clear weather. For weather-based transformation, flavour text will warn you of the transformation steps until you end up as a half-fish flapping on the ground and clothes besides you, which can be, well, quite an embarassing situation in combat, especially as a tail form mermaid is massively slowed down on land. The weather tracking system was completely restructured and is now continuous both for being wetter and drier. There's a "wetness" value that goes from 0 to 100: if you are in siren form and the value is 100, mermaid transformation. Being in the rain makes the value go up, being in the snow makes it go up slower, being under ward reduces or stops it as long as the ward is active (ward effects not fully tested), being in clear weather and/or inside makes the value go down. Swimming in water, outside the obvious instant mermaid transformation, puts and keeps the value to 100 so you have to dry afterwards, even if the weather is clear. The drier you are while in mermaid form, the higher you get bonuses to Alteration, making the Siren Form spell cheaper. Your bonuses disappear once reverted into siren or when being wet again. Keep yourself dry to delay or cancel the transformation process: Oakflesh, Stoneflesh and Ironflesh spells with slow down the weather effect on you, Ebonyflesh will stop it entirely and Dragonhide will even allow you to go for a swim without popping a tail. Dynamic difficulty for transforming back in leg form: When a tail-form mermaid either enters a building or gets ashore in clear weather, an Alteration school spell will be made available that will become progressively less magicka-intensive over time (as the mermaid dries, with flavour text). Casting it will turn you back in leg form. All altars will turn a mermaid back in leg form when activated, giving you a way out, albeit one that can be a bit far away depending on where you got caught by the rain. If all else fails, quaffing a Mermaid Tears potion will turn you back in an Imperial, but you'll need another bottle to become once again a mermaid. The idea is that turning into tail form is a pretty big commitment for a low level character and you might want to keep some enchanted objects on hand to reduce the cost of alteration spells and/or increase your magicka reserves unless you want to flap your way towards the nearest altar. For a high level character, switching between forms is a lot more convenient. Once you're mermaid (tail form) or siren (leg form), you can craft scrolls that provide you with a one-off mermaid-to-siren spell. Curse mechanic: With lore-consistent causes, your character can become cursed, turning into a mermaid, both in body and soul. All flavour text will change accordingly, mermaid and siren powers will be stronger but reversing to siren with spells has a chance to fail and reverting fully with a potion becomes impossible unless you use a potion made with Alchemy 100 skill. The potions and curses are still the two ways to become a mermaid, but now must be unlocked through reading a book with a bit of mermaid lore. When loading the game with the mod, the game will check out your Alteration skill: if the skill is under 25, it will wait roughly 30 minutes, as it probably means a new character and you're stuck in Helgen, that kind of stuff. If not, it will trigger right away and make a small show with a journal being magically sent to you, with an introduction to the mermaid books and a strong hint to where you can find it. Once the book is read, you will be able to produce the Mermaid Tears potions (as long as your Alchemy skill is 20 or more) with increasingly efficient recipes. At skill 100, you can craft a Perfected Mermaid Tears potion that act as the curse or can remove the curse at will (while turning you back in the original race). Once the book is read, you can also be victim to the curses. The first one happens when you extinguish the lighthouse during the "Lights Out!" quest, the second has a 5 % chance to trigger whenever you attack with your weapon while in direct proximity to a shipwreck (you will see a warning message whenever you come close enough). The curse now has additional flavouring, with pretty much all of the flavour text around the transformations being changed to reflect that your character is now a true mermaid with the soul of one rather than a mortal temporarily with this form. In mermaid form, you have a Mermaid Voice ability that sends a spell in front of you. If it hits a humanoid NPC at most 10 levels above yours (20 for a cursed mermaid), it rolls a dice (easier success on males than on females, even easier for a cursed mermaid) which, if successful, causes the target to become allied with you and run towards you as long as you are fully swimming. If you leave the swimming state for even an instant, whether by jumping or coming ashore, the spells break and the NPC returns to normal. If the NPC remains under your spell and reaches water, they'll remove their clothes and swim towards you, and when they reach you, bit of FX and they will die, their body sinking to the bottom. There is a 2.5 % chance of every such victim cursing an uncursed mermaid, increasing 0.5 % with every new victim and resetting to 2.5 % after triggering the curse. Each new victim will also provide 100 XP in Speech and Alteration. When cursed, you get a special black soul gem with a huge selling price and a potion recipe that requires 40 Alchemy only, using that gem to make the potion. It acts as a one-off cursebreaker, breaking the curse itself but still keeping you as an uncursed mermaid. If you get cursed again, the only way to get the gem again is if you used the cursebreaker potion before. Mermaids heal faster when swimming. Compatible with Better Vampires without the need for a patch, but not necessary to have it either. Mortal -> Siren: Mermaid Potion Mortal -> Cursed Siren: Perfected Mermaid Potion Siren/Mermaid -> Mortal: Mermaid Potion or Perfected Mermaid Potion Cursed Siren/Mermaid -> Mortal: Perfected Mermaid Potion Mermaid -> Cursed Mermaid: Mermaid Voice curse Mortal -> Cursed Mermaid: Shipwrecking or grave disturbance curse Cursed Siren/Mermaid -> Siren/Mermaid: Soul Potion Submitter Renora1976 Submitted 04/07/2023 Category Races Requires FNIS, Apachii Hair, Mermaid all bodyslide Special Edition Compatible
  3. Litswitch is essentially a fine, dark gray powder that takes on different chemical properties depending on what elements it's mixed with. It's made by grinding a certain type of rock and salt mineral together, and is thus quite easy to produce. Depending on what you mix it with, it can be made highly flammable, explosive, or acidic. It doesn't cause any sort of air pollution and is only mildly toxic. Litswitch Ignition refers to an array of chemical reactions that will happen consistently when the powder interacts with certain other compounds and materials. Carnatheene is the oldest known form of Litswitch solution, and has been known about for thousands of years, even all the way back in the early First Era. It has a coarse, thick, pasty consistency, and is naturally luminescent with a somewhat greenish yellow color. It's most widely used by primitive races, often as a sort of glowing body-paint, but also for painting and in the decorating of sacred sites. That said, more advanced civilizations do often use it to mark trees for lumber or to make points of interest easier to see at night (chiefly, so that you can find your way around in the countryside or wilderness without having to use the stars). Some primitive societies also know that Carnatheene can be given a bright red glow if you combine it with iron. Canathoreene Stones are hard, often sharp crystals that emit an incredibly strong, white light. In fact, they can in many cases be significantly brighter than your average light bulb. They are formed through a fairly labor-intensive process called Litswitch Crystallization, which has only been around for a few hundred years. Litswitch Crystallization refers to the practice of repeatedly heat-treating and compressing Litswitch powder until it turns into a solid form; or in other words, a Canathoreene Stone. Saraata is a heavy, partially Litswitch-based paste used as a condiment by a race called the Catharni (who live primarily in Idia). It's a mix of coarsely grained Litswitch, plants, and another material called Linosheen. Linosheen is a hard, black material with an almost obsidian-esque look to it. It was a commonly used Eleven armor material during most of the Classical and Modern eras owing to its rigidity and durability, but it immediately fell out of favor when it was discovered that it quickly dissolves when in contact with Litswitch. As Litswitch canons and explosives universally use partially Litswitch-based ammunition, it simply became too dangerous to wear it during battles. Griovuain (or Larkin, as it is often called) is an expensive, frothy, slowly bubbling solution. It's made of concentrated Litswitch, a highly acidic and toxic compound called Niratine, heavy amounts of iron, small amounts of Linosheen, and various animal fats. It's pitch-black in color and can cause severe burns to the skin. Breathing in heavily concentrated Griovuain fumes can also cause a wide array of different illnesses, most of which are fatal if left untreated. When combined with a gas called Aeathels (or its concentrated form, Keiolin), it can cause bones and muscle tissue to quickly dissolve. The combined use of Griovuain and Aeathels by wealthy countries on the battlefield has led to terrible scenes of unimaginable suffering and carnage. Small dosses of the combination are also sometimes used as a form of torture in some societies. Niratine (or Larmansprayl, as it is often called) is a compound made of various acids and natural toxins. Since the start of the Eleventh Era, it's also been common to add a small amount of Litswitch to the base. Aeathels (or Keiolin, as it's known in its concentrated form) is a highly expensive, fragrant-smelling gas (or liquid) that is often used by royals and nobles in some societies to scent their homes. It's actually a vapor released when you boil the blood of the Keia oyster that is then bottled and sold.
  4. ----------------------------------------------------------------------------------------------------------------------------------------------------------- LEGEND 1️⃣ = applies to infants and toddlers (i.e. individuals aged 0~3, or whatever the equivalent is for the given race) 2️⃣ = applies to prepubescents (i.e. individuals aged 3~10, or whatever the equivalent is for the given race) 3️⃣ = applies to adolescents (i.e. individuals aged 10~20, or whatever the equivalent is for the given race) 4️⃣ = applies to young adults (i.e. individuals aged 20~40, or whatever the equivalent is for the given race) 5️⃣ = applies to mature adults (i.e. individuals aged 40~65, or whatever the equivalent is for the given race) 6️⃣ = applies to seniors (i.e. individuals older than 65, or whatever the equivalent is for the given race) ♂ = applies to males ♀ = applies to females ♂♀ = applies to both sexes For instance: 1️⃣2️⃣3️⃣4️⃣5️⃣6️⃣♂♀ = applies to both sexes and all age groups For instance: 3️⃣4️⃣♀ = applies to adolescent/young-adult females For instance: ♀ = applies to females (When no numeral is used, as is the case just above, the age range 4️⃣5️⃣ is assumed.) (If neither a numeral nor gender symbol is used , the age range 4️⃣5️⃣ is assumed and it is also assumed that whatever is stated applies to both females and males equally.) ----------------------------------------------------------------------------------------------------------------------------------------------------------- WESTERN HUMANOIDS : This major race category includes every humanoid race that migrated to the Eastern Continents during or after the Forgotten Era, as well as every race descended from them except for Atonian Beastfolk and hybrids with other major racial categories. ELVES (singular form: Elf) (adjectival form: Elvish) (also known as NUR) Aldnr : a race of light-skinned elves. : somewhat more intelligent than real humans / upright bipedal gait / roughly human-sized / physically weak for their size  Stereotypes:  → They are hardworking  → They are egotistical and arrogant  → They are racial supremacists  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They are either kind and compassionate or utterly egotistical and arrogant  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are very hardworking  → They are racial supremacists  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Dvaifnr : a race of tanned elves. : somewhat more intelligent than real humans / upright bipedal gait / somewhat taller than real humans / physically strong for their size  Stereotypes:  → They are hardworking  → They are egotistical and arrogant  → They are racial supremacists  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They are either kind and compassionate or utterly egotistical and arrogant  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are very hardworking  → They are racial supremacists  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Kemnr : a race of dark-skinned elves. : somewhat more intelligent than real humans / upright bipedal gait / roughly human-sized / physically weak for their size  Stereotypes:  → They are hardworking  → They are egotistical and arrogant  → They are racial supremacists  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They are either kind and compassionate or utterly egotistical and arrogant  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are very hardworking  → They are racial supremacists  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Koiydnr : a race of red-skinned elves. : somewhat more intelligent than real humans / upright bipedal gait / roughly human-sized / physically weak for their size  Stereotypes:  → They are hardworking  → They are egotistical and arrogant  → They are racial supremacists  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They are either kind and compassionate or utterly egotistical and arrogant  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are very hardworking  → They are racial supremacists  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . FAIRIES (singular form: Fairy) Faiys (singular form: Faiy) (adjectival form: Faiyish) : a race of pink-skinned fairies. : somewhat less intelligent than real humans / flight-capable with upright bipedal gait / tiny in terms of size / physically weak for their size  Stereotypes:  → They are annoying  → They are overly talkative  → They like to tease, shame, mock, and laugh at others to pick at their self-esteem  → They like to goad and tempt others sexually ♀  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are very talkative  → They often tease, shame, mock, and laugh at others to pick at their self-esteem  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . HUMANS (singular form: Human) (adjectival form: Human) (also known as RENN) North Dwellers (singular form: North Dweller) (also known as EIYHIRENN OF THE NORTH) : a race of light-skinned humans highly reminiscent of Norse vikings. : same level of intelligence as real humans / upright bipedal gait / somewhat taller than real humans / physically strong for their size  Stereotypes:  → They are racial supremacists  → They are religiously intolerant  → They are judgmental  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are racial supremacists  → They are religiously intolerant  → They are judgmental  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . West Dwellers (singular form: West Dweller) (also known as EIYHIRENN OF THE SOUTH) : a race of light-skinned humans. : same level of intelligence as real humans / upright bipedal gait / roughly human-sized / same relative level of strength as real humans  Stereotypes:  → They are racial supremacists  → They are religiously intolerant  → They are judgmental  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are racial supremacists  → They are religiously intolerant  → They are judgmental  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Far Dwellers (singular form: Far Dweller) (also known as GOEHIRENN OF THE NORTH) : a race of slightly tan, light-skinned humans. : same level of intelligence as real humans / upright bipedal gait / roughly human-sized / same relative level of strength as real humans  Stereotypes:  → They are racial supremacists  → They are religiously intolerant  → They are judgmental  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are racial supremacists  → They are religiously intolerant  → They are judgmental  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . East Dwellers (singular form: East Dweller) (also known as GOEHIRENN OF THE SOUTH) : a race of tan humans. : same level of intelligence as real humans / upright bipedal gait / roughly human-sized / same relative level of strength as real humans  Stereotypes:  → They are racial supremacists  → They are religiously intolerant  → They are judgmental  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are racial supremacists  → They are religiously intolerant  → They are judgmental  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . South Dwellers (singular form: South Dweller) (also known as YOERANN) : a race of dark-skinned humans. : same level of intelligence as real humans / upright bipedal gait / roughly human-sized / same relative level of strength as real humans  Stereotypes:  → They are racial supremacists  → They are religiously intolerant  → They are judgmental  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are racial supremacists  → They are religiously intolerant  → They are judgmental  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . SHORTLINGS (singular form: Shortling) (adjectival form: Shortlish) Bratlings (singular form: Bratling) (adjectival form: Bratlish) : a race of dark-skinned shortlings. : same level of intelligence as real humans / upright bipedal gait / roughly midget-sized / physically weak for their size  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Hobblings (singular form: Hobbling) (adjectival form: Hobblish) : a race of light-skinned shortlings. : same level of intelligence as real humans / upright bipedal gait / roughly midget-sized / same relative level of strength as real humans  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Serklings (singular form: Serkling) (adjectival form: Serklish) : a race of light-skinned shortlings. : somewhat more intelligent than real humans / upright bipedal gait / roughly midget-sized / physically strong for their size  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . ----------------------------------------------------------------------------------------------------------------------------------------------------------- ATONIAN BEASTFOLK : This major race category includes every Yoerann-descended beastfolk race that came into being through the Curse of Atonia, as well as all races descended from them except for hybrids with other major racial categories. Aoren (singular form: Aor) (adjectival form: Aoren) : a race of cow-like beastfolk. : somewhat less intelligent than real humans / hunched bipedal gait / much taller than real humans / same relative level of strength as real humans  Stereotypes:  → They are too generous toward strangers  → They are kind ♀  → They are mild mannered ♀  → They are highly prone to be sexually submissive ♀  → They are highly prone to be sexually dominant ♂  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They are highly prone to be sexually submissive ♀  → They are highly prone to be sexually dominant ♂  → They are very generous toward strangers  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are kind ♀  → They are mild mannered ♀  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Khwens (singular form: Khwen) (adjectival form: Khwenish) : a race of horse-like beastfolk. : same level of intelligence as real humans / upright bipedal gait / much taller than real humans / same relative level of strength as real humans  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Leonen (singular form: Leon) (adjectival form: Leonen) (name still subject to change!) : a race of lion-like beastfolk. : same level of intelligence as real humans / upright bipedal gait / much taller than real humans / physically strong for their size  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Vulpses (singular form: Vulp) (adjectival form: Vulpish) : a race of fox-like beastfolk. : same level of intelligence as real humans / upright bipedal gait / somewhat shorter than real humans / same relative level of strength as real humans  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . ----------------------------------------------------------------------------------------------------------------------------------------------------------- EASTERN HUMANOIDS : This major race category includes every humanoid race that was already in the Eastern Continents by the Forgotten Era, as well as all races descended from them except for hybrids with other major racial categories. DHERGS (singular form: Dherg) (adjectival form: Dhergish) Draellen (singular form: Draell) (adjectival form: Draellen) : a race of somewhat orc-like trolls.  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Dreshen (singular form: Dresh) (adjectival form: Dreshen) : a race of somewhat orc-like trolls.  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . † Drolls (singular form: Droll) (adjectival form: Drollish) : an extinct race of somewhat orc-like trolls.  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Droshen (singular form: Drosh) (adjectival form: Droshen) : a race of somewhat orc-like trolls.  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Tershen (singular form: Tersh) (adjectival form: Tershen) : a race of slender, somewhat orc-like trolls.  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . FALSE FAIYS (singular form: False Faiy) Isken (singular form: Isk) (adjectival form: Iskish) : a race of hideous, goblin/fairy-like humanoids. : far less intelligent than real humans / flight-capable with hunched bipedal gait / tiny in terms of size / physically strong for their size  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . GOBLINS (singular form: Goblin) Drayyar : a race of green-skinned goblins. : far less intelligent than real humans / hunched bipedal gait / roughly midget-sized / physically strong for their size  Stereotypes:  → They are quite stupid compared to most other races  → They strongly prefer to take what they want by force rather than to negotiate  → They are apathetic to the suffering of others  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They are quite stupid compared to most other races  → They strongly prefer to take what they want by force rather than to negotiate  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are apathetic to the suffering of others  → They rarely feel the need to apologize, even in cases where they have caused someone they like a lot of problems or unhappiness  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Eiyyar : a race of green-skinned goblins. : somewhat less intelligent than real humans / upright bipedal gait / roughly midget-sized / physically weak for their size  Stereotypes:  → They are physically weak  → They are highly susceptible to emotional manipulation  → They are quite stupid compared to most other races  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They are physically weak  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are highly susceptible to emotional manipulation  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Mmayyar : a race of red-skinned goblins. : far less intelligent than real humans / hunched bipedal gait / roughly midget-sized / physically strong for their size  Stereotypes:  → They are quite stupid compared to most other races  → They strongly prefer to take what they want by force rather than to negotiate  → They are apathetic to the suffering of others  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They are quite stupid compared to most other races  → They strongly prefer to take what they want by force rather than to negotiate  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are apathetic to the suffering of others  → They rarely feel the need to apologize, even in cases where they have caused someone they like a lot of problems or unhappiness  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . NARKS (singular form: Nark) (adjectival form: Narkish) Coh’weyn : a race of forest-dwelling, goblin-esque humanoids, consisting of many hundreds of unnamed sub-races. : somewhat less intelligent than real humans / upright bipedal gait / roughly midget-sized / physically weak for their size  Stereotypes:  → They like to prank and trick others  → They are easily fooled  → They are energetic (i.e. they move around a lot and have a lot of energy)  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They have longer, girthier penises than most Nur/Renn ♂  → They have large, rounded, bulbous clitorises ♀  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are optimistic  → They like to prank and trick others  → They are energetic (i.e. they move around a lot and have a lot of energy)  → They are easily fooled  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . ORCS (singular form: Orc) (adjectival form: Orcish) (also known as MAAR) Drokmar : a race of green/olive-skinned, black/brown/red-haired orcs. : somewhat less intelligent than real humans / upright bipedal gait / somewhat taller than real humans / physically strong for their size  Stereotypes:  → They will not betray a friend or confidant  → They are unlikely to break their promises and oaths  → They will readily tell you what they think and feel  → They are loud and foul-mouthed  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are unlikely to break their promises and oaths  → They will not betray a friend or confidant  → They are loud and foul-mouthed  → They will readily tell you what they think and feel  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Mmorokar : a race of red-skinned, black/yellow-haired orcs. : somewhat less intelligent than real humans / upright bipedal gait / somewhat taller than real humans / physically strong for their size  Stereotypes:  → They will not betray a friend or confidant  → They are unlikely to break their promises and oaths  → They will readily tell you what they think and feel  → They are loud and foul-mouthed  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are unlikely to break their promises and oaths  → They will not betray a friend or confidant  → They are loud and foul-mouthed  → They will readily tell you what they think and feel  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Oromar : a race of gray-skinned, white-haired orcs. : somewhat less intelligent than real humans / upright bipedal gait / somewhat taller than real humans / physically strong for their size  Stereotypes:  → They will not betray a friend or confidant  → They are unlikely to break their promises and oaths  → They will readily tell you what they think and feel  → They are loud and foul-mouthed  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are unlikely to break their promises and oaths  → They will not betray a friend or confidant  → They are loud and foul-mouthed  → They will readily tell you what they think and feel  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . WANGLIDS (singular form: Wanglid) ... (singular form: ...) (adjectival form: ...) (name still subject to change!) : ...  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . ----------------------------------------------------------------------------------------------------------------------------------------------------------- TRUE BEASTFOLK : This major race category includes every beastfolk race that does not descend from humanoid ancestors or interbreeding with other major race categories. CATSOULS (singular form: Catsoul) Lishaari (singular form: Lishaar) (adjectival form: Lishaari) : a race of cat-like beastfolk. : same level of intelligence as real humans / upright bipedal gait / roughly human-sized / physically strong for their size  Stereotypes:  → They are racial supremacists  → They are religiously intolerant  → They face dangers head on even when afraid  → They are very welcoming and generous towards guests  → They are highly respectful of their enemies  → They are passionate lovers  → They are apathetic to the suffering of others  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They are very welcoming and generous towards guests  → They are highly respectful of their enemies  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They face dangers head on even when afraid  → They often hide their empathy for those suffering or in need  → They are religiously intolerant  → They are racial supremacists  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Livaashi (singular form: Livaash) (adjectival form: Livaashi) : a race of cat-like beastfolk. : same level of intelligence as real humans / upright bipedal gait / roughly human-sized / physically strong for their size  Stereotypes:  → They are racial supremacists  → They are religiously intolerant  → They face dangers head on even when afraid  → They are very welcoming and generous towards guests  → They are highly respectful of their enemies  → They are passionate lovers  → They are apathetic to the suffering of others  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They are very welcoming and generous towards guests  → They are highly respectful of their enemies  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They face dangers head on even when afraid  → They often hide their empathy for those suffering or in need  → They are religiously intolerant  → They are racial supremacists  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . RATSOULS (singular form: Ratsoul) Mousings (singular form: Mousing) (adjectival form: Mousish) : a race of mouse-like beastfolk : far less intelligent than real humans / hunched bipedal gait / tiny in terms of size / physically strong for their size  Stereotypes:  → They are very nimble  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are very nimble  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Skrelms (singular form: Skrelm) (adjectival form: Skrelmish) : a race of rat-like beastfolk : far less intelligent than real humans / hunched bipedal gait / roughly midget-sized / same relative level of strength as real humans  Stereotypes:  → They are deceitful and dishonest  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . ----------------------------------------------------------------------------------------------------------------------------------------------------------- REPTILIANS : This major race category includes every reptilian race except for hybrids with other major racial categories. LIZARDSOULS (singular form: Lizardsoul) Craiks (singular form: Craik) (adjectival form: Craikish) : a race of crocodilian-like reptilians. : somewhat less intelligent than real humans / hunched bipedal gait / much taller than real humans / physically strong for their size  Stereotypes:  → They are clumsy and not very agile  → They are brave, daring, and like to take risks  → They are highly determined to finish what they start  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They are highly determined to finish what they start  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are brave, daring, and like to take risks  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . Vleks (singular form: Vlek) (adjectival form: Vlekish) : a race of reptilians. : somewhat less intelligent than real humans / hunched bipedal gait / somewhat shorter than real humans / same relative level of strength as real humans  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . SERPENTSOULS (singular form: Serpentsoul) Seishes (singular form: Seish) (adjectival form: Seish) : a race of snake-like reptilians. : somewhat more intelligent than real humans / upright slitherering gait / somewhat taller than real humans / same relative level of strength as real humans  Stereotypes:  → They are cruel  → They are racial supremacists  → They are totally unsympathetic to other people’s suffering  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They are racial supremacists  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They are cruel  → They are totally unsympathetic to other people’s suffering  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . SNARLS (singular form: Snarl) (adjectival form: Snarlish) Sleshra : a race of slender, tailless, bipedal, long-fanged reptilians. : far less intelligent than real humans / upright bipedal gait / somewhat taller than real humans / physically strong for their size  Stereotypes:  → They are utterly fearless  → They completely lack empathy  → Their skin is cold to the touch  Universals: (i.e. things that apply to every individual)  → Their skin is cold to the touch  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → They are utterly fearless  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → They rarely show emotion  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . ----------------------------------------------------------------------------------------------------------------------------------------------------------- HYBRID RACES : This major race category includes every race that is a hybrid between two or more major racial categories. TARGEN (singular form: Targ) (adjectival form: Targen) Flekra : a hybrid race between Skreshra and Tershen.  Stereotypes:  → . . .  Universals: (i.e. things that apply to every individual)  → . . .  Near-Universals: (i.e. things that do not apply to every individual but almost everyone)  → . . .  Commonalities: (i.e. things that apply to most individuals but which are not so universally applicable that you just assume them to be true of everyone)  → . . .  Rarities: (i.e. things that hold true so rarely that it would be noteworthy if found to be true of an individual)  → . . . ----------------------------------------------------------------------------------------------------------------------------------------------------------- OUTDATED INFO BELOW!!! ----------------------------------------------------------------------------------------------------------------------------------------------------------- RACE LORE LIBRARY ----------------------------------------------------------------------------------------------------------------------------------------------------------- In some parts of Eiyamith, you can find massive ruins from two long bygone civilizations. These are colloquially referred to collectively as Oldkin, and more specifically, as Blue Oldkin and White Oldkin. Even though they are labeled by color, it is not known what colors these races actually were, let alone what they may have looked like more generally. In fact, it is not even known if the Blue Oldkin and White Oldkin were in any way related, but there are similarities in their architecture that hint at a shared ancestry. There are numerous artifacts of immense magical power left behind by these races that in some cases have proved vital for some modern races’ continued survival. The Gift of the Oldkin is a particularly notable example of this, as High Elves would likely have had a much harder time defending themselves from other races if it were not for its existence. Much of their magical prowess hinges on the device. The Sun Elves used to be highly proficient at magic, especially sun magic, but they lost most of their powers after a group of High Elves kidnapped Lady Milandra – a Sun Elf demigoddess with the power to imbue others with sun magic – and imprisoned her in the Gift of the Oldkin. There have been numerous breakout attempts since then, but seeing as she is the source of the High Elves’ proficiency with sun magic, she must somehow still be trapped there to this day. After the Sun Elves lost their ability to wield sun magic, they shifted their entire society towards being proficient at armed fighting and hand to hand combat, and quickly began to become stronger and taller with every generation. It is now unknown just how physically impressive the Sun Elves were before the loss of Lady Milandra, but as of now, they are by far one of the strongest and tallest of all the highly sentient peoples.
  5. Version 2.0.0

    1,293 downloads

    This is the 2.0.0 version of the Mermaid Race mod, which has been pretty much rewritten from scratch to improve stability, reliability and allow many new features. The goal of this mod is to provide a roleplaying experience. An old lore book will give you the key to become a bride of the ocean, but while a mermaid can live forever under the sea and can even, with sufficient skills in magic, turn in a human-like siren with unnatural charm over mortals almost at will, you will always look at the skies with cautiousness, because turning in a mermaid under the rain while miles away from the coast can be quite an embarassing experience. ----------- IMPORTANT: LetsTestThis, who did the work to make the animations compatible with LE and SE, provided the following installation instructions: Members 46 Posted June 12 I copy pasted this post from my post here. If you need me to comment on anything please mention me as I am unlikely to monitor both threads. As mentioned above I spent roughly an afternoon messing with the animations in an effort to ultimately make it compatible with Special Edition. Since I didn't understand how to generate new behaviour files and couldn't figure out how to convert the existing ones to Special Edition the resultant mod requires DAR though it works fine with the recently released Open Animation Replacer aswell. Quick installation guide for SE users: Install the meshes and textures used for the tail, you do not need to activate the esp. Install Dynamic Animation Replacer or Open Animation Replacer. Install the SE version of the file attached to this post. For potential LE users who wish to use the race in conjunction with DAR the LE version is also attached. What I did in detail: Removed the behaviour files and switched both races to the normal behaviour files. Previously the mod had a custom behaviour file associated with the race which handled all the animations. From my observations DAR didn't know how to handle this though, leading to t-posing when it was installed. In order to work around this I removed the behaviour files and instead pointed the race to the normal behaviour files for female player characters. This resulted in the normal animations playing for the tail race however which is why I then set up the animation folder structure to tell DAR to apply the included animations to the tail race. Since the folder has been assigned a rather high priority I don't forsee any conflicts with other mods using DAR. As a result the animations now worked fine with DAR on LE which is the LE prefixed file I attached. However t-posing was still observed in SE since the animations didn't have the SE format. This leads us to the next step Converted the animations to the SE format using this guide. The resultant files then had the correct format for SE and seem to work fine on SE from my testing. This resulted in the SE prefixed file that I have attached. A smarter person than me might have been able to figure out how to convert the behaviour files to SE instead of just ripping them out and pointing the races at the default behaviours but this works perfectly fine. On an unrelated note I adjusted the voice of the races to FemaleEvenToned as I was experiencing oddities with other mods trying to play voice files that didn't exist for femaleYoungEager. If you dislike this change you may want to swap it back in SSEdit. ----------- Now, for the features to expect in detail: New race that can be selected from the race menu, switched to using console or be turned into via roleplay method. All vanilla races except Argonian and Khajiit can now become mermaids and properly reverse to their original races. A craftable potion (cooking recipe), Mermaid Tears, that can turn any race into a mermaid with flavour text and animations during the transformation or can turn a mermaid back in the original race. Fully animated movement and idles both on land and swimming for the tail form. Strong health regeneration and speed bonuses for mermaids swimming in water - in a game without fast travel, this makes rivers, lakes and the sea a quite useful "highway system" to travel around Skyrim. Bonuses to speech and pickpocket for leg form mermaids (using their charm for negotiation and distraction). Lore-consistent transformation from leg form to tail form: swimming in water will transform your character instantly, being caught in rain will transform her after a while, same for snow but taking more time. You can dry either by getting inside or in clear weather. For weather-based transformation, flavour text will warn you of the transformation steps until you end up as a half-fish flapping on the ground and clothes besides you, which can be, well, quite an embarassing situation in combat, especially as a tail form mermaid is massively slowed down on land. The weather tracking system was completely restructured and is now continuous both for being wetter and drier. There's a "wetness" value that goes from 0 to 100: if you are in siren form and the value is 100, mermaid transformation. Being in the rain makes the value go up, being in the snow makes it go up slower, being under ward reduces or stops it as long as the ward is active (ward effects not fully tested), being in clear weather and/or inside makes the value go down. Swimming in water, outside the obvious instant mermaid transformation, puts and keeps the value to 100 so you have to dry afterwards, even if the weather is clear. The drier you are while in mermaid form, the higher you get bonuses to Alteration, making the Siren Form spell cheaper. Your bonuses disappear once reverted into siren or when being wet again. Keep yourself dry to delay or cancel the transformation process: Oakflesh, Stoneflesh and Ironflesh spells with slow down the weather effect on you, Ebonyflesh will stop it entirely and Dragonhide will even allow you to go for a swim without popping a tail. Dynamic difficulty for transforming back in leg form: When a tail-form mermaid either enters a building or gets ashore in clear weather, an Alteration school spell will be made available that will become progressively less magicka-intensive over time (as the mermaid dries, with flavour text). Casting it will turn you back in leg form. All altars will turn a mermaid back in leg form when activated, giving you a way out, albeit one that can be a bit far away depending on where you got caught by the rain. If all else fails, quaffing a Mermaid Tears potion will turn you back in an Imperial, but you'll need another bottle to become once again a mermaid. The idea is that turning into tail form is a pretty big commitment for a low level character and you might want to keep some enchanted objects on hand to reduce the cost of alteration spells and/or increase your magicka reserves unless you want to flap your way towards the nearest altar. For a high level character, switching between forms is a lot more convenient. Once you're mermaid (tail form) or siren (leg form), you can craft scrolls that provide you with a one-off mermaid-to-siren spell. Curse mechanic: With lore-consistent causes, your character can become cursed, turning into a mermaid, both in body and soul. All flavour text will change accordingly, mermaid and siren powers will be stronger but reversing to siren with spells has a chance to fail and reverting fully with a potion becomes impossible unless you use a potion made with Alchemy 100 skill. The potions and curses are still the two ways to become a mermaid, but now must be unlocked through reading a book with a bit of mermaid lore. When loading the game with the mod, the game will check out your Alteration skill: if the skill is under 25, it will wait roughly 30 minutes, as it probably means a new character and you're stuck in Helgen, that kind of stuff. If not, it will trigger right away and make a small show with a journal being magically sent to you, with an introduction to the mermaid books and a strong hint to where you can find it. Once the book is read, you will be able to produce the Mermaid Tears potions (as long as your Alchemy skill is 20 or more) with increasingly efficient recipes. At skill 100, you can craft a Perfected Mermaid Tears potion that act as the curse or can remove the curse at will (while turning you back in the original race). Once the book is read, you can also be victim to the curses. The first one happens when you extinguish the lighthouse during the "Lights Out!" quest, the second has a 5 % chance to trigger whenever you attack with your weapon while in direct proximity to a shipwreck (you will see a warning message whenever you come close enough). The curse now has additional flavouring, with pretty much all of the flavour text around the transformations being changed to reflect that your character is now a true mermaid with the soul of one rather than a mortal temporarily with this form. In mermaid form, you have a Mermaid Voice ability that sends a spell in front of you. If it hits a humanoid NPC at most 10 levels above yours (20 for a cursed mermaid), it rolls a dice (easier success on males than on females, even easier for a cursed mermaid) which, if successful, causes the target to become allied with you and run towards you as long as you are fully swimming. If you leave the swimming state for even an instant, whether by jumping or coming ashore, the spells break and the NPC returns to normal. If the NPC remains under your spell and reaches water, they'll remove their clothes and swim towards you, and when they reach you, bit of FX and they will die, their body sinking to the bottom. There is a 2.5 % chance of every such victim cursing an uncursed mermaid, increasing 0.5 % with every new victim and resetting to 2.5 % after triggering the curse. Each new victim will also provide 100 XP in Speech and Alteration. When cursed, you get a special black soul gem with a huge selling price and a potion recipe that requires 40 Alchemy only, using that gem to make the potion. It acts as a one-off cursebreaker, breaking the curse itself but still keeping you as an uncursed mermaid. If you get cursed again, the only way to get the gem again is if you used the cursebreaker potion before. Mermaids heal faster when swimming. Compatible with Better Vampires without the need for a patch, but not necessary to have it either. Mortal -> Siren: Mermaid Potion Mortal -> Cursed Siren: Perfected Mermaid Potion Siren/Mermaid -> Mortal: Mermaid Potion or Perfected Mermaid Potion Cursed Siren/Mermaid -> Mortal: Perfected Mermaid Potion Mermaid -> Cursed Mermaid: Mermaid Voice curse Mortal -> Cursed Mermaid: Shipwrecking or grave disturbance curse Cursed Siren/Mermaid -> Siren/Mermaid: Soul Potion
  6. A large quest & land mod set in a new hold in the mountains between Skryim, Hammerfell & Cyrodiil; (link)- https://youtu.be/HmCMJLs3Lfc After the oblivion crisis a number of Daedra remain across Tamriel. Most where swiftly hunted down, but a some came through gates out of sight from most of society, some came out near small village of Nords in the mountains. With Mehrunes Dagon no longer seen as the pinnacle of power by the Deadra, having been defeated by a mortal, they are in disarray unsure whom they should follow. After a while the Daedra make peace with the Nords and over time forge a city and eventually a full hold in the mountain valley. Over the years a number of disenfranchised faction and other renegade Deadra of other realms flocked there. Now the hold is made up of a number of these renegade faction in there own towns across the hold. The hold subsequently developed a more democratic political system, with a representative from each faction voting over issues and decisions in the hold. Now the hold is under siege from a unknown & powerful enemy. I have never made a mod or video for that matter before. So dont expect anything crazy, but im quite happy with how its coming along. ------------------------------------------------------------ Gonna be doing a small release SOON. Though still a decent size. The whole project is MASSIVE and its jsut me (help welcome ha) Should have a couple hours of gameplay in quests. A new city to explore, new things to collect and find. Aswell as a new (kinda foul mouthed) fully custom bard follower. Who takes an active role in the story. I recently got the guard set up properly, all individuals with names and fully custome voiced with some unique lines each. And a working jail system/bounty system. I think its getting there with clutter. Wherever possible; furnature, building, clutter, cloths ect. objects new to the game have been used. I think its getting there & will be excited to see what people think, its been quite a while in the making. To see pleanty of screenshots, check out my nexus profile. --> https://www.nexusmods.com/users/84192113
  7. Hey everyone ? Does someone know any good mods that add some Tomb Raider-like content around the world / add some trapped Tombs with treasure ? In vanilla there is the occasional riddle in a dungeon but I'd love it if some of them were more dangerous or if I'd have some more to explore. Traps, Treasures, Riddles, Lore, Curses and so on would be nice to have. Deviously Cursed Loot and Devious Lore are great to make existing dungeons more risky, but some actual added traps/riddles or completely new trapped dungeons centered around a treasure would be nice.
  8. There's probably a better name for it than that but I have been writing ES lore for the mods here on LL in was curious what people think; https://docs.google.com/document/d/17m0iVif9_-k-yq7ZYC7dG2vko6TpJvTnw0aUQJ6r4Oo/edit?usp=drivesdk As one can tell, it is by no means done. The preface and Chapters 2 and 3 are more or less complete and now I'm finishing up the lore for the high elves. Please tell me what you think. Do you think it makes sense? Do you like the little in universe snippets? What do you think of adding pictures, even those not exclusively from the elder scrolls, into the text? Is there any topic you think I should add or remove? If i was to post what I've been writing, either as chapters or the entire thing, where would be the best place to do so? Etc.
  9. Please help to find one specific Devious mod! (It does exist 100% but I can't remember it's name) I also I don't know for what version of Skyrim it was released: LE or SE. I do own both of them. All I can remember that the mod was tightly weaving Devious Devices into basic vanilla quests and shops. For example: 1. Adrianne Avenicci and her husband were forging Devious devices. On PC's firs visit at Warmaiden's they would make PC their bound plaything starting 5 min quest with dialogs and bound sex. 2. Also in The Way of The Voice (7000 steps) quest Klimmek would equip a vibrating plug and a chastity belt on PC (Just for fun) promising that Graybeards will unlock it at the top. Please help!
  10. Magic is common enough in TOW that everyone in the world is at least somewhat aware of it, but the absolute vast majority of people do not know how to use it, and may never even have seen anyone else use it either. That being said, it is much more prevalent in some parts of the world than in others, and certain races and groups have a much stronger affinity to it than others. Fantastical creatures are common enough in TOW that few truly doubt their existence. Their prevalence and the frequency of encounters with them vary considerably depending on the type of creature, time in history, and part of the world you are dealing with. There are many different religions in TOW - with most being polytheistic - but whether the gods actually exist or not will remain undisclosed for the time being. One thing that I can say unequivocally is that people and things have a sort of fate in TOW. It is not your typical concept of fate, where something is 100% predetermined, but rather, something more malleable. You see, there are these beings in TOW called Ellaari, which are superficially similar to the Maiar of Tolkien's world in that they are tasked with bringing a set outcome to fruition. They are neither good nor evil. They just see to it that fate happens. In other words, if a homeless woman is predestined to become a queen, the Ellaari will TRY to make it happen, by their own hands if they have to. Likewise, if some innocent, little girl's fate it to be quartered and beheaded, then the Ellaari will TRY to make it happen. The Ellaari themselves come in many different forms, with some taking the shapes of animals and people, others the shapes of trees and fungi, and others still the shape of natural forces, such as the wind or heat. Political intrigues and military conflicts in TOW can get quite complicated, just like in real life. Everything from regular politics (such as lineages, territory or control of resources), to ethnicity and religion may play a part. The degree to which magic and fantastical elements play a role can of course vary in the extreme. In terms of architecture, weapons, clothing and armor designs, TOW likes to dip its toes (unintentional pun there) into both high and low fantasy. It definitely leans heavily in favor of high fantasy, with some civilizations/cultures being pure high fantasy, but most fall somewhere in between a realistic, medieval/ancient look and the stuff you see in LotR or a 90's computer game. As such, think of Minas Tirith (LotR) or the Imperial City (TES) before you think of a more realistic looking city (while still acknowledging that they exist in the world), and for armor, think of things like towering knights in shining golden armor or skimpily clad Amazonian warriors before you think of a traditional, medieval knight. Do keep in mind that TOW is far from just medieval in its themes. there are actually multiple Ancient-Egyptian-inspired civilizations and many other types of highly distinct cultures with their own customs, architecture, attire, languages, political systems and customs.
  11. Version 3.0

    12,462 downloads

    Here is my first set of tattoos for the excellent mod, SlaveTats by murfk, http://www.loverslab.com/files/file/619-slavetats/. These are "lore" tattoos in a very loose sense, meaning that they were created using Skyrim phrases as inspiration. There are five tattoos included and three alternates. - Blade and Shadow, Silence and Death (+1 alternate) - Glory Awaits Those Who Triumph - May Your Road Lead You to Warm Sands - Victory or Sovngarde (+1 alternate) - Walk Always in the Light (+1 alternate) As you can tell by looking at the images they deform a bit when applied because the texture is being wrapped around the model. Still fighting paint.net and gimp to compensate, right now this is as close as I can get but I think it's good enough to share. I tested the tattoos mostly on UNPB and a bit on SevenBase. Haven't tried CBBE or any others so your mileage may vary. Only "May Your Road Lead You to Warm Sands" uses the color adjuster in the SlaveTats MCM, the others are custom painted and I'm not sure what would happen if you changed the color. Maybe nothing. Don't do the crime if you can't do the time. Added ten tattoos, one from each jail in Skyrim/Solstheim. There are six for the body, two for the hands and two for the face. Which means you can get thrown into every slammer and have a memento to remember your time there. Now the good citizens of the realm will know to steer clear of you. A small update to the Jail tattoos. I added a progressive marker along the outer thigh. Essentially you change the tattoo after every turn in prison to the next higher, 1-10. The idea is that this only takes one slavetat spot but also records the number of times you've been incarcerated. And if you no longer are admiring your less than savory tattoos from the Skyrim Penal system, just download Remove Your Tats by jfraser, http://www.loverslab.com/files/file/1664-remove-your-tats/ and for a mere 1000 gold have all your sins wiped away. I should add that these tattoos must be applied by the user through the MCM. I haven't tried and not sure how to have the game apply them as you get incarcerated. The third tattoo pack, Skyrim insults. I picked up a few of the more notable insults the citizens of Skyrim use and added them to a tat pack. Looking for suggestions for this category (and others if you wish). - Mangy Piece of Pit Bait - Greyskin - Lying Little Harlot - Filthy Horker - Milkdrinker - Snowback These are designed as scrawls, something someone would apply (to your character) quickly without much thought for being neat about it. Please share any photos you may have in the support topic section. Curious to see the tattoos with different lighting/skin mods. Especially curious to see how they fit on CBBE as I don't use that body type. Designed and tested with installation using Nexus Mod Manager. Enjoy. Or not.
  12. Version 2022-01-31

    96,154 downloads

    Obscure patches are a collection of patches and small mods I made to tweak my own game. I am releasing them here in case anyone is interested in giving them a try. Some disclaimers: - These patches require their original mods (follow the links provided on this page) - I have no intention of supporting them beyind answering a few questions or quick fixes. I do not need to embark on any new mod at this time. - These are released as loose files only, which means you will have to remember to delete the patches (and their scripts) if you ever upgrade the original mods they are based on. Devious Devices 4.0 patch Description: Fixes activation of random effects for custom devices (like the Milk Harness in Stories or critters in Parasites) Requirements: Devious Devices Integration 4.0 Puppet Master Patch Description: - Added support for storageUtil triggers to cast the Puppet Master spell in a script :: Used in Hormones, Alicia and Mind Control) - I will remove it if Puppet Master is ever updated with similar scripted calls. Requirements: Puppet Master 1.7 http://www.loverslab.com/files/file/463-puppet-master/ SexLab Dangerous Night Patch Description: - Added safeguards to prevent warnings in logs for empty locations and keywords Requirements: SexLab Dangerous Night 2.2 http://www.loverslab.com/files/file/500-sexlab-dangerous-nights-2/ SexLab Release Patch Description: - Disabled 'release' while riding a horse - I will remove it as soon as SexLab Release is updated. Requirements: SexLab Release 1.3 http://www.loverslab.com/files/file/790-sexlab-release-v13/ SexLab Warm Bodies Plus Description: - Added support to get warmth from additional activities (running, fighting, riding a horse, combat) :: Updated for compatibility with Frostfall 3.0 (old Frostfall no longer supported) :: Added global variable to configure the base heating rate :: Added compatibility with my other mods (Stories, Hormones and SD+) - See full description here: http://www.loverslab.com/blog/60/entry-423-sexlab-warm-bodies-tweaked/ Requirements: http://www.loverslab.com/files/file/514-sexlab-warmbodies-frostfall-plugin/ Priests of TERA Description: - Added unique outfits for priests across Skyrim to reflect their divine role - Made armors more rare and exotic (limited to merchand, caravan and boss level loot) Requirements: http://www.nexusmods.com/skyrim/mods/25846/? Jack Ga Monster Lore Description: - Contained new creatures to Eastmarch and Halljmarch - Added book to Arcaeneum to make new creatures more lore friendly - Added a few tweaks to select locations to fit in the back story Requirements: http://steamcommunity.com/sharedfiles/filedetails/?id=222035755 SexLab Skooma Whore Description: :: Packaged updated scripts :: Fixed missing SexLab property Requirements: http://www.loverslab.com/files/file/1378-sexlab-skooma-whore/ SexLab Stop Combat Description: :: Fixed incorrect SexLab property :: Plugged a bug about missing values to trigger sex scenes (needs to be more tested) Requirements: http://www.loverslab.com/files/file/1057-sexlab-stop-combat/ Wolfclub Description: :: Added conditions to scenes and scripts (trigger only in the cave) :: Changed location of final chapter for better compatibility with SD+ Requirements: http://www.loverslab.com/files/file/1523-wolfclub-20150924-alpha/
  13. Version 1.0.0

    640 downloads

    How to start? Find Onmund in the College of Winterhold. What to expect? A very extensively written follower and tremendously enriched lore background, with quests that have heavy story elements. Continuous recruitment: We still need more level designers, modelers, texture artists, scripters for the next part of this mod. Please contact me if you are interested. If you have the skill and you are anxious to see the next part, please do not hesitate to tell us! Features: 0. You will be directly involved in a Thalmor plot. In the full story's ending, you will decide the fate of Tamriel, and the Thalmor. 1. Extensively rewritten Onmund, making him a character with 4000 lines of dialogues and one who is extremely relevant to the story. Onmund can be befriended, romanced, or antagonized. (Indeed, you can antagonize your follower, make him hate you) 2. Greatly enriched the world, history and lore of Elder Scrolls. 3. Unique and beautiful lands. 4. New items. 5. New quests. 6. All lines fully-voiced. 7. Intelligent design: Onmund remembers what you say and knows what to do with it. Onmund is one of the first characters to have a sense of humor, as he will know if you are simply being sarcastic or serious about what you say. You are free to mock or make fun of him as long as you do not cross the line, and depending on how you interacted with him, he will interact with you responsively. 8. Interactive design: Onmund will interact with the vanilla world - including vanilla quests. He will actively participate in vanilla quests such as Alduin main quest, College of Winterhold, Dark Brotherhood, and even DLC storylines. Details: The theme of this story is generally dark, grim, and mysterious, and there would be a great deal of freedom provided to the player regarding dialogues and choices in quests. In this mod, you can roleplay to your liking, and interact with the characters however you desire. I have written a certain extent of philosophy and ideology in the story, however, players who find that boring can definitely ignore them, while the players who are interested can discuss and even debate that with the characters, and that's one of the keypoints of my mod - freedom. This is only the prologue of the true story. Before you begin your final journey to save or destroy the world, you will make the final preparation. Onmund will definitely reshape your vanilla questing experience. Hard requirements: 1. You must NOT have started the quest "Revealing the Unseen". 2. You MUST install Unofficial Skyrim Legendary Patch. 3. You MUST have all the DLCs. Soft requirements: 1. You SHOULD start a new game. 2. You SHOULD bring Onmund with you throughout your whole game, unless the game needs you to go alone. 3. You MIGHT want to install a mod to change Onmund's face, so that he looks more aesthetically pleasing than his vanilla self. Q&A: 1. Where can I find Onmund? What is his class? Can I romance him? College of Winterhold. Mage. Yes. 2. Why do you rewrite Onmund instead of writing a new character? My original idea is to rewrite the plain vanilla characters into life-like people with depth, but I changed the goal into creating a unique, linear story centering a character; by then, I have already invested too much time and effort into Onmund that it was only logical to continue going with him. 3. Will we get to decide the world's fate in the prologue, as you promised? You can decide various characters and factions' fate in the prologue, but the world-shaking events will only take place after the next part. 4. I do not like the new Onmund. I didn't write him to appease everyone. He has own views and ideals, and that is the point of this character. As for things other than his personality and dialogues, those are all parts of this character, and the experience my team designed for you. 5. How to romance Onmund? Can male characters romance him? Can I marry him? Flirt with him, do not antagonize him in a hostile way, show him you care about him, give him gifts. You can romance Onmund as either gender, his dialogues will be responsive to your character's gender. You can marry him at the very end of your romance plot. 6. This mod is not lore-friendly, it adds too many lore. I've checked that the lore I added is mostly in no way contradictory to established canon. To a large extent, I write the lore where Bethesda did not. 7. There are too many words, too few actions. The action part is covered in your adventures with Onmund. 8. Why is a mod with over 4000 lines only several hundred mbs large? I compressed the audio files into fuz files, which will reduce file size tremendously. Before I compress the files, the whole prologue alone is over 2gb large. 9. Where should I put spoilers-related comments or questions? Here: https://forums.nexusmods.com/index.php?/topic/6465081-shezarrine-the-fate-of-tamriel-spoiler-thread/ Credit: Anbeegod (Miroslav Yegorov) - Director, Head writer, Minor level design Level designers: Adolon Agerweb (unreleased level) JayCrane Morrodes Modelers: Bassam JayCrane Anon Editor: Kriss Martin Script and spells: Anbeegod Igar2000 Voice acting (characters in the prologue, not in order): Jacob "BeardyMan" Eccles - Onmund (Email of Jacob: BusinessBeard@hotmail.com) Shannon Hobby - Mysterious character Melissa Sturn - Onmund's mother Scotland Bullard - Onmund's father, Orc chieftain, Orc's henchmen Limroto - Commander Lo'deri of Elsweyr Tasheni - Breton noble Neferankh - Mysterious characters Voice acting (characters not yet appeared in the prologue, not in order): Kriss Martin Grand Stag Studio Mr Brunswick Seasable SirSallas EZPZ Anax Kaze Alexa Erdogan Uuntiedshoelace Rocky Stringstorm Khobis Bigmig Hennessey (Bonehead) Loveliel MrTush Noveria Saeros Saltkrakah Andrew Reynolds Craftiian Hades KDonProduction Additional Credit: Arthmoor - for helping with scripts CD Projekt RED - for several assets in the mod Dogtown1 - for several assets in the mod Sorenant - for help checking Elder Scrolls' lore Madcat221 - for help checking Elder Scrolls' lore Reality, Mythology - for giving me so many story ideas
  14. Version 2.00

    14,119 downloads

    What this is: This is a quick patch for fixing something I always thought was a huge flaw in one of the best dialogue driven Sexlab mods around - lack of punctuation. In addition to punctuation, the patch also touches upon grammar, formatting and "lore-friendliness". Aside from this it adds no new branches or content. Requirements: You still need to install the original Sexlab Romance mod by Spaceman and overwrite the .esp with this patch. I consider this patch to be done and no further updates are scheduled. If you are the original author of Sexlab Romance or someone looking to take over the project, feel free to integrate this patch into the main file.
  15. As Elenwen's little cousin, my duty is to serve the Thalmor. My cousin is the pride of the family, so I want to help raising our family's rank in the Aldmeri Dominion, too. I want to be like her someday. While she was organizing a noble party in the Embassy, I was assigned to guard the Northwatch Keep. With a few soldiers, I went to the fort and waited the new orders. A few weeks ago, a convoy of soldiers with a few wizards arrived. They were guarding a nord in rags. Nobody explained me what was happening nor I did recieve new orders. I limited myselft to keep inside the fort. Nobody could guess that a self-proclamed Dragonborn was going after that prisoner. The attack was really quick. I heard the clashing swords and went outside the interrogation room. I commanded a few guards to come with me and fight, but the number of enemies was greater than our forces. All of my soldiers were defeated. I was alone. I didn't saw the Dragonborn, only his mercenaries covered in my soldiers' blood. I threatened them, gave them a chance to give up. But they were thirsty for more blood. I fought as hard as I could, but they managed to disarm me. They pushed me onto the ground and I closed my eyes, waiting for the final stab. But it never came. When I opened my eyes again, they were laughing. Then, one of them began to undress his pants and I realized I was about to get raped and humiliated by that nord scum. I don't know how many hours passed. They used every hole of my body and when the mercenaries got tired of me, they left. I managed to stand up and went to the interrogation room as fast as I was able to. The prisoner wasn't there, and the interrogator was dead, just like the rest. I was the only survivor of that slaughter. And that was the last Dragonborn's mistake. I'd take my revenge, soon or late. I trained myself in the art of assassination. I become a mercenary and at last I was able to afford a proper armor for my revenge. I followed the tracks of the Dragonborn through all Skyrim. But I lost his trace at Riverwood. I asked several citizens, but nobody answered my questions. I knew the Dragonborn was near, but nobody was willing to collaborate. I found an unhappy married man at the mill and made him talk through the pleasure. I gave him what he wanted in exchange for some information. We sneaked out through the plants and I let him play with my body for a while. When we finished, he told me that the Dragonborn passed by Riverwood some weeks ago and indicated me where he was leading to. That stupid Dragonborn can't hide from me much longer. My revenge is near. NAME: Northwatch Keep STATUS: Finished. RATING: NSFW. PLOT: The rescue of Thorald Gray-Mane from a Thalmor's view.
  16. The Renegade: Chapter 78: Sealed Covenant The Renegade: Chapter 79: Crimson Queen The Renegade: Chapter 80: Exiled Home The Renegade: Chapter 81: Crimson Wedding
  17. The Renegade: Chapter 67: Battle of Windhelm The Renegade: Chapter 68: Confrontation The Renegade: Chapter 69: Kingdom on Fire The Renegade: Chapter 70: Ruler of None
  18. The Renegade: Chapter 62: The Mad King The Renegade: Chapter 63: The Injustice The Renegade: Chapter 64: The Arrival
  19. Greetings, dear traveler I also want a sheet with a character description for myself, so I thought and did, why not, right? I present to your attention: Rose Sinetica Gwenolyn Isabella Nevi'ra I wish you a successful end of the working week. ^_^
  20. Since I'm just about ready to release the big update I have been working on, and I've finished the updates to the mod description on nexus, I felt it was time to post a blog entry about it here. There are three major additions to mod with this update. Nai'yari, the first part of the Nymph lore, and the placement of 23 different Nymphii across skyrim. Version 1.9 Update Info Version 1.9 has been published both here and on Nexus. I hope you enjoy it! For the Sake of Convenience, here is the link to the mod page. Table of Contents I. Characters and books relevant to the lore II. Nai'Yari, Captain of the Black Opal Pirates, the Nymph Pirate Queen III. The Black Opal Pirates IV. Nymph Girls Across Skyrim V. FAQ updates and future plans I. Lore Books, and characters/books relevant to the lore I have completed the first several books full of all of the details you might want to know about the Nymph. There's actually a story that goes along with how and where these books came from, and if you're interested, you should read through the rest of this section, where I describe all of the relevant details. Otherwise, skip down to section II for the new follower.For this update, I have included Volumes I and II of the series "Ecology of the Nymph," as well as the original "Scholar's Guide to Nymphs" which was found in Daggerfell. These books have become rather hard to find lately, and it's not very likely that you will find a merchant who has a copy. However, in Winterhold, recently Urag gro-Shub has managed to secure several copies of each for the Arcanaeum's archives, and he has uncharacteristically placed his surplus copies on display, making them freely available to any student of the college who is interested in taking one. Books A Scholar's Guide to Nymph Author: Vondham Barres Published: Unknown, presumed early 3E Presumably, this was the first book written on the subject of the Nymph. It is important as it represents the first genuine attempt by modern scholars to catalog and understand the Nymph, who until this point, had largely been viewed only as provocative creatures of fairy or fey mythos. Barres describes the common perception of the Nymph as "beautiful, naked women who skip along tra-la-la and like to have indisciminate sex," and consequently, he was the first known scholar to presume they were anything more than this. While it contains little actual detail of the species or any objective information, the "Scholar's Guide" provides vivid descriptions that captured the imaginations of future scholars. Ecology of the Nymph Author: Pavaldi Caglieri Published: Five books published Individually from 4E 113 to 114 Compiled as a series in 4E 153. Re-published as part of imperial archive in 4E 183. The second book on the subject of the Nymph, "Ecology" was originally published as a series of separate volumes containing a wealth of information on a number of different aspects of the Nymph. The volumes were published over the course of two years, and brought a great deal of fame and reputation to Caglieri, the author. After his death, as part of the 40th anniversary of the first tome, these volumes were compiled into a single series "Ecology of the Nymph I-V". Going far beyond a simple description of the Nymph species, it contains information on topics like Nymph pregnancy, Nymph reproduction, Nymph/Mortal relationships, and the differences between Nymph and mortal women, to name a few. Caglieri is also the first person to adopt the plural "Nymphii" in the manner of elves, as opposed to Nymphs, and the convention has become standard practice. Nothing like this had ever been written before, and all of his writings were readily accepted as fact by the academic community. It would later be shown that several of the ideas he put forth in this series, particularly towards the last few tomes, were based on his own unsupported hypotheses. These would later be dis-proven by subsequent authors. To avoid confusion amongst readers, and to preserve the original tome unaltered, in 4E 183, the collection was re-published as part of the Imperial Archive including a disclaimer stating that the book has been superseded by the more comprehensive work, "Encyclopedia of the Nymph." In modern times, despite the provocative (yet somewhat inaccurate) depiction of a Nymph gracing the cover, it has become rare to find a copy of either of these books outside of a college library. Encylopedia of the Nymph Author: Kastan Foebreaker, posthumous Published: 4E 157 The third, and most complete work on the subject, was published in 4E 157. It was a monumental work that was compiled from the author's notes after his disappearance. These notes were largely based on a correspondence between Kastan Foebreaker, a one-time student of Caglieri, and the unnamed expert who is referenced in the first several chapters of Ecology. They contain a great deal of information, some of which elaborates on the topics which are presented in Ecology, some of which disproves theories put forth in Ecology, and much of which is entirely new. It is a very complex text that is sometimes difficult for laypersons to understand. Thus, it is traditionally studied by scholars, or by Imperial University students pursuing a degree in naturalism or meta-physics. The first three volumes in this series were published in 4E 157, while the fourth was published only a few years ago, by a current Imperial University author who renewed the correspondence with the until-now unnamed expert on the Nymph, in order to complete the work of Foebreaker. Characters Vondham Barres Born: Unknown Died: Unknown The author of a Scholar's Guide to Nymphs, Barres was an Imperial University scholar who lived sometime in the third era, early after the foundation of the Cyrodillic empire. He sought to discover more about the subject of the Nymph. The Nymph language had been translated into the common tongue well before the first era, but very little information was known about the Nymph aside from crude innuendo and conjecture. Very little information is known about Barres or his life. Supposedly, he wrote a scholarly treatise on the rituals and practices of the House of Dibellia, but no copies of this tome are known to exist. Upon completion of the Scholar's Guide, he withdrew from his position at the Imperial University, and presumably lived out the rest of his life somewhere in hammerfell with, Ayalea, his Nymph companion. It is suspected that Ayalea was either a High Nymph or a Desert Nymph, and lived in a secluded grotto in Hammerfell, but aside from Barres' descriptions, little else is known about her. Pavaldi Caglieri Born: 4E 68 Died: 4E 149 The first author to follow up on the work of Barres, Pavaldi was hailed as a landmark figure in the study of the Nymph, as he provided a significant amount of concrete and factual information on the Nymph. Caglieri was a native of Cyrodiil, and by mid-life he was still a relatively unknown academic. While struggling to make a name for himself, he became fascinated by the story of Barres and how this seemingly devoted scholar abandoned his life's work after falling in love with a Nymph. He then set out to meet a Nymph of his own in order to follow up on this work. Initially, he did not meet with much success, but after being contacted by an anonymous "Nymph expert" who offered to provide him with information on the condition that he would compile it for publication, his fortunes changed. The more scandalous version of this story hints that he initially became interested in the subject of the Nymph after a drunken night in a tavern when he met a charming, golden-eyed, green-haired, pointy-eared woman adorned with leaves whom he believed was "certainly not human, and far too lovely a creature to be a mere elf." Popular gossip amongst scholars goes on to say that he was so enamored by her that he spent the rest of his life pining after this green-haired woman. Caglieri published two volumes in a few months on the subject of the Nymph, and gained instant recognition amongst academic circles, as these works contained brilliant deductions and a wealth of previously unknown information. He was then after considered the premiere expert on all things "Nymph." Three more volumes followed, which were eventually compiled into the seminal work "Ecology of the Nymph." He continued teaching at the university for several decades, and held a number of influential positions within the Imperial University throughout his career, including a brief term of office as both Dean Non-Magicka and Imperial Provost, but he never published any further works on the subject of the Nymph. Many of his students went on to hold important Imperial positions in all facets of the Empire, including the legion and the political sphere, as well as both the academic and arcane fields of study. Despite only publishing a single major work, he is still considered by many to be one of the greatest imperial scholars of the fourth era. Kastan Foebreaker Born: 4E 127 Died: Unknown, disappeared in late 4E 155 The author of Encyclopedia of the Nymph. Not much is known about him. He was a Nord student of Caglieri who took a renewed interest in his mentor's work, despite Caglieri's insistence that everything important about the Nymph was already known. After his mentor's death, he discovered copies of the letters that were being exchanged between Caglieri and a person known as "Heironymus Anon." Most of these letters contain very emotionally charged disagreements and debate on the subject that seem to intensify as Caglieri publishes more of the "Ecology" books. At some point it appears as though Caglieri and Hieronymus had a falling out over Caglieri's continued insistence on taking credit for Anon's contributions, as well as publishing his own ideas and theories which Anon described as "not just unsupported, but blatantly fictional." Correctly concluding that this was the unnamed expert who is referenced in Caglieri's early work, and recognizing the level of genius this expert possessed from his/her writings, Kastan attempted to reach out to Anon and form a collaborative relationship. He is eventually successful in 4E 153, and the two of them maintain correspondence over the next two years, exchanging letters with clockwork precision every two weeks. Their collaboration pushes the boundaries on practically everything known at the time about the Nymph species, including the origins and the meta-physics involved in such a unique creature. Some of the copies of the original letters still exist, and the correspondence between these two brilliant minds are said to go far beyond the study of a single species, discussing topics like the nature of disease, patterns of inheritance amongst familial bloodlines, and the tiny parts that make up all living things, parts too small to be seen without the aid of a special kind of divination magic. Indeed, Foebreaker's work is so complex and peers so deeply into the nature of the physical world that most modern scholars still have difficulty understanding all of it. His disappearance has long been a source of speculation amongst scholars and his university colleagues. Some believe that he was killed by Dark Brotherhood assassins hired by some unknown party in order to prevent his work from being published. Some believe, like Barres, he met a Nymph with whom he became enamored, and unlike Barres, followed her into the wilderness before submitting his notes for publication. Still others whisper rumors that the arcane and sophisticated nature of the information he uncovered led him down the path to oblivion. These rumors say that he had reached the limit of what he could discover even by magical means, and at some point he contacted, or was contacted by, Hermaeus Mora, and was gradually seduced by the Daedric Prince's promise of forbidden knowledge. His disappearance, then, was the result of that dark pact reaching it's culmination when he traveled to Apocrypha, became trapped, and was never to be heard from again. In truth, no one knows what happened to him. After he had been missing for two years and was now presumed dead, a colleague discovered his notes amongst his belongings, and compiled most of them for publication as "Encyclopedia of the Nymph." Hieronymus Anon Born: Unknown Died: N/A, presumed still alive The expert who originally aided in the research of Caglieri, Hieronymus Anon is a pseudonym used by an unknown person in correspondence with both Kastan and Caglieri. Very little is known about who or what this "person" is. What little is known suggests he/she/it is quite brilliant, quick to point out the mistakes of others, and though not interested in fame or recognition, he/she becomes greatly annoyed when others take credit for ideas that are not their own. Due to his/her apparent longevity, having corresponded with multiple authors over nearly a hundred years, Anon is presumed by most to be a reclusive Dunmer or Altmer scholar. However, given the apparent expertise Anon possesses on the subject of the Nymph, some actually believe that Anon *is* a Nymph. In general, those who wish to learn from a Nymph must possess some knowledge of the Nymph language, or some prior knowledge of the Nymph must be shared in order to demonstrate their worthiness and convince the Nymph to divulge more than basic information. Thus, most scholars agree that this theory is unlikely, as Nymphii are reluctant to share so much detailed information about themselves with outsiders. Even more unlikely that that, there are even those who believe the whispered rumors surrounding Foebreaker's disappearance, stating that Hieronymus Anon is actually a servant of Hermaeus Mora, or... even more frighteningly... that the letters were actually written by the Daedric Prince himself! II. Nai'Yari, Captain of the Black Opal Pirates, the Nymph Pirate Queen  Name: Nai’Yari Race: Desert Nymph Combat Style: Swashbuckling! Yarr! Special Talent(s): The Opal Scar Cutlass Absorbs health on hit and grows in power as she levels and increases her one handed melee skill. Starts at 2hp/hit Over 30 1 hand skill absorbs 4hp/hit Over 50 1 hand skill absorbs 7hp/hit Over 70 1 hand skill absorbs 11hp/hit Over 90 1 hand skill absorbs 16hp/hit At 100 1 hand skill absorbs 20hp/hit Blood-Opal Bloodletting Not only is her cutlass exceptionally sharp, Nai'yari has inhuman dexterity, and has mastered swordcraft with her chosen weapon. While wielding it, she has the uncanny ability to cause minor injuries that continue to bleed long after they are inflicted. Those who have fought alongside her say that this is a latent instinct borne of her desire to savor combat: her swings are guided towards vulnerable locations, but she subconsciously avoids lethal strokes. It is also suggested that if she did not desire to prolong a fight, she could inflict grievous or even fatal wounds without much effort. As long as she is wielding her cutlass, she causes a stacking bleed that grows in strength as she levels Initially it does 2hp/second and lasts 30 seconds Once she is over level 20, this increases to 5hp/second for 30 seconds Once she is over level 40, this increases again to 9hp/second for 30 seconds This bleed is applied for every swing, and there is no limit to how many bleeds she can apply to any given enemy. Fire-Opal Frenzy Reduces stagger based on how injured she is. Once below 60% health, all staggers are reduced to 50%. Below 30% health, all staggers are reduced to 25%. Gains a burst of melee strength every time she is hit Every time she is attacked, she gains an effect that increases her melee damage is increased by 12.5% Each effect lasts for 16 seconds and she can have an unlimited number of these effects active. Her cutlass has a rather low base damage, being somewhere between a sword and a dagger, but it becomes quite lethal once she builds enough frenzy. Supreme Swashbuckling As long as she is wearing a shield in her left hand and a sword in her right hand she has the following ability 10% faster attack speed, blocks 5% more with her shield. Her attack speed, movement speed and the amount of damage she can block with her shield increase based on her percent of current health, so she moves/swings faster and blocks more as she gets injured. Below 90% health, her attack speed increases by 80%, her movement speed increases 15%, and she can block 10% more damage with her shield. Below 60% health, attack speed increases 170%, movement speed increases 25%, and she can block 15% more damage with her shield. Below 30%, attack speed increases by 320%, movement speed increases 40%, and she can block 25% more damage with her shield. General Combat Description Her combat prowess is heavily tied to her mastery of a particular fighting style. She is extremely skilled at fighting with a traditional pirate's "swashbuckling" style: a longsword or cutlass along with a buckler or similar light shield. This fighting style has become second nature to her. Her ability to accelerate and move with inhuman speed depends on this "natural" feeling of pure, honed reflexes, so she cannot move nearly as fast if she fights with any other style. Nai'Yari, like all Nymphii, is a hedonist at heart. Unlike most other Nymphii, she is drawn to the thrill of danger and above all the excitement of battle. Quite often, her behavior suggests she has a death wish or cares little for her own life or safety. This is not strictly the case; she simply finds herself drawn to the sheer joy of battle, and in order to experience this elation she will dive headlong into odds that look impossible. Still, were it not for her natural gift at arms, and ability to astutely evaluate any situation, she would probably have gotten herself killed dozens of times over. Most creatures begin to feel a growing sense of dread as they are injured and experience intense fear as they threatened by a challenge that brings them close to death. Nai'Yari has a very different response. Rather than feeling panic or dread, she becomes more excited, more focused, and feels more alive as she approaches death. While such a response could lead a normal person to a pattern of incredibly irrational risk taking in pursuit of this state of heightened arousal; a pattern that will inevitably lead to their premature demise, she is sensible enough not to let thrill-seeking control her. Fortunately, she thrives in these situations, and seems to grow in strength and speed to match the odds she faces. It takes some time for her excitement to approach its peak, but after her battle-lust fully infuses her, she moves with such speed and strikes with such force so as to completely defy rational explanation. No one can say what the peak of her strength is since her power quickly goes dormant once the thrill of battle wears off, and few foes are powerful enough to stand against her once her combat frenzy begins to heat up. If she actually gets pushed the true limits of her strength, it is possible that no creature or force in all of Tamriel could stand against her. While often bold, and some would say reckless, she is neither foolish nor careless, and does not deliberately engage in actions that threaten her safety or the safety of her crew for the sole purpose of satisfying her lust for excitement. Indeed, most who have heard the stories before they meet her are shocked to discover that the "mad pirate queen" is actually quite prudent and level-headed. Her crew have learned to trust that, no matter how insane her plans seem to be, she won’t get them involved in any fight that they have no chance of winning. Personality Description Known as the "New Pirate Queen," the "Beauty of the Bay," the "Gold-Coast Goddess," and by detractors as the "Mad Pirate Queen," Nai'Yari is surrounded by so many rumors and stories that she is rarely what people expect. Often she is described as having a volatile and dangerous temper, becoming violent at the slightest provocation, and being a lusty and saucy wench with a penchant for taking any handsome young men from among the prisoners captured by her crew for her personal use; jokingly referred to as a "divine death sentence," with the implication that she will quickly use them up as they are never heard from again. These stories contain some truth to them, but become more elaborate and embellished with each telling. Another common tale is that while having her breakfast in the captain's quarters one morning she felt that the deckhands were swabbing a bit too loudly, and she ordered them all to be hung from the riggings by their bootlaces until she was able to finish her meal in peace. She has never done anything like this, but the story is very persistent. Like the legend surrounding the Black Sea-Opal ring, she may have made it up herself to bolster her fearsome reputation! Often regarded among the “taller” tales of the “Mad Pirate Queen” are those that say the Black Opal's Captain, upon encountering a hostile ship with orders not to surrender has been known to board by herself, giving her crew instructions to drop anchor and watch the show, casually remarking that she will return once she has given it a new coat of red paint. In reality, she is fairly even tempered, quite friendly, and even good natured. Those who know her describe her as being in "perpetually high spirits," never one to frown or grumble at any misfortune. She might be accurately described as the "Jolly Nymph of the sea," and treats life as one grand adventure. This cheerfulness is a big part of what inspires loyalty in her followers. No matter how grim the situation or misfortune, the Captain always has a good laugh at what a thrilling adventure they are on, and thus far, she has always managed to see them through it. Her other major trait that inspires loyalty and devotion is her extraordinary gift for foresight and long-term planning. While most Nymphii tend to look at things in terms of the "Big Picture," Nai'Yari takes that aptitude to a whole new level. Not merely planning a week, a month, or even a year in advance, Nai'Yari somehow thinks and plans decades in advance. Her plans don't always go as expected, but she's quick to adapt to the unexpected. While she presents herself as having the schooling and intellect of a humble pirate, most are quick to realize she is far more clever than she lets on. A popular rumor on the ship is that every once in a while, she will quietly and discreetly challenge a famous scholar, arch-mage, or general to a game of chess, and in nearly fifty years, she has never lost a single game. In the years before the great war, Nai'Yari and the Black Opal pirates were known to periodically lead lightning raids on Anvil every few years. On several occasions the Barge would appear with no warning moored close to the city docks with a large fleet trailing behind that would rapidly encircle the port. The crew would then disembark and fight their way from the docks along the exterior walls up the bridge to the governor's island and would breach the castle before anyone could sound an alarm or enact any kind of defense. Upon reaching the castle, they would locate the current count and countess, take them hostage, and Nai'Yari would demand a ransom. Living up to her reputation as the "Mad Pirate Queen", her ransom demands were often trivial and totally nonsensical. On one occasion she demanded that the count surrender a barrel of his finest rum, as well as new eight mops for her deckhands to swab with. On another, she demanded the both count's boots and countesses' shoes, plus whatever the count happened to be carrying in his pockets. The first time she conducted a raid in this manner, the Black Opals did so without a fleet, and the response she got was one of utterly stunned disbelief. After all, the pirates had docked the ship with full pirate sails on display, fought their way past the city guard, and invaded the governor's stronghold, apparently all to acquire something that would cost less than a hundred septims from a local merchant. When her demands were not immediately met, she made a hasty escape, but warned that she would be back, bringing with her an entire fleet, and that next time the ransom must be paid without question or she would sack the town. When she actually showed up nearly a year later with a fleet large enough to blockade the entire port, the Count took her much more seriously, though he was as surprised as anyone that upon receiving this somewhat-silly ransom she bid him farewell and the entire pirate fleet withdrew from the city. After a few repeat raids, it became something of a strange local tradition, and the town guard were even given orders not to attempt to halt the pirate's advance into the castle. During the great war Anvil was badly devastated by the Aldmerii Dominion siege, and it took many years for the city to recover. At some point it is even claimed that monsters took up residence inside Anvil Keep! So when Nai'Yari finally launched another raid on the city in 4E 188, the same year that Wayrest was captured by Corsairs, the city was in no position to resist the pirate attack, and quickly surrendered with the promise to pay whatever ransom the Black Opals decided to demand. Unphased, Nai'Yari issued her demands to the acting-governor stating that, "We have too many boxes taking up space on the ship and we need to store some of them here. You lot here can take whatever is inside and do what you wish with it. I say again; I have little need of the contents. But when I return, every last one of my boxes had best be intact and accounted for, with naught so much as a scratch 'pon it, or else this town will know the wrath of the Black Opal Pirates." Nervously accepting the heavy crates, it took a while before anyone actually took a look inside of any of them to discover the contents. Each box was filled with coins and jewels, altogether adding up to several hundred thousand septims worth of treasure. The governor was unsure what to make of this until he remembered how specifically she had mentioned she had no interest in the contents, and finally realized her intent: she had actually just given them a considerable amount of money as a relief fund. True to her word, she came back almost exactly one year later and demanded that her boxes be returned. The governor, grateful for her charity but still quite wary about how serious she was known to be in her nonsensical behavior, promptly returned all of her boxes. Every last box was in near perfect condition. When asked about it later, she denied any notions of charity or aiding the town, insisting that "no pirate would ever part with plundered coin for the sake of a bunch of bilge-sucking townsfolk!" She also added that she was deadly serious about her terms, and that she fully intended to sack the town had they broken any of her boxes. Nai'Yari has a very particular idea of what a pirate is supposed to be, and she rarely tolerates anyone suggesting she or her crew should behave in an "un-piratelike way." Her idea of a pirate is also a very romantic one, viewing pirates as an idealized sort of adventurous rogue, and she fully expects her crew to adhere to this. While the gritty reality of a pirate's life at sea may be gruesome and cruel, the Black Opal pirates are anything but a typical crew of bloodthirsty villains. She has very little, if any, tolerance for the typical raping, pillaging, or torturing that most expect is commonplace behavior aboard a pirate ship, and new recruits quickly learn to adapt to her expectations or are punished severely, with repeat offenders eventually being dismissed in a dramatic fashion. It is not uncommon for ships sailing the Iliac Bay to find desert islands inhabited by one or more ex-opal recruits who have been marooned after being foolish enough to cross the Queen more than thrice. Despite the fact that she is one of the more infamous pirate captains in one of the most heavily trafficked seas in all of Tamriel, her true nature has remained a secret to all but her closest companions. Sailors tell stories of a legendary ring lost long ago on some forgotten island far to the west of the Abecean Sea, a dark ring cursed by some unknown Daedric Prince. Any who slip this ring upon their finger will be protected from blade or arrow, and will be granted youth, beauty, and life everlasting, for as long as they wear it. But whosoever puts this ring on, for even a moment, may never take it off! For if they do, they, and all their kin borne whilst wearing it, will die a most horrible death, rotting from the inside out and then evaporating, as their body returns to the sea. This powerful artifact is known as the “Black Sea-Opal” ring. Nai'Yari's rise to fame and fortune supposedly coincide with her unearthing of this “lost artifact” as a young sailor's apprentice. The earliest known appearances of her as a pirate are stories that mention a beautiful young pirate woman wearing little to cover herself, and indeed, wearing very little clothing at all aside from a pair of fine boots and a ring set with a malevolent looking black opal. This was nearly fifty years ago, and the consensus amongst all those familiar with the “New Pirate Queen” is that she is a Redguard woman of approximately 68 or 70 years of age who owes her youth, beauty, and durability to the cursed ring that she wears. The truth is somewhat less mythical, though still fantastic. Nai'Yari owes her eternal youth, beauty, and resistance to common weaponry not to a magic ring, but to the fact that she is an immortal Nymph, and more specifically, a Desert Nymph. The ring is in fact an ordinary ring set with a Black Opal gemstone that is enchanted to be impervious to understanding by divination magic and to inspire a deep sense of dread and foreboding in all who examine it closely. These are properties shared by most Daedric artifacts, so to the average scholar, this is more than sufficient to conclude the validity of the ring's origins as a cursed relic. Showing a great deal of foresight, Nai'Yari had the ring enchanted as a favor from an elderly master enchanter, long since dead, in exchange for some of her Nymph Essence; the waxy oil coating the skin of all Desert Nymphii. She then quietly and carefully spread the legend of an ancient ring lost on an island far to the west of the Abecean Sea, cursed by some unknown Daedric Prince forgotten by both time and history. After the story seemed to have gained acceptance amongst the bards and innkeepers of the Gold-Coast, she emerged as the new owner of this ring, became a pirate, and eventually took the legend as inspiration in the naming of her crew, the “Black Opal Pirates.” Simply, Nai'Yari wanted to achieve fame and fortune by adventuring as a Pirate, and she knew that if she was famous for long enough, eventually people would begin to question why she did not seem to be growing old, how she could take a thrust from an iron dagger without injury or bleeding, or why she had never borne any children. As a Desert Nymph, she has always felt the adventurous spirit that is more common amongst Nymphii of that subtype, but represents something of an extreme: She lives for excitement, thrills, challenges, and danger. While most Nymphii tend to avoid danger at all costs, Nai'Yari embraces it on a level that even an orc would consider reckless. Often those who cross blades with her drastically underestimate her strength. At the start of any fight she is somewhat slow and does not seem particularly skillful. Indeed, many a fool has concluded after only a few swings that her legendary combat prowess must be naught but fiction! Those who have seen her in action know better: she thrives on challenge, and is only at her best when the odds look hopeless. As she fights, she begins to truly come alive, with every blow struck against her fueling her to strike back that much harder! A heavily armored knight who finds little difficulty blocking her fiercest swings initially can soon find himself struggling to stay on his feet from her lightest feints. As she is wounded, the thrill and elation of combat actually heightens her senses. A normal person (even a nymph!) will gradually get tired and fight more sluggishly as they pile up injuries. But for Nai’Yari every cut, every stab, every arrow-shot, drives her to move faster and faster. Once on the brink of death she will be moving so fast that it is impossible for the eyes of men to follow her movements. There may be no limit to her “real” strength. As long as she can fight and stay alive, she will keep striking more swiftly and more violently. Her crew have often remarked that their Captain could fight an entire army by herself, so long as she survived long enough to begin enjoying the battle. She often attacks ships purely for the fun of it. Once capturing or boarding a ship, she tends to rapidly assess the defenses and defenders, not in terms of potential risk, but in terms of how much excitement the battle will offer. Contrary to popular belief, she does not tend to let ships that offer no resistance or surrender easily escape out of mercy, but because of how boring it is! Her crew will then taken a small token tribute to maintain the crew's reputation, and possibly one or two prisoners (usually young men, just as the rumors suggest), and then let the rest of the crew of the captured vessel escape with cargo intact. While this does fuel the infamy of the Black Opals, it also has the frustrating consequence (from Nai'Yari's perspective) of making future vessels much more likely to surrender without resistance. How dull! How tedious! Where's the thrill in that? When this happens too often, the Black Opal pirates tend to disappear, often for months at a time, without any sign or sighting of the Barge along the coasts of either High Rock or Hammerfell. During these instances they pursue other sorts of adventures, ones that rarely reach the ears of the public, and tend to take the form of exploration or investigation of any particularly dangerous or exciting places they encounter. The maps kept aboard the Black Opal Barge actually chart an extensive archipelago far off the western coast of High Rock that is not found on any map of Tamriel, and is marked with by a series of nondescript labels that include fantastical titles like "island with skeleton army," "island with troll kingdom," or even "floating island with winged elves." Whether or not any of these places actually exist to fit this description is anyone's guess, since the ship's logbook detailing visits to these places never has more than one line of description and always follows the pattern "visited 'island with troll kingdom'. Fought battle, won battle. Sailed south-southeast from 'island with troll kingdom'." Incidentally, a significant portion of the riches accumulated by the Black Opal seem to come from these "side adventures." Make no mistake about it, no matter the tendency of their whimsical captain in letting merchant ships loaded with plunder escape unscathed, the Black Opal pirates are a phenomenally wealthy crew. Nai'Yari herself is not known to hoard riches, but members of her ship's council are rumored to be wealthy enough that they could hire all of the mercenaries of Hammerfell, many times over, to build their own private army, if they so desired. Some drunken former crew-members have even hinted that this is part of a long term defense plan enacted in secret between the Ship’s Council and the Crown Princes of the now independent state of Hammerfell, intended as a failsafe strategy in case of future Aldmerii Dominion aggression. Others suggest, rather than secret collaboration, there is instead some connection with the pirate group to the wealthy "Iliac Bay Lending Company," a powerful bank in the region that is known to lend vast sums of money to aristocrats and statesmen all over the empire. Consequently, the bank is rumored to use the influence behind these outstanding debts to apply pressure and pull strings, presumably in favor of the pirates, and to do so at the highest levels of government... Merchantmen with bold tongues and bruised egos may even suggest this is why none in power seem too keen to capture the Black Opal's Captain nor her crew! Best heave to with that talk of conspiracy matey, lest ye wish to hang the jib and feed the fishes! Any sailor worth his tack knows that the New-Queen is just too wily an old salt for those landlubbers in Sentinel to Hornswaggle, bucko! When the Black Opals return to piracy in the Bay, the Captain herself makes the rounds through the Iliac Bay's taverns to announce it. She travels from tavern to tavern and will buy drinks and a feast for everyone within earshot, letting the Bay know that the Black Opals are back, so let all ye who ply trade in these waters be wary! Some crusty old retired sailors even keep an ear out for rumors of her re-emergence at the taverns on the western shores of High Rock and plan their travels for the next month to follow along her traditional tavern-hopping route, getting themselves a few weeks worth of raucous entertainment, not to mention free food and drinks for their trouble! Nai'Yari is currently travelling Skyrim as the first step in a very big expedition she has planned. She and two of her officers are scouting out other pirate crews and making contact with other pirate organizations in the Skyrim area. What purpose this serves is anyone's guess, but given her knack for grand plans, and her normal reluctance to work with other pirates, it is probably for something massive. Local couriers mention they saw three women fitting the description of Nai'Yari and her officers camped out on a small island not far from where the "Dainty Sload" was anchored. III. The Black Opal Pirates Black Opal Nymph Officers Cassiopeii, "First-Mate Cassi" first mate/cargomaster (blended nymph preset) First Mate of the "Black-Opal Barge" and overall second in command of the Black Opal Pirate Organization. Former Captain of the Black-Opal Fleet ship "Unexpected" Cassiopeii is a Blended Nymph who has been sailing with Captain Nai'Yari for nearly as long as she has been a pirate. Compared to her Captain, she is almost the polar opposite in many ways. Where Nai'Yari is carefree and optimistic, first mate Cassi always expects the worst, both from circumstances and from people. She tends to worry about what might go wrong, and she is very slow to trust people. Although most pirate ships do not nominally have a first mate, the Black Opals are an exception. Owing to her considerable cleverness, Nai'Yari is a strong believer in the value of consensus reached through opposing viewpoints. The Captain of the Black Opals has no use for a second in command who agrees with every decision she makes! Consequently, Cassi may be one of the only people who can talk the Captain out of anything after she has made her mind up. She has a lot of pride in being a Nymph, and like many Nymphii, she considers herself superior to "mere mortals." She is, however, discrete about her real nature. If it were well known that she were a Nymph, it wouldn't take long for people to notice the similar properties shared between Captain and First Mate, and start to question the legend of the Black-Sea Opal ring. Standing in the shadow of her legendary Captain, she's simply not famous enough to be the subject of rumor. Which is probably how she prefers it. Serves as Cargo-master as well as second in command. Generally pirate ships did not have Cargo-masters, this is an officer position usually only held on Merchant Vessels. The considerable wealth held by the Black Opal pirates has, until recently, been stored entirely aboard the Barge. With the high turnover rate amongst the junior crew members, at some point it became prudent to ensure that all of it was accounted for. It would be very tempting for a thief to pose as a potential recruit in order to gain access to the ship. When the Black Opal pirates recruited Nostra, the ship's treasurer some time after the Great War, this became a shared responsibility, but Cassi still likes to keep an eye on their treasure, just to be sure it's all there... Fights at long range with a powerful reinforced crossbow. She likes to keep her distance, and she is an expert marksman. She has a knack for landing shots in spots that slow down the movement of her targets. She usually uses bolts made out of a special metal found only on the islands of the Forgotten Archipelago as a kind of jelly. When heated this jelly hardens into a metal resembling steel, and becomes almost unbreakable. It also acquires unique properties that defy explanation. Despite having weight and density comparable to steel, objects made out of this metal will fly farther, straighter, and faster when thrown as a projectile, almost as though the metal is resisting gravity and friction. As you can imagine, it was a natural conclusion to make arrows or bolts out of this metal. Her ability to outrange almost any opponent, combined with her natural near-invulnerability to return fire from any archer using iron or steel arrows makes her a deadly long-range threat. She usually fights from one of the ship's crows nest where she can calmly and carefully fire lethal shots, one after another. Quite often she can match the range of any shipboard artillery like ballistae or scorpions. Crews manning these weapons are her favorite targets, since they never expect to be picked off by crossbow bolts. Shalice, the "Iron Maiden" Quartermaster (desert nymph preset) Quartermaster of the "Black-Opal Barge" and nominally third in command of the Black Opal Pirate Organization. Shalice lives something of a dual life. To her friends and fellow officers, she is cheerful, carefree, and a little bit scatterbrained. To her underlings in her role as Quartermaster, she is the stonefaced unforgiving disciplinarian, nicknamed the "Iron maiden" for her particular preference for Iron weapons. Besides both being Desert Nymphii, Shalice and Captain Nai'Yari are very similar in many ways. They share an optimistic outlook and a love of adventure. Neither one is afraid of danger, though Shalice does not embrace it quite the same way as her venerable Captain. She is tasked with maintaining discipline and order on a Pirate ship, which is no easy task by itself, but the Black Opal's Captain has certain expectations that naturally run contrary to the attitudes of your average would-be pirate. Captain Nai'Yari expects a high level of discipline, probably equal to or greater than would be found on a ship in the Imperial Navy, which rubs many who first join the wrong way. She also expects her crew to follow her often nonsensical orders promptly and without question. Even more strenuous is the Captain's expectations for what most would call "ethical behavior" amongst her crew. She has very little tolerance for what she personally terms "Pirate's Indiscretions," the usual range of raping, murdering, thieving, torturing, and other forms of villainy. Those found to have committed such acts against townsfolk while on shore leave, or even against prisonsers on a captured ship, are severely punished. This is very difficult for a lot of new recruits to accept, as most associate the Pirate's life with a freedom from laws or rules. Shalice, through a combination of empathy, skill as an actress, and decades of experience, is extremely skilled at a job that very few other people would be capable of doing at all, let alone doing so masterfully. Her nickname came about as a result of her use of an Iron club she calls "Discipline" and an iron dagger called "Punishment". She uses these in case any disgruntled underling manages to disarm her and tries to use her weapons against her, since as a Nymph, she is nearly invulnerable to her own weapons. Most of her underlings are genuinely terrified of her. The accepted wisdom aboard ship is that she's simply so mean that iron is afraid to hurt her. Despite the fear she cultivates in order to keep things running smoothly, she actually spends a lot of time in ship's council meetings advocating for the crew. A perpetual argument exists between her and Nostra, the ship's treasurer, regarding the budget for provisions and accommodations. Shalice is all too aware of just how far she can push the crew without fermenting desertion or revolt, and is always trying to buy more high-quality rum, food, and clothing to make things a little bit nicer aboard ship. Pirates are naturally short-sighted folks concerned with immediate pleasures, so a pirate with a belly full of good stew, a bottle of nice rum, and a comfy hammock can put up with a lot more than one forced to eat only potato soup and drink cheap rum. Shalice has total faith in her captain and trusts her implicitly. She even has a little bit of hero-worship when it comes to Captain Nai'yari, believing her to be invincible and infallible. Shalice might actually come close to her captain's strength, though she would never believe such a thing is possible. She is so imposing in battle that her foes find their resistance weakening with every strike, their wills and resolve soon break. None can stand against the Iron Maiden indefinitely! Her combat prowess is a big part of why her underlings are afraid of her. It is unlikely that they would be able to defeat her in the event of a mutiny, even if every member of the junior crew joined together to ambush her. Despite her no-nonsense, humorless persona, she's a very different person outside of her official duties. She's easygoing, quick to laugh, and never one to worry about what might go wrong. She's actually a little scatterbrained, has a bit of a problem with impulse control when she goes shopping, and frequently misplaces things. She keeps a regular personal journal, but she always forgets to write the date. Though several other members of the Senior Crew or Ship's council were at one point Captains of other vessels in the Black-Opal fleet, Shalice has never been interested in more responsibility than she has now. Truth be told, she is more than a little disorganized, and probably not well suited for more responsibility either. She is and has always been, the Barge's Quartermaster. She excels at this particular job, and perfectly happy to follow Captain Nai'Yari on her grand adventures while keeping the riffraff in line. The Black Opal pirates are a small band of independent pirates operating in the iliac bay, formerly along the gold coast. They have a reputation for daring and brazenness that some would say borders on insanity. Led by the infamous captain Nai'yari, known as the "New Pirate Queen" (or disparagingly as the "Mad Pirate Queen"), the crew of the Black Opal pirates operate almost entirely at her whims. She has been known to attack and board a richly loaded ship only to let it go largely unharmed in exchange for a paltry tribute. She has also been known lead her crew to attack armed vessels that offer no real prize or reward; ships carrying soldiers or mercenaries that are heavily defended but carry nothing of value. The "Black Opal Barge," as it has sometimes been called, is relatively small, and carries a crew of only about 40 or 50 pirates at any given time. It is said that there is a steadfastly loyal "core crew," made up almost entirely of women, numbering about 10 or 15, and the rest of the ranks are filled by sailors who sign on as temporary junior members. These junior crew typically have a very short membership, as the Black Opals frequently engage in very dangerous assaults that many would-be pirates would rather avoid. A certain amount of these inexperienced or temporary crewmen may become casualties, however, it is far more common for them to resign out of frustration at the nonsensical whims of the Captain, or out of fear of losing their lives in violent and unnecessary skirmishes. Despite this, many other pirate bands consider these "former black opal mates" to be highly regarded and esteemed pirates, and a practice has developed where a novice pirate seeking to make a name for him or herself will sign on with the Opals for a short duration in order to bolster their "pirate resumes"; pirate bands seeking to expand or recruit will consider anyone with a period of service aboard the Black Opal Barge to be a prized recruit, and often immediately make such recruits full share members without the typical period of half-share junior membership imposed on most recruits. If ye sailed with the Mad Queen and lived to tell tales of it, surely ye must have veins filled to the brim with saltwater, my lad! Her core crew includes a small number of Nymph crew-mates, most of whom are senior mates or members of the ship's council and have sailed with her for more than a decade. This adds substantially to the fame (or infamy) of the crew! Even in the world of Tamriel it is less common to find female pirates, so for a ship to be crewed by a bevvy of beautiful ladies who are as comely as the fairest Breton castle-maiden and as salty as the most barnacled Redguard seadog is something that is always a favorite topic of drunken gossip in taverns frequented by sailors. Any merchant crewman who is lucky or unlucky enough to cross paths with the "New Pirate Queen" and the "Black Opals" and lived to tell the tale is sure to be a local celebrity upon reaching port. The ship itself is a square-rigged two mast ship with front and aft lanteen sails that give it both excellent coastal maneuverability as well as making it a very fast ocean-faring vessel. It is something of a cross between a sloop and a brig. At considerable expense, the captain has also paid to have many pieces of the ship enchanted. These pieces include the hull (which resists friction from water and prevents the deck from being splashed at high speed), both masts (making them practically unbreakable), the mast-sails (which deflect headwinds), the lanteen sails (which circulate winds off the sides back into the mast-sails), as well as much of the riggings (making them very easy to handle). The end result is that the ship is incredibly fast, even in a headwind, and can actually begin to accelerate in a strong tail wind, ensuring they will always overtake any ship they are attacking, and they can outrun any pursuing ship. Since most pirates and pirate hunters employ battlemages to summon favorable winds, (the Black Opals are no exception), it is often difficult for the navigator of a small ship to outmaneuver a large enemy ship, particularly one large enough to have enough sails that it benefits from a coordinated effort by a group of battlemages. One of the most ingenious additions to the Barge is the enchantment on the rudder, which causes the ship to leak pockets or bubbles of a very specific kind of counter-magic that alters air temperature and pressure unpredictably. Once leaked from the ship, these bubbles float along the surface of the water, similar to rune magic, but they don't last very long, and will generally dissipate harmlessly unless a ship happens to be following the Barge within half of a nautical mile. Any ship that is pursuing the barge and sails into one of these pockets will find that wind magic cast within a 20 to 30 meter radius suddenly becomes totally unpredictable, useless, or even dangerous. It will change the direction and speed at random, and if powerful enough wind-magic is being employed by enough battlemages at once, it can actually cause a tornado to form on the deck of this ship. All of this combined gives the Black Opal pirates the freedom to choose their engagements, and in almost fifty years sailing the bay, the Barge has never once been captured by an enemy ship. Though it is not public knowledge, the Black Opal pirates are largely financed by a system that could be described as a "professional adventuring company," since most of the real wealth garnered by the crew comes from an organized form of adventuring in regions of the world that are still almost entirely untouched by career adventurers. By leading teams of 10 to 15 highly experienced and incredibly capable warriors and mages, Nai'Yari delves the depths of lost ruins, temples, and dungeons that the rest of the Tamriel has never even heard of, emerging with piles of treasure and ancient artifacts that they dispose of through their traditional black market pirate-fence contacts. The Opals are also rumored to have drastically expanded their power, wealth, and influence in the last ten years, through unknown means. The more conspiracy minded are quick to note that this directly coincides with the rise of the Iliac Bay Lending Company. Surely, this is just naught but a coincidence lad. What sort of pirate would lend out their hard plundered coin? Iliac Bay Lending Company The Iliac Bay Lending company is a recent addition to the financial world of Tamriel, having been established in the last decade. While most previous banking institutions were localized and relied on inter-bank arrangements to share assets, the IBLC is one of the first to offer its services empire-wide. Most local banking institutions have negotiated a deal to house a representative of the IBLC within their walls, and the convenience of being able to deposit money locally and withdraw it in any imperial province with an IBLC representative for no extra fees or taxes has helped the bank become very popular amongst adventurers, whose career demands they travel frequently. Further, by offering low rates and generous repayment schemes, the IBLC has attained a trusted reputation amongst the aristocracy of Tamriel, and their ability to service multi-million septim loans has allowed them to hold title to loans all over the empire. Their more prominent clients include a considerable number of Imperial Councilors, the Crown Princes of Hammerfell, the kings of Daggerfell and Sentinel, as well as princes, barons, and lords, from the Iliac bay all the way to the Black Marsh. One of the fastest growing banks on Mundus, the IBLC is also rapidly becoming the most trusted name in banking. Whether you need to raise an army, replant your crops, or just need that little bit extra to afford a high-quality enchanted blade, the IBLC can offer you a loan that will fit your lifestyle. Any rumors that the bank is associated with or wholly owned and operated by any pirate organization is entirely unproven. The IBLC has a stated policy that it does not finance any acts of piracy, pillaging, political upheaval, daedric ritual, or treason. In short, despite the fact that the Black Opal pirates steal very little from actual acts of piracy, members of the Black Opal pirates are among the richest and most successful sailors in all of the Iliac Bay, and the crew may have accumulated enough wealth to gain significant influence empire-wide... IV. Nymph Girls Across Skyrim Skyrim is now populated by Nymphii! There are 23 unique Nymph girls that can be found all over Skyrim. Quickly entranced by the essence of the dragonborn, they will all be eager to join you on your adventures once you find them. They are divided into two categories roughly based on where you will encounter them and whether they are hiding their Nymph nature; either civilized or wild Nymphii. All of them can handle themselves in a fight, and they all have a unique individual fighting style. A couple of them even have unique powers, but these girls will be a bit harder to find! For some general tips on where to find them Civilized Nymphii dress themselves and try to pass as one of the locals. Your best bet of finding one of them is to check the local taverns. Blended Nymphii are known to prefer smaller towns like falkreath or ivarstead, and can often be found in rural inns. Some of them might be adventurers, and a particularly lovely guardswoman working at the nightgate inn is rumored to be a Nymph Night Nymphii like big city life, and would normally be rather difficult to spot in a crowd. Fortunately for you, the perception altering magic of the Night Nymph doesn't work on the dragonborn, so you should be able to tell them apart from the local tavern-goers rather easily. At least one may be a member of the thieve's guild, and another dresses like a member of the dark brotherhood! Maybe she followed rumors of someone in Windhelm performing a certain ritual? It is even rumored that the famous playwright, the "Unknown Bard", is a Night Nymph recluse who is hiding somewhere in the Bard's College. Wild Nymphii embrace life the natural Nymph way, and most live out in the wilderness As you might expect, the best place to find a Wood Nymph is by a pond or grove, someplace that is also frequently the habitat of spriggans. Some Wood Nymphii get along with spriggans, though not all of them do. There have been rumors going around in Ivarstead about a beautiful naked woman with pointed ears who has been seen around the abandoned alchemist's shack. Could she also be a Wood Nymph? Desert Nymphii are known to favor grotto type caves - the best place to find one is in a cavern with running water. One traveler visiting the bee and barb in Riften recently told a story about an unusual redguard adventurer who stopped him on the road and asked for directions. He admits that he was a little drunk, but he insists she was completely naked except for a scarf and a pair of boots. She was also one of the most beautiful women he had ever seen. He claims that she was trying to find Crystaldrift caverns. Based on the name of the cave, perhaps she was a Desert Nymph looking for a home, and had mistaken the cave for a grotto? Beast Nymphii are a little trickier to find. Normally, a Beast Nymph likes jungles, marshes, and swamps. Unfortunately, there aren't any jungles in Skyrim, and the only swamps, found around Morthal, are far too shallow to suit a Beast Nymph. If there are any Beast Nymphii that have settled in Skyrim, they may have had to find a nice cave to live in, or they may be more adventurous than your average Nymph. Khajiit Nymphii are often known to be rather curious, and some may have been lured by something irresistible inside an local house. Upon discovering that the house was abandoned, it would not be unusual for such a Nymph to make herself right at home. What would trigger her curiosity, though? Perhaps her appetite, or maybe her hunter's instincts? Perhaps a hungry Beast Nymph found an empty shack full of fish... Maybe another was looking for some prey when she found a house overrun with mice... Argonian Nymphii are known to be restless when they can't find a good swamp to settle in, so you may have more luck looking for adventurous Nymphii. A local of winterhold mentions a story about a woman who inquired in the local tavern if the innkeeper knew any nearby caves where she could hunt trolls. This local says that from what he could see of her face she was a very attractive human woman and looked like a very seasoned adventurer. He didn't see much else of her, as she was covered from head to toe in thick furs, which is not particularly unusual in Winterhold. This man says the only reason that he paid much attention to this encounter is that as she was leaving he was certain he spied what looked like a lizard tail sticking out from under her cloak; except he was sure by what little of her face he could see that she wasn't an argonian. After thinking a bit, he remembered that she also had unusually shaped blue eyes. None of the other tavern-regulars remembers her, and are quick to suggest the man was probably drunk. Temba, the owner of the mill in ivarstead, remembers a strange adventurer she met recently who offered to help her with her bear problem. When asked where she could find these bears Temba suggested this woman investigate the local caves. The woman thanked her and began heading towards the nearest cave. Temba, hoping this one might actually solve her problem, returned to her work and shortly thereafter resumed grumbling about bears under her breath. Shooting one last glance towards the cave, she saw something strange that didn't strike her until a moment later. It looked as though the woman had completely undressed herself before entering the cave. Doing a quick double take, the woman was no where to be seen, and Temba would have dismissed it as her eyes playing tricks on her if she hadn't seen the woman's cloak lying on the ground. "Strange girl... Adventurers come in all sorts, I guess," she muttered, then returned to her work. Thinking back on it, there was something else a little strange about her... scales? V. FAQ updates and future plans FAQ updates I've only had a few questions come up a lot since I published the mod, but since two of them have come up repeatedly, I want to take the time to address them both. Q: Why do the Nymph races have such large bonuses to starting skills? Don't you think this is unbalanced? A: This is the result of my attempt to reconcile the superior mental and physical abilities possessed by the Nymph. In daggerfall, the Nymph is an approximately level 5 enemy and had stats that are far greater than most player characters could get at that level without taking on a massive experience penalty. Due to the low level of Nymph enemies encountered, my conclusion is that these are "natural" abilities. This can be better explained by comparing the Nymph to the starting stats of a few playable races Altmer Khajiit Breton Nord Orc (from morrowind) Nymph Strength 30 40 40 50 45 40 Intelligence  50 40 50 30 30 70 Willpower 40 30 50 40 50 60 Agility 40 50 30 30 35 80 Speed 30 40 30 40 30 70 Endurance 40 30 30 50 50 55 Personality 40 40 40 30 30 60 Luck 40 40 40 40 40 50 As you can see, not only does the Nymph have considerably better overall stats than any of the mortal races, she actually surpasses EVERY race in EVERY SINGLE CATEGORY except for strength. In the case of agility and intelligence, she has twice what most races get. The elder scrolls Nymph is very tough, inhumanly clever, and extremely acrobatic. Don't tell me you thought she was just a pretty face! This is also a part of why every Nymph follower is supposed to be extraordinary in some way - I think the major limiting factor for the Nymph is motivation more than anything else. There are probably tens of thousands of Nymphii in Tamriel, but only a handful of them ever do more than spend centuries prancing naked through a forest or swamp. By the time she decides to become an adventurer, she has already overcome her biggest limitation. Now, if you think the current experience penalty still doesn't offset how powerful a Nymph can be, I'm willing to consider that, but I haven't seen all that many people who still feel that way after seeing the canon racial stats. Q: I have an idea XXX for a Nymph race. Will you make it for me? A: Unfortunately, I barely have time for my own mod, so I have to say no to this question a lot. Don't get me wrong! I have had some people suggest some really great ideas for Nymph races. I definitely encourage you to try and invent your own Nymph race! Believe me, there are so many possibilities left unexplored, you're bound to come up with something nobody has thought of before. So if you need help with making your own mod, I will be glad to help you when I get the chance. But ultimately, it will have to be your own mod, I can't agree to add anybody else's ideas to my mod at this point. Future plans The Black Opals land in skyrim! Two of the Black Opal's officers, Quartermaster Shalice and First-mate Cassiopeii, have been known to keep regular journals, and if you're curious about what the Opals are doing in Skyrim, or are interested in learning more about the Black Opal pirates, I suggest you give them a read. I plan on doing more with the Black Opal Pirates in the future, and at least one of the other characters mentioned by both officer's logs will eventually be added as the 8th unique Nymph follower. I won't give away too much detail about her right now, but there is a Nymph mercenary who sails with the crew and has a rather unusual background. This mercenary is employed by the Black Opals for her unique skillset - she is supposedly a former member of the Devilrock-Witch coven, a coven famous for their commitment to a single Daedric prince, much like the Glenmoril witches. Rather than Hircine, favored by the Glenmoril Coven, witches of the Devilrock coven dedicate themselves to Meridia. Devilrock witches train their entire lives to serve Meridia's crusade against the darkness and are renowned for their fanatical dedication to the eradication of the undead. Like most witch-covens, the Devilrock witches pass down secret knowledge and ancient Daedric magic unknown to outsiders, and sisters of this coven have a well-deserved reputation as some of the most elite vampire hunters found anywhere in Nirn. She was supposed to be sailing south with the rest of the crew as part of an important mission, but rumors of the rising threat of vampires in Skyrim may have changed her plans... Besides that, I also want to come up with a way at some point where you can recruit random generic members of the Black Opal's crew as disposable followers, similar to how the dark brotherhood lets you recruit generic assassins. They would probably be human or elves instead of Nymph, and might be either male or female. I may also want to expand the details of the Iliac Bay Lending Company at some point. Maybe a few quests, but definitely some kind of presence in skyrim, since the bank has a lot to gain from a civil war... The High Nymph Race! I am planning on creating at least one more Nymph race. She is going to be done in the style of the original daggerfall nymph, and she is a Pure Breton-Nymph. At the moment this is all tentative and likely to change before I actually create the playable race. But if you're curious what I have in mind, the basic idea is that using the stamina draining powers of the Nymph you find in game in daggerfall, I wanted to come up with a way to make that interesting. Her planned abilities are 1. She gets a little bit of magic resist. 2. She drains stamina on hit. This value increases as she levels. 3. Her power attacks cost more than normal (150%), but if her stamina bar is at least 70% full, she gets a bonus to her power attack damage that uses her current stamina value as a multiplier. 4. Her naked power is my way of making her more like the Daggerfall Nymph. As long as she is naked, she gets an extra layer of mundane resistance that makes her all but invulnerable to iron, steel, and also protects her against silver weapons. Consider it an extra 15-20% to her protection. The downside is that while it is extremely strong, like the normal Nymph protection it stops helping that much after level 25 or so. The overall concept is to make her more of a pure warrior-nymph race that builds up stamina from a lot of little hits in order to land one massive power attack. In terms of personality, they are far more friendly and outgoing than your average Nymph. They usually live outside civilized places like the Wood Nymph or Beast Nymph, but they are naturally curious and most of them greatly enjoy meeting new mortals. They can also be a bit more violent and aggressive than other Nymphii too, especially if these friendly overtures are rebuffed. The High Nymph population is one of the largest of all Nymph subtypes due to this fascination with mortals, counter-balanced by the fact that they are also one of the most likely to die a violent death. High Rock is among the few places where travelers report being attacked by Wild Nymphii, and this may have something to do with it. Those who speak even a little bit of the Nymph language say that speaking to a High Nymph in her own tongue goes a long way towards expressing friendship. More Nymph lore! I've got a lot more lore content to add to what is already included in this update, so if you still want to know more about the Nymph, you're in luck! For the next update following this one I hope to finish "Ecology of the Nymph" and possibly also include the first two or three tomes of "Encyclopedia of the Nymph". Additional ideas and plans Besides the High Nymph, I have at least one more Nymph race that I plan to make at some point. I'm still toying with the idea of "Nymph Hunters" as well as "Anti-Nymph" enchantments. At some point, I want to write journals for all of the unique followers similar to the Black Opal officers, so you can relate to them a bit better. After the enormous amount of time and care I put into Nai'yari, in terms of appearance, equipment, backstory, and gameplay, she has become a pretty detailed character. I also know some people are probably going to be disappointed that she doesn't have her own voicelines. While I've said that it may be unrealistic to add a unique voice for all of the followers, I'm seriously considering how feasible it would be to do this at least for her. I think I would really enjoy working with a voice actress at some point to bring Nai'Yari to life. Who knows?
  21. So, a bunch of stuff. First off, it's 3 and 1, the three that are the women, and the one that is the man. It's symbolic, it's Almsivi and Dagoth Ur, or the Three Heads of Talos and Shezzar, or the Kyne Mara Dibella and Shor, or Pelinal Alessia Morihaus and Umaril, or Thief Mage Warrior and Serpent. The best trinity to use as an example here is probably Azurah, Kyne and Namira and Lorkhan, Azura the Sister, Kyne the Wife, and Namira the Daughter, but sister and daughter are intended in the "What are you doing step-bro" variety of course. Anyway, symbolism out of the way, some meat and potatoes for the characters. SERVIUS Servius is a twenty something Imperial Twink of short stature. He wasn't always names as such, born in the family of a member of the Order of the Hour in Kvatch, raised to take over the chantry once he grew up. Unfortunately, the gods had other plans for him, the boy born with a splinter of Lorkhan's soul within him, a Shezzarine, and one with a Dragon Soul no less, one that gave him the inherent desire to dominate, to conquer, to hoard, power, wealth, lovers, even as he tries to contain these sinful desires, shield himself in piety and worship to a god deaf to his pleas... But that's not how his story goes. At eighteen years old, barely legal, he is seduced away from his studies by a a novice of Julianos at the temple of the divines in the imperial city, actually a cultist of Hermanus Mora disguised to infiltrate the church, led outside the imperial city into a nearby clearing, where he loses his virginity to her, unbeknownst to him falling into a dread ritual, as she rides him to completion, tentacles erupting from the cursed ground to molest them both, worm within their holes and penetrate them, a dark mark appearing on his belly, right above his cock, a brand, a tattoo to seal his powers, to make him subservient, docile, pliable, the perfect fuck toy to use and abuse, his cock fat and juicy, his ass rotund and bouncy, his nipples puffy and sensitive... Servius elopes with the young cultist, his new mistress, abandons family and a position within the chantry, and spends the following two years in the wild as a fugitive, as a Daedric cultist, before his coven is discovered and destroyed under Empress Tita Mede II's orders. His identity long lost, Servius takes on a new name, the one we know him as, and without the woman who cast the dread ritual on him, he is now free, but still easily dominated, easily corrupted by those around him, the young man deciding to head north, to Skyrim, a land ripe with strife and knowledge. Where he is promptly captured right as he traverse the border, the border guards ratting him out to the nearby garrison even after he let them spit roast him as a bribe, and shipped off to Helgen, where he is collared by the local Captain, and used as her sex toy before being thrown in the keep's dungeon, trapped within a iron cage like a common criminal, waiting for his mistress to pick him up again for their nightly sessions. ARLIMAHERA Named after a blood soaked queen from the second era, Arlimahera is born in a family of Crowns in Dragonstar, where the misfits and those who weren't found fit to be in "civilized society" were gathered. Her two mothers lost their husband during the great war, in the year 176 of the fourth era, and she was born soon after. Now 25 of age, Arlimahera learned the way of the Twin Scimitars, a dual wielder wearing light leather armour, a red rag covering her face, her chest piece missing, her plentiful breasts, her hardened, scarred abs bared for the world to see, only leather armoured pants, wrist guards and boots as armour, to both distract her enemies as she cuts her balls or heads, and to appease her exhibitionism fetish. A sellsword and mercenary, Arlimahera is hired by a mysterious client to escort some important individuals to the nearby Skyrim to aid them in a not better specified task. She isn't so keen to enter the land of the Nords, both due to the general animosity Redguards have had toward them ever since the invasion by Skyrim of Crown territories during the events of the Imperial Simulacrum, her own city having been split in half by the Northern bastards for decades to come, and due to her personal disdain toward the causes of the rebellion, Talos worship the last of her and Hammerfell's worries in the wake of the Great War, especially when it comes to the Crowns, followers of the one true Yokudan pantheon rather than the watered down lies of the Forbearers. Alas, the coin is good, and it seems like a cushy job at first, just escort some forbearer noble or something, but Arlimahera realizes far too late, as she's in the middle of the lion's den, the true scope of her clients' plans, and who they are truly serving. Knocked out, disarmed and unarmored, drugged out of her mind, molested and abused, almost to the point of mind breaking, Arlimahera is sold off as a chained, gagged slave to the slave market of Skyrim, her clients' nefarious plans continuing unchecked. But within her, the fires of rage still burn bright, ready to be unleashed at the opportune moment, even as a slip up between schedules and lists has her ship her off not to the slave markets of Sadrith Kegran, but to an imperial garrison in Helgen, alongside many other prisoners. She has to bid her time until her chains will come unbound, and then, she will be able to seek the ones who did this to her, who attempted to tame her, the one who bears the name of the blood soaked queen, and expected no retaliation from her. She has little to base her search on, their liar probably deserted by now, only a name, of the person they were supposedly here to capture. Iman. PSYSEPHONA Psysephona, a young forty years old Altmer, is considered on the same level as a teen by her people. Her voluptuous curves are hugged by the finest silks Alinor can offer, jewellery adoring her body, across her neck necklaces filled with precious gems can be found, on her fingers many rings of exquisite facture are placed, golden earrings dangle down her delicate pointed hear, shown off by the complicated up-do of her long, blonde hair, golden piercings adorning her puffy nipples, a diamond stud on her belly button, another, smaller, on her clit. She was, in a way, a walking treasure trove, defenceless, ripe for the picking, and completely unaware of it. She's the spoiled, arrogant heiress to a influential family, her daddy sitting within the Thalmor high command itself, and she's been trained all her life in the arcane arts, or so she claims at least. As of now, she's been sent to Skyrim on a diplomatic mission, to follow around Lady Elenwen within her personal entourage, so to learn from her the fine arts of politics and crushing the lesser races beneath one heel. She is part of that same entourage, now in Helgen to witness the supposed execution of Jarl Ulfric Stormcloak, some pathetic mongrel who still worshipped the false god, the monster, the Demon of Alcaire, the scourge of Alinor, Tiber Septim, cursed be his name and his seed, and she is utterly bored as the ambassador exchanges idle talks with the local Imperial Captain. Most of what they are saying is going straight over her head of course, but she isn't really that bothered right now about it, since most things do tend to do that, her superior elven brain being far above such things such as "understanding things" after all, that's what the servants are for. Still, the coming execution seems like it's going to be a drag. Maybe Auri-El will send her something to amuse her before she dies of boredom. Anything to make the event more lively at least. URZOGA Urzoga Gra-Shar, twenty and eight years of age, Green Skinned behemoth of a woman, no scar on her rippling muscles, dark red tattoos criss crossing her body, her arms and thick legs, like lighting bolts, as if to show cracks on a statue that was about to shatter, all covered by a bulky iron armour, her head uncovered, sporting her dark hair, cut short into a severe pixie cut. Urzoga the Undefeated, Urzoga the Unconquered, Urzoga the destroyer, breaker of men, despoiler of virgins, tamer of beasts. Once the daughter of a chieftain in the Kingdom of Bloodfall, she grew disgusted with the restricting, traditionalist ways of her stronghold, the way they expected her to be nothing more but cattle to be exchanged, even when her stature dwarfed many of the warriors in the stronghold, or her muscles could shatter rocks with a single flex. She left, wandering the world, and applying a new creed to her life, not Malacath's, but her own. She had fought and laid with many men and women in her voyages, but none of them ever managed to defeat her, either in battle, or in the sack, each of them neither ever making her cum before she could make them cum, nor managing to penetrate her womb with their seed, taming her, filling her with child. She decided therefore to name herself Urzoga Iron-Boar, or Iron-Womb when she was mocking the few who dared challenge her in the skills of love rather than war, mocking them while she was taking them, either by riding their pitiful, weak cocks, or by ruining their quivering, defenceless holes. Now, her peregrinations lead her to Skyrim, where she's heard Malacath's hammer resides. She will conquer it, like she has conquered everything in her life, and then she shall challenge Malacath himself, to see if the God of Outcasts will finally prove himself a match for either her war hammer or her womb. But before, she'll sample some of the... local cuisine of course, see what Skyrim has to offer her. And as she reaches the frontier outpost of Helgen, ready to rent a room, hopefully one big enough to contain her girth, she notices a commotion coming from the main square of the small town, the towering Orsimer approaching it to check what was going on there. - None of them know this right now, but this moment, right here, as the rebellious Jarl is sent to the headsman's block, will be the start of their new lives, in the harsh world that is Skyrim. And the end of everything they thought they believed in.
  22. This story is about Lizzy, a pretty witch with a bitchy personality and maybe a little immature. She strongly believes that the human kind can't be redeemed of their foolishness and she has a high image of herself. Long has passed since she unraveled the secrets of ice magic and now she's trying to learn the restoration arts with the Vigilants of Stendarr in Skyrim. Her difficult behaviour has lead her to countless arguments with the rest of the Vigilants, who begin to get tired of Lizzy. Here's when the story begins... Special Thanks to all my supporters! >> Follow me on Instagram << >> Feel free to join my Discord with exclusive screenshots <<
  23. 6,028 downloads

    This is a replacer that i was shocked i have not seen yet. ive always wanted to see tiny fairies flying around but i kinda took it to a whole nother level!!! If you like the pretty butterflies and moths flying around Azeroth... i mean Tamriel, damn after 10 years of no WoW one would think the with drawls would simmer down... then THIS is the mod for you, i mean that is if you like naked fairies instead of goofy Monarchs and Ancestor moths and Lunar bugs (which by the way are suppose to be call LIGHTNING BUGS!!!) This is JUST a replacer, there is no esp. i have spent days on trying to figure out how Bethesda made their animations for these little creatures then manipulated the CBBE body with permission from Ousnious, everything else is vanilla based files. That being said i just realized that im pretty sure this will not work with UNP, maybe that along with replacing the Bees and Dragonflies will be next on the list. I twisted and tweaked the bodys in OutFit Studio then ran them through 3ds Max then back into OS and battled Nifskope and WAL-LA! well kinda wal-la, if you look closely at the bodies you can see uglyness, NOW you can zoom in on them and... ..well, you can zoom in on them but who in the world is going to zoom in on a naked fairy??? *guilty* just dont judge damn it. The body poses are static, meaning there is no arm or leg movement, i kept these as close as could be to the actual bug file. Always thinking that if i change something then somewhere deep inside the game it uses that file or operation that i would have changed and then id be like "uuumm oops" I am greatly saddened to announce that there is no physics which means no bouncing boulders or jiggly rumps BUT THERE ARE NAKED FAIRIES FLYING AROUND... AND if that wasnt enough for ya then download More Critters SE By SpiderAkiraC and have MORE naked fairies flying around ok ok, so this quarantine time of year has really put a number on my ADHD, jumping from one mod to another and... more mods are coming oh and just an FYI i placed this in the "Bug Fixes" section because... well i mean really, it fixes bugs. NAKED FAIRIES!!! Thank yous: Aers for taking the big step at taking over HDT (has nothing to do with this mod but i just like thanking him for taking on HDT) I really wanna thank ChronoTrigger77 for teaching me some of the tricks and how-to's with armor modding and for letting me help with the rebuild of Remodeled Armor for SSE. Hanaisse: for all the NifSkope teachings when my crazy twisted mind goes wild.. Groovtama: for Skeletons.. Caliente & Ousnius: CBBE and BodySlide... Acro748 for the awesome 3BBB bodies.
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