RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and...

61
RuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6 th to adventure on the mysterious island of Vvardenfell, known from the game The Elder Scrolls III: Morrowind 1

Transcript of RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and...

Page 1: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

RuneQuest 6 th - The Elder Scrolls-hack

Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island of Vvardenfell, known from the game The Elder Scrolls III: Morrowind

1

Page 2: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Contents:

Races of Morrowind

Magical Traditions in Morrowind

Special Materials

Great Houses, Cults & Brotherhoods

Beasts & Hazards

Addendums

Based in no small part on a sadly ignored project of mine:The Elder Scrolls BRP-yfied!

Much of the document is based on the highly browse-worthyUnofficial Elder Scrolls Pages

Interested parties should also visit the The Imperial Library , Reddit's TES Lore and the impressive Unofficial Elder Scrolls RPG

Disclaimer: This document is not meant to be lore-friendly, merely lore-inspired.All respective trademarks are used completely without any kind of permission from

Bethesda Softworks, ZeniMax, The Design Mechanism or Issaries

Please don't sue.

2

Page 3: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The dreaming of a mad god

twists susceptible minds, disease is rampant, and the frequent ash-storms not only blights the land, but also carry a bad taint that gets into the blood of man, mer and beast.The Great Houses bicker amongst themselves, and Imperial agents are always on the lookout for chances to weaken the influence of the Dunmeri nobles while their backs are turned. The Tribunal Temple continues to preach the old ways, feeling their hold over the land weakening and a new darkness growing. While the big dogs circle each other, the tribal Ashlanders fight for their way of life and for their very survival.

Morrowind may be a part of the Empire, but the Dunmeri take a generally dim view of outlanders. In particular outlanders stomping across their sacred island of Vvardenfell, and even in the larger cities and towns foreigners won’t necessarily feel safe and welcomed.Still, for the practically-minded adventurer Morrowind is a treasure-chest waiting to be looted.The Dunmeri great houses are hungry for goods and luxuries not readily available in their own land. The high Imperial taxes on anything, dwemer artifacts in particular, going in or out of Morrowind make smuggling very profitable. Rich veins of ebony, glass and other precious materials are mined, bought and sold, and a fair amount smuggled. Slavery, outlawed throughout the rest of the Empire, is a thriving business in Morrowind.The Imperial Guild of Mages scour the land looking for arcane secrets, ancient schematics and forgotten enchantments, unearthing Dwemer artifacts and getting under the skin of the Telvanni-sorcerers. The Imperial Cult seeks to spread their gospel to the heathens, and the Fighter’s Guild makes good money protecting colonists and caravans. The Imperial Legion, their soldiers manning several forts throughout the province, tries to play diplomat in between cementing the Imperial foothold on the island and rooting out smugglers, bandits and monsters.

Adventurers will face alien beasts, savage ashlanders, unwashed bandits, wicked sorcerers, haunting spirits, homicidal daedra, bloodthirsty vampires, ancient Dwemer killing-machines, demented dreamers and scheming nobles, not to mention the land itself. Roving bands of witch-hunting Ordinators do not discriminate against who they cleanse, and on a really bad day the Imperial Office of Census and Excise might show up.

Welcome to Vvardenfell, traveller!

3

Page 4: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Races of MorrowindUse the following guidelines to generate characters. All cultural backgrounds will be available, although primitive cultures are few and far between in Tamriel. One might want to tweak cultural skills, maybe even create all-new cultural and professional templates.The attribute-chart and racial traits below is an attempt to simulate the typical traits found the original games, it can easily be modified to accommodate a different vision.

Attribute/Race Breton Imperial Nord Redguard Altmer Bosmer Dunmer Orsimer Argonian KhajjitStrenght 3d6 3d6 2d6+6 3d6 3d6 3d6 3d6 2d6+6 3d6 3d6

Constitution 3d6 3d6 3d6 2d6+6 3d6 3d6 3d6 3d6+3 2d6+6 3d6Size 2d6+4 2d6+6 2d6+8 2d6+6 2d6+9 2d3+6 2d6+6 2d6+8 2d6+6 2d6+4

Dexterity 3d6 3d6 3d6 3d6 3d6 3d6+3 2d6+6 3d6 3d6 2d6+6Intelligence 2d6+6 2d6+6 2d6+6 2d6+6 2d6+9 2d6+6 2d6+6 2d6+4 2d6+6 2d6+6

Power 2d6+6 3d6 3d6 3d6 2d6+6 3d6 3d6 3d6 3d6 3d6Charisma 3d6 2d6+6 3d6 3d6 3d6 3d6 3d6 2d6+2 3d6 3d6Base Move 6 6 6 6 6 6 6 6 6 8

Optional Female Size

2d4+6 2d6+4 2d6+6 2d6+6 2d6+8 2d4+6 2d6+4 2d6+6 2d4+6 2d6+3

Stats are rolled in order, and one additional d6 is added to an attribute of choice (up to racial maximum +3). Stats with the same dice-range are interchangeable.

Racial Traits: Breton: Bretons are known for their aptitude for magic. Suggested starting Folk Magic: Avert, Heal,

Protection, Spiritshield, Witchsight. Folk Magic is treated as a standard skill.Traits: Direnni Blood (Willpower-tests to resist magic are one step easier).

Imperial: The cosmopolitan Imperials are aggressive and disciplined empire-builders. Suggested starting Folk Magic: Appraise, Calm, Fanaticism, Tire.

Nord: The hardy Nords are fierce warriors and stout adventurers. Suggested starting Folk Magic: Bladesharp/Bludgeon, Demoralize, Frostbite, Might. Traits: Resistant to Frost (the equivalent of the Warmth-spell is always in effect).

Redguard: Redguards are known as great warriors and explorers. Suggested starting Folk Magic: Bladesharp/Bludgeon, Coordination, Speedart, Translate. Traits: Resistant to Poison (Endurance-tests vs. poison are one step easier).

Altmer: Culturally advanced, magically gifted and naturally arrogant, the long-lived high elves are often found in positions of power. Suggested starting Folk Magic: Disruption, Glamour, Tire, Voice. Folk Magic is treated as a standard skill.

4

Page 5: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Traits: Resistant to Disease (Endurance-tests vs. disease are one step easier), Altmer start out as more experienced (middle-aged character, with appropriate extra free skills)

Bosmer: The lithe barbaric wood-elf tribes are expert bowmen, scouts and animal-handlers. Suggested starting Folk Magic: Mobility, Pet, Pathway, Pierce, Speedart. Traits: Resistant to Disease (Endurance-tests vs. disease are one step easier).

Dunmer: The proud and xenophobic dark elves are known for their ancestral traditions and stubborn resillience. Suggested starting Folk Magic: Firearrow/Fireblade, Ignite, Ironhand, Spiritshield. Traits: Resistant to Heat (the equivalent of the Cool-spell are always in effect).

Orsimer: The fierce and barbaric orcs are renowned warriors, known as much for their bloodlust and ferocity as for their great skill with steel. Suggested starting Folk Magic: Bladesharp, Bludgeon, Demoralize, Might, Repair. Traits: Battle Fury (Brawn-, Endurance- and Willpower-tests in combat are all one step easier).

Argonian: the reptilian Argonians are inquisitive and easygoing. They are found all over Tamriel as wanderers, adventurers, merchants, craftsmen, bandits and, in Morrowind, slaves. Suggested starting Folk Magic: Coordination, Pathway, Warmth. Traits: Natural armour (1pt Scales), Swimmer, can hold their breath for up to 15 minutes. Resistant to Disease and Poison (Endurance-tests vs. poison and disease are two steps easier).

Khajiit: The catfolk of Elsweyr are famous for being rogueish adventurers, shrewd traders and cunning warriors. Suggested starting Folk Magic: Befuddle, Bypass, Coordination, Demoralize. Traits: Nightvision, Natural Weapons (Claws).

Folk Magic should be made available to all characters as an advanced background skill. Characters start with Folk Magic-skill/10 spells. These starting spells could be treated as traits or talents, instead of spells. Additional Folk Magic-spells are treated as normal spells, and cast with the same Folk Magic-skill.

5

Page 6: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

BirthsignsRoll d12 and compare to table below to find out when your character is born, and under which sign. Then roll another d12. If the result is the same as the original roll, the Serpent rolls over the sky as you are brought into the world.

D12 Birthsign Season1 The Ritual Morning Star2 The Lover Sun’s Dawn3 The Lord First Seed4 The Mage Rain’s Hand5 The Shadow Second Seed6 The Steed Midyear7 The Apprentice Sun’s Height8 The Warrior Last Seed9 The Lady Hearthfire

10 The Tower Frostfall11 The Atronach Sun’s Dusk12 The Thief Evening StarXx The Serpent None

The constellations and their blessings

The Ritual – Blessed Soul: all tests made to resist mental/spiritual attacks are one step easier. The Lover – Mooncalf: Roll twice and take the best result for Strike Rank. Gain Passion: Persuasive

at 30+POW+DEX (this passion will add to all skill-tests to seduce or otherwise emotionally persuade someone. It can also be tested seperately, as the Lover is a passionate soul)

The Lord – Blood of the North: Healing Rate is doubled, tests to resist disease are one step easier. The Mage – Fay: A knack for magic reduces Experience-costs for learning spells by one. Magicka

regenerate twice as fast. The Shadow – Moonshadow: All Stealth-tests are one step easier. Any tests made to detect a

Moonshadow who does not want to be detected are one step harder. The Steed – Charioteer: all Fatigue-tests are one step easier, and a Steed can never be Incapacitated

by fatigue, no matter the circumstances (barring strangulation and exsanguination). Gain Passion: Restless at 30+CONx2 (This passion adds to Athletics, determining movement and general moving about. It can be tested separately, as the Steed often finds it hard to settle down, being cursed with wanderlust )

The Apprentice – Elfborn: Magicka regenerates twice as fast and all spellcasting-tests are one step easier, but all tests made to resist magic are two steps harder.

6

Page 7: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The Warrior – Warwyrd: Gain Passion: Warwyrd at 30+STR+CON (this passion will add to Combat Style, Endurance, Brawl, Command and other battle-oriented skills. It can be checked directly – a Warrior , while not stupid, often takes the direct route to a goal)

The Lady – Lady’s Grace: All tests made to resist emotional manipulation are one step easier. Gain Passion: Lady's Grace at 30+CHA+CON (this passion adds to all social tests, and, with the GM's approval, may also add to any “compassionate” actions like healing, art etc)

The Tower – Beggar’s Nose: by spending a MagicPoint any test (Search, Bargain, Lockpicking etc) made to find or get to a specific object is one step easier.

The Atronach – Womb-burned: Atronachs cannot regenerate Magicka naturally and forced to rely on other ways of regenerating Magicka – sacrifice, soulgems, spirit wells etc. All tests made to resist magic are two steps easier. Atronachs are uniquely blessed in the ways of magic: treat Folk Magic as a standard skill.

The Thief – Danger Sense: Gain an extra Luck Point. Gain Passion: Dare-devil at 30+INT+DEX. (This passion will add to Evade, Acrobatics or other skill used in any not properly thought through situation where a Thief's escape or survival hinges on a single roll. It can be tested directly as the Thief often puts a bit too much faith in their luck)

The Serpent – Star Cursed: Choose one skill: all tests are one step easier, and you will never fumble, only merely fail at it. Experience-tests are rolled with 2d4. Your Luck and Healing Rate are both reduced by one.

The birthsigns introduce some definitively balance-shaking bonuses. Allowing players to pick and choose is not recommended. Some birthsigns will give you an additional passion. It might be better to refer to them as traits, but I stuck with Passions, as they work exactly like a passion in-game. They can be raised through experience and in-game events. They might be lowered if a character suppresses his passion.Also note that these abilities are reserved for star-marked heroes only. Common folk might have an appropriate, lesser passion related to their birthsign.

7

Page 8: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

A note on languagesCyrodiilic, aka the Imperial Tongue, is the official language of the Empire and as such, of Morrowind. Most civilized Dunmer speak cyrodiilic to a varying degree, but almost all common conversation is done in their mothertongue dunmeris. Ashlanders use only dunmeris, and an archaic form of it as well. Dunmer use the daedric alphabet. Recently, the Great Houses have introduced the cyrodiilic alphabet, but the vast majority of writings found in Morrowind use daedric glyphs.Altmer, Orcs, Khajiit and Argonians have their own native languages, but they are seldom heard in Morrowind. Most outlanders use cyrodiilic and pick up enough dunmeris to get along.

With the exception of the Redguards' Yoku and the ancient nordic tongue (both of which are antiquated and no longer in common use), most of the languages of Tamriel have developed from an amalgation of two old languages; aldmeri and nedic. The elves of Sumerset and Valenwood speak their language Aldmeris. It is a modernized form of the ancient elven tongue and a complex language with a high and low form, and with its own alphabet. The Dunmeris used in Morrowind originates from high elven aldmeris, but has developed into its own language through ages of dark elf isolationism.The Khajiiti Ta'agra, while derived from aldmeris, has several unique qualities. They use a simplified aldmeris script for writing.Orcs have theirTongue which is basicly a dialect of cyrodiilic, but with unique pronounciations and unique words. Orcs have a tendency to create long, singing, new words by tyeing several root words together. Jel , taught to the Argonians by the Hist, is completely unrelated to anything else and cannot be spoken or understood unless one has an innate understanding of the language.

Cyrodiil, High Rock, Hammerfell and Skyrim use Cyrodiilic almost exclusively, and the language has been widespread so long that regional dialects have developed. While the root of the language is the same, speaking to a user of another provincial dialect than your own incurs a difficulty of Hard, backwoods dialects may raise the difficulty to Formidable.

Daedric originates from the Deadric Princes of Oblivion. It is also used as a Lingua Magica by mages everywhere. Sorcerers automatically get this language-skill during chargen with a bonus equal to their POW-attribute.

Characters should be allowed to pick one additional language during chargen without it counting against their skill limit.

8

Page 9: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Magical Traditions of Morrowind

TES is definitively high magic, but I think it works better as a medium magic-setting. The prospect of mages hunting down daedric shrines to replenish their Magicka is too tempting. It also fits the setting; after all, the daedric ruins of Vvardenfell were often infested with sorcerers.Sorcerers (and only sorcerers) can replenish Magicka via Self, Sacrifice(see note on Soulgems), and Magical Locations. The other magic-using professions rely primarily on Self. Animists may use spirit wells, and Mystics may use meditation techniques. Theists are forced to primarily rely on temples, shrines and contemplation to replenish their magica, but some may also use Sacrifice.Consumption of Substance are available to all except Theists; a Sorcerer might feast on a Daedra-heart, a Mystic might consume a flower he’s grown himself, and a Shaman take mind-expanding drugs.Magicka naturally regenerates at a rate equal to a character's Luck attribute per day.

SorceryThe magic-using classes of TES needs some work to fit into a new system. One way is to make multiple Schools of Sorcery mirroring TES-magic. These schools will potentially include a whole lot of spells, but availability of each specific spell is up to the GM(and sub-grimoires can easily be created). The Imperial Guild of Mages has codified the following schools:School of Alteration – encompassing spells that manipulate matter and natural forcesSchool of Conjuration – spells of summoning, binding and commanding Daedric energiesSchool of Destruction – powerful spells of entropy and destructive elemental forcesSchool of Illusion – illusions and mind-manipulating spellsSchool of Restoration – spells of healing, protection and fortificationSchool of Thaumaturgy – spells that manipulate time, dimensions and magic itselfWhile Guild-trained mages have a huge variety of spells available to them, the drawback is that they have difficulty learning spells from other sources. Learning spells from non-guild sources makes both Invocation and Shaping one step harder.No sorcerer scoffs at the usefulness of Folk Magic, and every tradition also includes some study of “lesser” magic.

9

Page 10: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The Imperial Guild of Mages codifies the following spells:

Alteration

AnimateAttractBypass ArmourDamage ResistanceEnlargeFly

HasteHinderHoldfastMarkMystic SensePerceive

SculptSenseShrinkSmotherSummonTransmogrify

Conjuration

AbjureBanishDamage Enhancement*Damage Resistance*DominateDrawEnchant**

EvokeHide Life**Imprison (Ritual)MarkMystic SensePerceivePortal

Revivify**SenseSwitch Body**Tap**Trap Soul**Undeath**

*Bound Weapon and Armour **Necromantic spellsDestruction

Animate*AttractBypass ArmourDamage EnhancementDiminish Characteristic

Enlarge*Mystic SensePalsySculpt*Sense

Shrink*SmotherTransmogrify*Wrack

*Elemental forcesIllusion

DominateDrawEnslaveImprison (Paralyze)Intuition

MarkMystic SensePerceivePhantomProject Sense

RepulseSenseTelepathy

10

Page 11: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Restoration

AbjureBanishDamage ResistanceEnhance CharacteristicHaste

MarkMystic SenseNeutralize MagicProtective WardRegenerate

SenseSpell ResistanceSpirit ResistanceTransfer Wound

Thaumaturgy

Animate*AttractCastbackDrawEnchant*Hide Life*

MarkMystic SenseNeutralize MagicPerceivePortalProject Sense

SenseStore Manna*SummonSwitch BodyTeleport

*Enchanting rituals

There will be sorcerers that have no connections with the Mages’ Guild. The Imperial Guild of Mages is a recent addition to the arcanists of Morrowind, and the Dunmer sorcerers have long followed their own paths. Grimoires will often be eclectic collections of spells and rituals as seen in the example below:

The Manual of Drathyn lleiri, Spellsword and Lawman of House TelvanniFolk Magic: Bladesharp, Fanaticism, Tire, VigourInvocations: Bound Dagger, Bound Battleaxe, Bound Shield(Damage Enhancement), Shield(Damage

Resistance), Sense Magic, Conjure Atronach, Conjure Clannfear(Evoke & Command Atronach, Clannfear), Burden(Hinder), Spell Resistance, Shock Bolt(Wrack), Enchant

Alchemy: Std. Recipes: Tonguerot Poison(Dumbness, POT75), Nighteye(Darksight), Restore Health(Heal)Good Recipes: Regenerate(Boost Healing Rate), , Levitate(Fly), Restore Magicka(Store Manna), Soultrap Oil(Trap Soul)

11

Page 12: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

A note on soulgems: Ever since Molag Bal taught the Aldmeri how to trap the essence of a beings’ soul in specially prepared gems, these soulgems have been a staple of sorcerers. When a being – beast, man or mer- dies, or when a daedra is banished from Mundus, their spiritual energy can be caught with the use of these soulgems and the “Trap Soul”-spell. Alternatively, most traditions teach their apprentices a lengthy sacrificial ritual that serves the same purpose.Gems so filled can be used as magical batteries, granting the sorcerer a number of additional Magicka equal to trapped being’s POW(as pr. the Sacrifice-rules, pg.174).How much actual POW a gem can hold depends on the quality of the gem; lesser gems can hold up to 6 POW, greater gems can hold up to 12 POW, and the rare grand gems can hold unlimited POW. Attempting to trap a soul of higher POW than the gem can hold results in failure. These points can be tapped by the sorcerer as seen fit, replenishing the sorcerer’s power, used in a spell or ritual or recharge a charm. The only restriction being that all stored Magicka must be used at once, as tapping a soulgem’s reservoir will destroy it.Using trapped souls to power an enchanted item results in binding that being’s lifeforce to Mundus, and as such, dips into necromancy or dealings with Daedric Princes to procure the lifeforce of daedric spirits (something that often comes at a steep price, or even steeper if a Daedric Lord decides to take offence at a soul-thief). As a result, the only official uses of soulgems for enchanting purposes are gems filled with the lesser souls of beasts not under Arkay’s protection.

Below is a way to use enchantments, shamelessly inspired by the mechanic laid out in The Shores of Korantia, in which sorcerers can use their Enchant-spells as per RAW to create permanent enchantments, but use soulgems to power Temporary Charms. When using a soulgem to fuel an enchantment, each level of Intensity consumes 1 POW (a Folk Magic-spell will count as Intensity 1), as will each level of Shaping. Any leftover POW will determine duration of the charm, using the table below.

POW Duration 1 Single use2 Wielder's POW-rounds (alternatively One Scene)3 Wielder's POW-minutes4 Wielder's POW-hours5 One day6 Three days7 One week+1 + One week

A charm's duration is counted from when it is first activated, no matter if it is instantly put away. Its magic will bleed out over the stated duration. Only permanent enchantments avoid this. What determines

12

Page 13: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

activation is dependant on the item; drawing a sword, willing a protective charm into service etc. Activating a charm is always a conscious act, but doesn't need to require an Action Point.

When a charm is spent, it's magic will no longer work until it is recharged. Recharging requires a soulgem and knowledge of the Enchant-spell. Alternatively, a Formidable Lore: Magic will grant 1d3 POW for every full 6 POW contained in a gem. Any POW contained in the soulgem will fuel it's duration directly, so even a petty gem can revive a powerful charm. No matter the size of the soulgem used in recharging, a charm's duration cannot exceed the original duration set at its creation. Some charms may be recharged through rituals (sacrifice, wielder's Magicka, moonrays etc).The Mages’ Guild makes much of their money offering recharging services and minor charms in the form of scrolls.The use of Enchant as pr. RAW allows mages to make wondrous items as well, but these charms are intimately linked to their creators, and much rarer.

A further note on the use of Enchant: Using the guidelines above, enchanting is primarily the province of the schools of Conjuration and Thaumaturgy. Some specific materials grant enchant-bonuses, allowing stronger Intensity to the enchantment without draining excess POW from a gem.The standard TES-trope is the soultrap/soulgem/enchantment-combo. Combining the use of Enhant with soulgems to empower charms can quickly lead to fairly frequent and overpowered enchantments, and should be treated with caution. Due to the restrictions of the Mages’ Guild, enchantments powered by external means are most often of low power.Stronger enchantments require strong souls and expensive materials, and should be reserved for elaborate daedric and necromantic rituals, where a sacrificial soul is either offered or taken. The resulting enchantment should be both powerful and representative of it’s (most likely unwholesome) creation. Artifacts bearing legendary enchantments such as the Iceblade of the Monarch, Umbra, the Necromancer’s Amulet, the Staff of Magnus, Spellbreaker, the Fang of Haynekhtnamet, The Lord’s Mail or the Ring of Phynaster are generally out of an lone Enchanter’s reach. They are still within the realm of possibility, but the sacrifices and costs involved are higher than most sane mages would consider.

A note on scrolls: A scroll is a pre-cast, one-shot spell inscribed on specially prepared paper. Using a scroll requires no Magicka or magical skill from the user, only the ability to read daedric. The spell requires only one Action Point to cast at its inscribed Intensity and Magnitude, but the user will need to succeed in a Literacy: Daedric-skill test

13

Page 14: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The Craft of AlchemyAlchemy is the craft of extracting the magical essence out of matter and embedding magical effects into potions, poisons and incences, and is another forte of the Mages’ Guild. They often provide potions for their associates, as well as selling them to the public. Making a potion requires the skill Craft: Alchemy, and allows the alchemist to embed an effect, enabling the user to utilize or cast the effect as a one-time, sure-shot spell. A potion requires an AP to drink, and takes effect on Strike Rank next turn.

A potion is crafted by specific recipe, and powered by the Sorcerer’s own Magicka during the brewing process. The effective Intensity are dependant on several factors.A potion’s base Intensity and Magnitude is equal to Craft: Alchemy/10, the quality of recipe and components modify it as follows:

Recipe Quality of Ingredients*Poor -4 Poor -4

Standard -2 Moderately Fresh -2Good 0 Fresh 0

Excellent +2 Outstanding +2

*Ingredients might be measured by other qualities than just freshness.

The majority of the potions offered by the Mages’ Guild are potions of abjuration, divination, healing and protection. It need not take the shape of a drinkable potion, it might be an incence or oil.Classical potions; antidotes, analgesics, uppers, downers and potions that aid to trances etc. can be created without the use of magic, using the same guidelines. These potions are more common and work the same way, having an effective Intensity of Craft/10. Intensity adds directly to skills and resistances. Specific recipes might up the bonus up to x5 (a cure-all might add +5 to Endurance to shake off a disease, while an antidote made specifically to counter Ataxia might add +25). Some potions might affect attributes directly. These potions grant an effective bonus of Intensity/5. Poisons are of course also covered by this skill(with the Alchemy-skill acting as a cap to POT). Creating a potion (or incence or oil) takes 1d6 hours, provided readily prepared ingredients and proper equipment.

Alchemy is treated as an advanced skill, much in the same way as the other magical skills. A novice alchemist starts with knowing skill/20 advanced(mysticism, sorcery, spirit or theist-effects) recipes and skill/10 basic(folk and classical) recipes, all of Standard-quality.New recipes can be obtained for coin through teachers or research through libraries and lore. New advanced effects cost 3 XP to learn. Basic recipes do not cost additional XP.

14

Page 15: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Alchemical ingredients can be hard to get hold of, and the Imperial Guild of Mages tasks many laymen and apprentices to hunt down these ingredients in often hazardous places. Potions have a limited shelf-life, and are as such often brewed to order.

Animism and MysticismAnimism is the skill of communing with beings from the spirit world. Even if TES doesn’t have a strong animistic tradition, the spirits of Animism can easily be implemented..TES’s spirit world is basicly a “border” between Mundus and Oblivion.All spirits of RQ6 are available as “mirrored” forces of either the natural world or of Oblivion-realms. Spirits of the dead are fragments of (ancestor)spirits summoned from the Dreamsleeve or the Ghostfence, while the more ominous haunts and wraiths are spirits trapped(willingly or unwillingly) between the worlds. Animists occasionally deal with daedra. While they are unable to bind true daedra, they often encounter them. Daedra are not adverse to striking deals with mortals, and wily animists often utilize dark spirits and bound Atronachs and might even allow true daedra such as Dremora to manifest.Not-so-wily animists are entrapped by these predatory spirits, ending up insane, dead or worse.The Dunmer are fond of trapping dark spirits to act as guardians in their tombs.

Bretons, Dunmer and Nords are the cultures most likely to practice animism, and their traditions are always closely tied to family, religion and ancestor worship.

Mysticism can be used to create the TES-concepts of Monk and Nightblade; Monks should have powers boosting combat skill, movement and “mind over body”. Nightblades are traditionally mages and closely associated with the Mage’s Guild, but it will be much easier to mirror their abilities with Mysticism. They should have a wide range of talents enhancing movement, stealth, manipulation and perception. Other mysticism-traditions might be religious orders, scholarly savants, Shadowscales, the Psjijic Order(who combine it with Sorcery), the Greybeards of Skyrim and of course the Maiq-family.

15

Page 16: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Theism

The Tribunal Temple of Morrowind honors the three living gods of Morrowind; Almalexia, Sotha Sil and Vivec. Followers combine worship of the Living Gods with veneration of Daedric Lords and ancestral spirits into a unique religion. The Temple commonly teaches the following skills and spells:

Common Skills: Customs, Lore(Almsivi), Lore(Daedric), Lore(History), Healing, Craft(Alchemy), Exhort, Folk Magic

Common Folk Magic: Find(Shrine), Find(Shelter), Heal, Protection, Spiritshield, Witchsight Theism: Aegis*, Bind Ghost**, Breathe Water*, Cure Malady, Dismiss Magic, Heal Wound, Lay to

Rest, Reflection*, Spirit Block, True Weapon(Mace, Spear)*, Heal Body*, Heal Mind*, Propitiate(The Four Corners of Trouble)*, Obliterate, Excommunication

*Pilgrimages form a large part of the ALMSIVI-doctrine, journeying to the shrines scattered throughout the island and following the footsteps of Vivec will allow the devout to cast these spells.

** The Almsivi version of Bind Ghost is significantly more powerful, allowing priests to permanently bind spiritual energy in the form of Haunts and Undeath-spirits to a burial ground.

The Imperial Cult represents the official religion of the Empire. The Nine Divines are not individually represented, as the cult wishes to appear as a whole and as a missionary arm into the heathen land of Morrowind. Native initiates of the cult are taught to revere the pantheon as a whole, and only anointed clergy and true believers devote themselves to a single Divine. Initiates can quickly end up bewildered and demoralized by the sheer mass of conflicting myths and multiple-layered internal politics. Nevertheless the Imperial Cult is known for being generous and benevolent, and is welcomed in most civilized settlements. The Imperial Cult commonly teaches the following skills:

Common Skills: Culture(the Empire), Literacy, Language(Cyrodillian), Lore(Imperial Cult), Lore(History), First Aid, Healing

Theist spells are normally available only to worshippers devoting themselves to a single Divine, and as each Divine has different foci, it is up to the player and GM to determine which spells are available, and to whom. The cult may teach utilitarian Folk Magic to initiates.

16

Page 17: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The Nine Divines of the Empire

Akatosh, the Dragon God of Time Dibella, Goddess of Beauty, Pleasure and the Performing Arts Zenithar, God of Crafts and Commerce Mara, Goddess of Love and Mother of the Bountiful Earth Stendarr, God of Righteous Rule and Merciful Forbearance Kynareth, Goddess of the Heavens, the Winds, the Air and the Unseen Spirits Julianos, God of Wisdom and Magic Arkay, God of the Circle of Life and Death Tiber Septim / Talos, Hero-god of the Empire

Ashlander religion is not theist in nature, theirs’ is an ancient tradition of venerating the ancestors, the land, it’s spirits and the Daedric Lords. Ashlander wise women and Ashkans are animists, not priests. The civilized Dunmer look down upon this practice as primitive and barbaric, even if many of the same elements are found in the teachings and practices of the Tribunal Temple.

All ashlanders are initiated into their tribe's cult, but only a few are raised to Worshipper-rank. The Ashkan(chief) may be invited to share the deeper mysteries(Shaman-rank), but only the tribes' Wise Woman is the undisputed head of the cult.

Common Skills: Customs, Dance, First Aid, Locale, Sing, Willpower, Binding, Trance, Healing, Craft(Alchemy), Lore(Spirits), Survival

Available Spirits: Ancestors, Guardians, Nature(Animal), Nature(Regional). Shamans can quest for a Fetch, and gain the secrets of binding Haunts, Elementals(Atronachs), Undeath- and Curse-spirits.Individuals initiated into the higher ranks of the cult, but who find themselves at odds with the Wise Woman or tribe, often leave to find their own path. These so-called Mabrigash, or witches, often go down a dark path. Lacking the guidance of the cult, they seek out spirits and powers beyond their skill.Most Mabrigash die, devoured by a spirit they couldn't control, killed by sickness, beast or bandit, or hunted down by their estranged tribe. Of those that survive, most command dark spirits.A few manage to find their way without losing themselves, and become powerful Wise Women on their own, wandering the land between the tribes.

Daedric Covens devote themselves to a single Daedric prince. Most covens will have an eclectic mix of magical arts available to them. Most deadric covens practice Sorcery, but some cults are Theistic or even Animistic-based.

The so-called “Good Daedra”: Azura, Boethiah and Mephala are venerated as part of the Tribunal (the Anticipations of ALMSIVI), in addition to older, primal cults outside of the Temple.

17

Page 18: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The Four Corners of Trouble, consisting of Mehrunes Dagon, Sheogorath, Malacath and Molag Bal, are established (if strongly distrusted) cults as they are part of the Tribunal doctrine. The other princes only have minor cults devoted to them.Daedric covens have a well-deserved bad reputation. Ordinators kill them on sight.

Daedric Princes Azura, Queen of Dawn and Dusk Boethiah, Prince of Plots Clavicus Vile, Child-god of Pacts Hermaeus Mora, Demon of Knowledge Hircine, Father of Man-Beasts Malacath, Keeper of the Sworn Oath Mehrunes Dagon, Lord of Destruction, Revolution and Ambition Mephala, the Webspinner Meridia, Lady of Infinite Energies Molag Bal, the Corruptor Namira, Lady of Decay Nocturnal, Mistress of Shadows Peryite, the Taskmaster, Lord of Pestilence Sanguine, Lord of Debauchery Sheogorath, the Madgod Vaermina, the Gifter, Lady of Dreams and Nightmares

No cults have been written up with ranks or gifts. The GM should refer to the actual game (and if you haven’t played Morrowind yet, you owe it to yourself to try!) and the UESP-wiki. The different varieties of gods, the Daedric Princes in particular, take an active interest in the affairs of mortals, and are likely to take action when powerful destinies appear. Any gifts should depend as much upon a character’s deeds as much as any cult membership.

18

Page 19: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

A note on the 6th HouseDagoth Ur has tapped into the Heart of Lorkhan, and has stolen much of the power of the Tribunal, only Vivec still stands against him. This has made Dagoth Ur into a god with the ability to channel powerful entropic magic; the following spells are available to his followers:

Fear, Lightning, Madness, Mindlink(send dreams), Summon Elemental (Atronach), Fortify, Raise Undead(Ash-slave), Rain of Ash(Ash-storm)

The high priests (the Dagoths) not only commands powerful channeled spells and small armies of Ash Poets, dreamers and undead, but are also often sorcerers in their own right. The good news is that their effective Exhort and Devotion-skills are lessened the further away they come from Red Mountain and their shrines. Still the power and influence of Dagoth Ur grows by the day.

19

Page 20: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Special Materials - Armour and WeaponsThe TES-games have several tiers of material qualities, affecting the performance of weaponry and armour. I suggest not focusing on bonuses due to materials alone, but instead also focusing on price, availability, status and enchantment-capabilities. Masterwork-items will add +1 Enchant for each level of mastery.All the normal materials detailed in RQ6 are freely available, with some additional exotic materials; detailed in the tables below. The Enc-modifier is applied to base encumbrance.

Material Cost Enc Armour Type NotesNetchleather x1 x1 Natural/Cured Cured leather retains some numbing toxicity;

+3d6 Endurance, reduced by 5/monthHardened

Netchleatherx1 x1 Laminated See above.

Newtscale x2 x1 Scale Chitin xo,5 x0,75 Scaled, ½Plate Low durability

Bonemold x3 x1,5 ½Plate, Plate +1 enchant, +ENC to Willpower vs. magical attacks

Dwemer x8 x1,5 Plate Impervious to corrosion and acid, +1 enchantElven x5 x1 Mail + 1 enchant

Orcish x4 x0,75 Mail, Plate + 1 EnhancementGlass x8 x0,5 Scaled, ½Plate,

PlateExceedingly light and easy to wear, +1 enchant

Ebony x10 x1,5 Plate + 1 Enhancement, +3 enchantDaedric N/A x1,5 Mail, Plate + 2 Enhancements, +ENC vs. all magic, +5

enchant

Material Cost NotesChitin x0,5 Sharp but brittle, Halve AP/HP

Silvered x4 Steel alloyed with silver. Brittle, halve AP/HP. Can bite into flesh otherwise resistant to normal weapons.

Sky-forged Steel

x4 +1 Enhancement

Dwemer x8 Impervious to corrosion and acid, +5 AP/HP, +1 enchantElven x5 + 1enchant

Orcish x2 +3 AP/HP.Glass x8 + 1 Enhancement, (Bladed weapons only), +1 enchantEbony x10 + 1 Enhancement, +3 enchant, +10 AP/HP

Daedric N/A + 2 Enhancements, +5 enchant. Can bite into flesh otherwise resistant to normal weapons. Unbreakable

20

Page 21: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Factions of Vvardenfell

Great Houses of Morrowind

“The Great Houses hate each other – theft, murder, assassinations, secret raids, standard stuff.”- Hasphat Antabolis

The Great Houses of Morrowind derive from ancient Dunmer clans and tribes, but now functions as political parties. Morrowind is ruled by the Grand Council of five Great Houses; Dres, Hlaalu, Indoril, Redoran and Telvanni.The Vvardenfell Council is situated in the Imperial Fortress of Ebonheart, where the three Great Houses of Vvardenfell grudgingly sit down with Imperial representatives to discuss matters at hand. The current Imperial-appointed Duke of Vvardenfell is serjo Veron Dren, of House Hlaalu.

House Dres“House Dres is an agrarian agricultural society and its large saltrice plantations rely completely on slave labor for their economic viability. Always firm Temple supporters, House Dres is hostile to Imperial law and culture and in particular opposed to any attempts to limit the institution of slavery”

House Dres has no holdings, interests or notable members on Vvardenfell. Laymen of House Dres might be encountered as pilgrims, priests and slave traders.

House Hlaalu“As a result of its close relationship with the Imperial administration, House Hlaalu has emerged as politically and economicallydominant among the Great Houses of Vvardenfell and Morrowind. Hlaalu welcomes Imperial culture and law, Imperial Legions and bureaucracy, and welcomes Imperial freedom of trade and religion. Hlaalu still honors the old Dunmer ways – the ancestors, the Temple, and the noble houses – but has readily adapted to the rapid pace of change and progress in the Imperial provinces”

House Hlaalu controls much of the fertile south-western parts of Vvardenfell; the Ascadian Isles and the Bitter Coast(or more aptly named; Smuggler’s Coast). Through shrewd political manuevring, strong relations to the Empire, and a fair amount of underhanded business strategies, they also control most of the trade in and out of Vvardenfell. The Great House Hlaalu administers the sprawling city of Balmora(Stone Forest) as well as the smaller prosperous towns of Suran, Caldera, Gnaar Mok and Seyda Neen, as well as the Hlaalu Canton of Vivec City. House Hlaalu, while friendly to outsiders, does not let just anyone into their inner chambers.

21

Page 22: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The Oathmen of Hlaalu can expect a wide and comphrehensive net of contacts, access to a variety of goods(many of which not readily available on the free market, legal or not) and teachers in the mercantile and social arts. If the aspiring House Brother/Sister is not afraid of getting their hands dirty(and in this company, one really shouldn’t), House Hlaalu employs a large number of agents, nightblades and smugglers, and they have strong ties to the local mafia – the Camonna Tong. Notables of House Hlaalu: Duke Vedam Dren, Councilors Crassius Curio, Dram Bero, Nevena Ules, Velanda Omani, Yngling Half-Troll and Raynasa Rethan, Caldera’s governor Odral Helvi, Balmora’s steward Nilena DorvaynFavored skills: Customs, Deceit, Influence, Bureaucracy, Commerce, Courtesy, Culture, Language, Literacy, Streetwise

House Indoril“The Indoril are orthodox and conservative supporters of the Temple and Temple authority. House Indoril is openly hostile to Imperial culture and religion, and preserves many traditional Dunmer customs and practices in defiance of Imperial law”The Great House Indoril is the oldest of the houses, controlling large parts of the central mainland of Morrowind. The Hortator Nerevar came from this house, as did the goddess Almalexia. They have strong ties to the Tribunal Temple, and as such, they have a presence on Vvardenfell through their Curates and Ordinators.

House Redoran“House Redoran prizes the virtues of duty, gravity and piety. Duty is to one’s own honor, and to one’s family and clan. Gravity is the essential seriousness of life. Life is hard, and events must be judged, endured, and reflected upon with due care and earnestness. Piety is respect for the gods, and the virtues they represent. A light, careless life is not worth living”

The Great House Redoran controls the north-western West Gash and large parts of the Ashlands. The land is ill-suited for farming, and House Redoran relies on the rich mines of the area. Even though these mines are very profitable, Imperial edicts and taxes, combined with House Hlaalu’s resource-siphoning and House Redoran’s lack of business-sense all make House Redoran’s hold over their land tenous. Still, House Redoran persists.The council of House Redoran is housed in the impressive Ald Skar, in the once impressive city of Ald Ruhn(Old Hearth-hall). The other sizable Redoran settlements are the mining towns of Gnisis and Maar Gan, and the fishing town Khuul. Many other smaller hamlets, strongholds and military settlements dot the land of the Redorans. House Redoran also administers the sombre Red Canton of Vivec City.House Redoran is a warrior-house. They field the largest standing army on the island, guarding their territory against bandits, ashlanders, Hlaalu-agents and monsters creeping out from the Ashlands, all of which harass the Great House regularly. Their warriors guard the Ghostfence and man the Gates of Dusk and Dawn of Ghostgate.

22

Page 23: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The Oathmen of House Redoran are expected to prove their worth in battle, their strength in spirit and their devotion to the House and to the Temple. They get access to excellent armorers and combat-trainers, as well as a solid support from the house and contacts in the Tribunal Temple and the Buoyant Armigers.Redoran House Brothers are full fledged knights, leading warriors into battle for the honor and survival of House Redoran. They serve until they die, or until age has robbed them of their strength, in which case they retire to their stronghold or family dwelling and serve as councilors, teachers and administrators.Notables of House Redoran: Archmaster Bolvyn Venim, Councilors Athyn Sarethi, Brara Morvayn, Garisa llethri, Hlaren Ramoran, Miner Arobar and Banden Indarys, Ebonheart Councilman Llerar Mandas, Favored Skills: Athletics, Combat Style, Customs, Endurance, Courtesy, Craft(Armorer, Weaponsmith), Devotion(TribunalTemple), Lore(History, Strategy&Tactics, Tribunal Temple)

House Telvanni“The wizard-lords of House Telvanni have traditionally isolated themselves, pursuing wisdom and mastery in solitude. But certain ambitious wizard-lords, their retainers, and clients have entered wholeheartedly into the competition to control and exploit Vvardenfell’s land and resources, building towers and bases all along the eastern coast. According to Telvanni principles, the powerful define the standards of virtue”

The Great House Telvanni is a Great House in name only. In reality they’re a confederation of wizards who work together when they have to, and as soon as not murder each other when they’re done cooperating. House Telvanni is still a force to be reckoned with, their knowledge of the arcane is unparalleled and their negotiators do not back down in council-matters.The six Grand Magisters of House Telvanni controls the eastern coast of Vvardenfell and much of the Grazelands through the towers of Sadrith Mora, Tel Branora, Tel Fyr, Tel Vos, Tel Mora, Tel Uvirith and Tel Aruhn– most the islands and nooks along Azura’s Coast and Zarfirbel Bay are marked with the Telvanni sigil. Most of the Magisters have little or no interest in leading people. They simply stake their claims and build their towers where they see fit, and retainers, merchants and peasants follow. Before long, a sizable town has (literally)grown up around the wizard’s tower. All the Magisters have their appointed Mouths, who handle most of the administrative work. Vivec City’s Telvanni Canton is known throughout the entire Empire for its enchanters, loremasters and spellswords for hire.Retainers of the great House Telvanni are often not really involved with the house, but are instead pledged to a Telvanni Magister. Many seek out the Telvanni masters in the hope of learning from them, most leave either disappointed or in a bloody heap. Some serve because it is what the family has always done, others because it pays well and a very select few attract a Magister’s attention and are taken in as apprentices.Notables of House Telvanni: Archmagister Gothren, Magisters Aryon, Therana, Dratha, Neloth, Baladas Demnevanni and Reynel Uvirith, Ebonheart Councilor Galas Drenim, Master Wizard Divayth FyrFavored Skills: Customs, Deceit, Insight, Willpower, Invocation(Grimoire), Language, Literacy, Lore(Daedra, History, Magic), Shaping

23

Page 24: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The Cyrodiil Empire (Ebonheart Imperial Embassy)The Empire is represented through the Imperial Embassy situated in the fortress of Ebonheart, as well as the legionares stationed across the island. All the Great House-capitols have an established Imperial fortress; Balmora has Fort Moonmoth, Ald-Ruhn’s Fort Buckmoth, Sadrith Mora’s Wolverine Hall(which is more an Imperial ghetto than a fort) and Gnisis’ Fort Darius, home of the Death’s Head Legion.Fort Hawkmoth in Ebonheart houses the Imperial administration and serves as the main harbor for the Imperial Navy. Fort Pelagiad houses the largest chapter of the Imperial Cult, in something that can almost be called a church. The legion maintains a small fortified tradingpost on the island of Dagon Fel. Fort Frostmoth serves as the Imperial presence on Solstheim.The Empire keeps a low profile on Vvardenfell. It is well aware of the dunmeri view of outlanders, and try its best not to step too hard on anyone's toes. Ambassadors wye the Great House-leaders constantly, but are barely tolerated in their councils. The notable exception is House Hlaalu who has welcomed Imperial officials and merchants into their fold. Only too late has the Empire realized that they have pulled the shortest straw in their dealings with the House. House Hlaalu has used its Imperial connections to seize control of much of both internal and external trade in Morrowind.The Empire has a relationship of grudging respect with House Redoran. The Redorans are a religious and traditionalist bunch, strongly opposed to the Empire's ways and religion. Still, Imperial legionaires and Redoran Housemen has stood together in numerous encounters. Notables of the Empire: Duke Vedam Dren

24

Page 25: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Cults

The Tribunal Temple“The ending of the words is ALMSIVI”

Commonly referred to as “the Temple”, the Tribunal Temple is the official religion of Morrowind, worshipping the Tribunal of Almalexia, Sotha Sil and Vivec. The Temple has a strong relationship with Houses Indoril, Dres and Redoran, cordial relations with House Hlaalu and poor relations with the wizards of House Telvanni. They are not friendly towards the Empire, and even less fond of the Imperial Cult and the Mages’ Guild. Their temples are found in every Dunmer settlement of any size, and the few hamlets that don’t have their own temple often have a makeshift altar in a communal house. The Tribunal Temple’s headquarter is found in the Grand Temple of Vivec City. They also maintain the fortress of Ghostgate, as well as the pilgrim’s city of Mar Gaan.Notables of the Tribunal Temple: Patriarch Tholer SaryoniFavored Skills: Customs, Influence, Sing, Lore(ALMSIVI, Daedric, History), Devotion(Tribunal), Healing, Craft(Alchemy), Exhort, Oratory, Literacy

Temple splinter groups: Dissident Priests

-A secretive sub-cult within the temple who dispute the Temple’s dogma and doctrines. Their secret temple of Holamayan remains hidden through tight-lipped members and good use of the Obliterate-miracle.

Ordinators-House Indoril’s chief presence on Vvardenfell are the Ordinators, no-nonsense Knights of the Tribunal. Their impressive Indoril-armor has a full helmet fashioned after the likeness of the mythical Lord Nerevar. There are four distinct orders of Ordinators; The Order of the Watch(Temple guards), The Order of War(highly trained warriors who fight Daedra, their worshippers and monsters of the Sixth House), The Order of Inquisition(who hunt down and execute heretics, often in defiance of Imperial Law) and lastly, The Order of Doctrine and Ordination(militant scholars who devote themselves to studying Temple writings)They are a common sight around the Great Temple of Vivec and its city, as well as in Molag Mar and the Ghostgate’s Gate of Dusk. Because of the controversial acts of The Order of Inquisition, they are often at odds with the priesthood of the Temple, who do not condone the cut-and-dried culling of untried heretics. Notable Ordinators: Grand Ordinator Berel Sala, Watch Masters Tarer Braryn and Elam Andas

25

Page 26: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Favored Skills: Combat Style, Customs, Endurance, Willpower, Devotion(Tribunal), Lore(Almsivi, Daedra, Strategy), Oratory, Exhort

Buoyant Armigers-Knights dedicated to Lord Vivec, they pattern themselves on Vivec’s heroic spirit of exploration and adventure and seek to emulate his mastery of the varied arts of personal combat, chivalric courtesy and subtle verse. They are closely tied to the Tribunal Temple and to House Redoran. The Armigers have their headquarters at Molag Mar, and a large garrison at Ghostgate, where they guard the Gate of Dawn.Notable Buyant Armigers: Grand Marshal Galdal Omayn, Deputy Marshal Birer Indaram, the blessed vampire Galur Rithari Favored Skills: Athletics, Combat Style, Customs, Dance, Devotion(Tribunal), Lore(ALMSIVI, Daedra,History, Strategy), Influence, Sing, Art(Poetry), Survival, Literacy

Ashlander Tribes The Ahemmusa

-A peaceful tribe in the northernmost area of the Grazelands. The tribe is in dire straits, gravely affected by ash storms, famine and Blight. They rely on their now decimated herds of guars and beetles.

The Erabeninsum-A warlike tribe, living in the hills of Molag Amur. They trouble both ashlanders and the Temple Citadel of Molag Mar. They only tried to pick a fight with the Magister of Tel Uvirith once, though. Mistrusted as they may be, they are still the best guides through the hostile, barren land they call home.

The Ursilaku-A deeply spiritual and conservative nomadic tribe, living in the northern coast of the West Gash and the Ashland. They are among the most knowledgeable about the old ways of the Dunmer, still worshipping the Daedric Ancestors. They move about around the northern coastline, often venturing deep into the Ashlands.

The Zainab-The largest and most prosporous Ashlander tribe, perhaps because they don’t live in the Ashlands, but in the verdant and fertile central Grazelands. The Zainab-tribe is semi-nomadic, several of their permanent villages dot the Grazelands. They have good relations with the Telvanni.

The Nerevarine Cult-An Ashlander-cult, held as outlawed and heretical by the Temple. It holds that the gods of the Tribunal are false, and awaits the prophetized coming of the Incarnate; the Nerevarine.

26

Page 27: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The Imperial Cult“The missionary arm of the great faiths, the Imperial Cult brings inspiration and consolation to the Empire’s remote provinces. The cult combines the worship of the Nine Divines, and its priests provide worship and services at the Imperial Cult shrines throughout Vvardenfell”

High Oracle Lalatia Varian administers the Imperial Cult from the headquarters of the Ebonheart Fortress. In addition to providing spiritual strength to the Imperial Legion, the cult tries to enlighten the heathen Dunmer through social programs in the cities and missionaries in the Ashlands.

The 6th House(Cult of Dagoth)“House Dagoth is the “lost” Sixth House. In the First Age, House Dagoth betrayed the other Great Houses during the War of the First Council, and was destroyed for their treason”

Daedric Covens“No words can describe what you see. Or what you think you see”

27

Page 28: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Guilds, Orders & Brotherhoods

Morag Tong – assassins and pawns in the Game of Houses. The Morag Tong is honorbound to only accept assassinations from nobles of the Great Houses. They are protected by Dunmer law, and cannot be prosecuted for a “just kill”. As a result, they are often(but not always) atypical assassins – killing their targets in plain sight, in duels and in spectacular manners. As another result, members of the Great Houses employ a large number of bodyguards. As yet another result, members of the Morag Tong are very well trained and careful with whom they admit into their cult. They have chapters in all the capitol cities.

Camonna Tong – a xenophobic and dunmer-centric crime syndicate. The Camonna Tong deals in smuggling, drugs, slaves and racketeering. Their web stretches over the entire province of Morrowind, and even into other provinces of the Empire. They are hostile to Imperial colonists, charging extremely stiff protection fees from the ones they don’t run out of town(or kill). Balmora and Vivec City have seen several ugly feuds between the Tong and the Thieves’ Guild. The Head of the Camonna Tong is Orvas Dren, brother of the Duke of Vvardenfell.

The Imperial Legion – the standing army of the Empire; well-trained, disciplined and far away from home. With the exception of General Darius’ Death’s Head Legion out of Gnisis, the Imperial Legion on Vvardenfell is mostly a garrison force, manning the forts, keeping the peace, enforcing taxes and customs, and occasionally moving out in force to beat down bandits, smugglers, marauding ashlanders or monsters. Imperial Legion notables: Lord Knight of the Imperial Dragon Varus Vantinius, Legion Commanders Darius, Frald the White, Angoril, Imsin the Dreamer and Radd Hard-Heart

The Fighter’s Guild – an Imperial guild of mercenaries, bodyguards and troubleshooters for anyone with enough coin to hire them. The Fighter’s Guild out of Cyrodiil steps in where the Legion or House-guards can’t or won’t. They have guildhalls in Balmora, Ald Ruhn, Sadrith Mora and in Vivec City’s Foreign Quarter. Their current guildmaster in Morrowind is Sjoring Hard-Heart, a controversial figure who is known to have some unsavory connections.

Imperial Guild of Mages – an Imperial guild of scholars, arcanists and historians. Led from the Arcane University in the Imperial City, the Mages’ Guild is chartered by the Emperor to provide magic services to the public. They also offer a unique service with their Guild Guides; instant(if expensive) teleportation between the portals operated by the guild’s chapters. They have chapters in Vivec City, Balmora, Caldera, Ald Ruhn and, precariously, in Sadrith Mora. They have rapidly earned the undying enmity of the mages of House Telvanni, who view the guild as meddling

28

Page 29: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

amateurs. The Mage’s Guild in Morrowind has another charter form the Emperor; the Dwemer. Many researchers pursue the Dwemer’s secrets in their ruined citadels, something that often rubs the locals the wrong way. The guild’s current Archmage is Trebonius Artorius, universally scorned as a bumbling idiot who only holds the title because the strings pulled by his family. Notable Guild Mages: Arch-Mage Trebonius Artorius, Master Wizards Edwinna Elbert, Folms Mirel, Ranis Athrys, Skink-in-Tree’s-ShadeFavored Skills: Locale, Willpower, Craft(Alchemy), Culture, Language, Literacy, Lore(Daedra, Dwemer, History, Magic), Invocation(School), Shaping, Teach

The Thieves’ Guild – cutpurses, burglars and neerdowells from the Heartland. The Thieves’ Guild will always go where the Empire goes, and in this case it has gone and stepped into the territory of the local crime lords, the Camonna Tong, The Tong is far more ruthless and brutal than the guild, and it is badly losing the turfwars that has sprung up.

The Dark Brotherhood – the bastard child of the Morag Tong; efficient and silent killers for hire. Unlike their siblings in the Morag Tong, the Dark Brotherhood is an outlawed cult, operating in secret and killing unseen. While the Dark Brothers are established almost all over Tamriel as an official secret – everybody knows that if you want someone dead and perform the right rituals, someone will come to negotiate a price – their existence in Morrowind is anathema in the eyes of the Morag Tong. Not because they steal the Tong’s business(they mostly don’t), but because the Dark Brotherhood has traded the honor and rules set down by Mephala for gold. The Dark Brotherhood and the Morag Tong are mortal enemies.

The Blades – the Swords of the Emperor. In Cyrodiil, the Blades are known as the Emperor’s elite guards. A lesser known fact is that they are also the Emperor’s chief covert intelligence service, which is the role they fulfill in the province of Morrowind – eyes, ears and daggers in the dark.Notable Blades: Grand Spymaster Caius CosadesFavored Skills: Customs, Combat Style, Deceit, Influence, Stealth, Culture, Language, Literacy, Lockpicking, Streetwise

The East-Empire Trading Company – whose shipping lanes span the continent. Operating out of the deep-water harbours of Ebonheart and Seyda Neen, the EETC controls most of the trade on or off Vvardenfell. They have their headquarters in Ebonheart, and are constantly wooed and threatened, respectively, by Hlaalu agents.

League of Navigators and Pilots – administrering the Siltstriders, caravans and ferrys across the island.

29

Page 30: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The Twin Lamps – a secret Argonian cult, devoted to breaking the shackles of slavery.

The Merchant’s Conclave of Vivec – coordinating trade and caravans in, out and across the island.

30

Page 31: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Beasts & HazardsUnless otherwise noted, damage modifiers apply to all attacks. Any armour is either natural armor and does not effect Strike Rank, or donned and is calculated into Strike Rank.

Animals

AlitCharacteristics Rolls d20 Location AP/HP

Strenght 3d6+6 1-4 R.Leg 3/7Constitution 3d6+6 Actions 2 5-8 L.Leg 3/7Size 2d6+12 Dmg.Modifier +1d4 9-10 Abdomen 2/8Dexterity 3d6 11-13 Chest 4/9Intelligence 1d6+4 Movement 8 14-20 Head 5/9Power 2d6 Strike Rank 10Charisma -

Traits: Skills: Athletics60, Brawn60, Endurance65, Evade30, Perception50, Willpower30Combat Style: Walking Jaws of Doom 65%

Weapon Size/Force Reach Damage AP/HPBite L S 1d8* As head

The Alit is a large and ill-tempered omnivore, roaming the land alone or in small family groups.

BearThe only bears found on Vvardenfell are with the travelling circus, but they are common on Solstheim. They might be encountered on the mainland, but then as strays from Cyrodiil and Skyrim. The non-native mainland bears, like the sabrecat, quickly fall prey to blight. Blighted bears are aggressive and exceptionally dangerous.

BristlebackBeliggerent boars, found only on the island of Solstheim. Rieklings use them as mounts.

Cat

31

Page 32: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Imperials have tried introducing cats to serve at ratcatchers. Unfortunately, the rats ate most of them, and the few that are left are feral beasts, skulking around the back alleys and rooftops of Vvardenfell’s cities.

ChaurusCharacteristics Rolls d20 Location AP/HP

Strenght 4d6+3 R.HindLeg 4/ 6Constitution 3d6+6 Actions 2 L.HindLeg 4/ 6Size 3d6+3 Dmg.Modifier +1d4 R.MidLegAbdomen 4/ 6Dexterity 3d6 L.MidLegChest 4/ 6Instinct 2d6+2 Movement 6 Abdomen 6/ 8Power 1d6 Strike Rank 10 Thorax 6/ 9Charisma - R.FrontLeg 4/ 6

L.FrontLeg 4/ 6Head 6/ 7

Traits: Formidable Natural Weapons, EarthsenseSkills: Athletics60, Brawn60, Endurance70, Evade50, Perception60, Willpower40Combat Style: Chitinous Death 75%

Weapon Size/Force Reach Damage AP/HPPincers L S 1d8 As head

Spit poison - CONx2 feet - -

Chaurus are large, armored segmented vertebrate, looking like a stubby centipede. It’s strong pincers are capable of inflicting horrendous wounds, and are also laced with poison(POT 50, Agony). The chaurus can spit the poison with accuracy. The chaurus is an solitary underground creature, and is fortunately rare on Vvardenfell. There are tales of ancient and gigantic chaurus. The Falmer breed these monsters and are able to, to a certain degree, train them. Nords view its meat as a delicacy.

Cliff RacerCharacteristics Rolls d20 Location AP/HP

Strenght 3d6/11 1-2 Tail 1/ 4Constitution 4d6/14 Actions 2 3 R.Leg 1/ 4Size 2d6/7 Dmg.Modifier -1d2 4 L.Leg 1/ 4Dexterity 4d6/14 5-6 Abdomen 1/ 6Instinct 2d6/7 Movement 2/12 8-9 Chest 1/ 7Power 2d6/7 Strike Rank 11 10-12 Dorsal Wing -/ 4Charisma - 13-15 R.Wing -/ 4

16-18 L.Wing -/ 419-20 Head 2/ 5

Traits: Flyer, 30% chance of a chaotic feature, 50% chance disease carrier, Diving Strike32

Page 33: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Skills: Athletics45, Brawn 35, Endurance45, Evade 40, Willpower 15, Perception 45, Silent flying 60 Combat Style: Bloody nuisance 60%

Weapon Size/Force Reach Damage AP/HPTailspike M M 1d6* As tail

Bite S S 1d4* As head

The scourge of Vvardenfell, cliffracers infest the entire island and much of the mainland of northern Morrowind. They fly wide across the wilderlands of Vvardenfell, and can be encountered alone or in packs(seldom had a murder been a more fitting name than in a murder of racers). Dunmer nobles hunt them for sport, as they are challenging targets. Apart from some minor alchemical ingredients that can be harvested from them, their meat and skin are useless.

DogNot native to Morrowind, dogs can be found in the Imperial settlements and military camps. They do not survive on their own. The Dunmer view dogs as rare delicacies.

Durzog

A subterranean and aggressive beast, found on the mainland Morrowind, and often bred by goblins. Treat as Dire Wolf

Giant Rat(Skeever)

Characteristics Rolls d20 Location AP/HPStrenght 2d3 1-3 Tail -/ 2Constitution 2d6 Actions 2 4-5 R.Hindleg -/ 2Size 1d3+1 Dmg.Modifier -

1d66-7 L.Hindleg -/ 2

Dexterity 2d6+6 8-10 Hindq -/ 3Instinct 2d6 Movement 4 11-14 Foreq -/ 4Power 1d6 Strike Rank 11 15-16 R.Forearm -/ 2Charisma - 17-18 L.Forearm -/ 2

19-20 Head -/ 2

Traits: Nightsight, BloodsenseSkills: Athletics50, Brawn10, Endurance30, Evade60, Perception60, Willpower10Combat Style: Squeek and run 30%

Weapon Size/Force Reach Damage AP/HPBite T T 1d3* As head

Rats plague almost all settlements on Vvardenfell. They’re hardy, adaptable, not picky in their eating, and scary big. While the native fauna finds rats to be a tasty snack, they can’t eat them faster than the rats can 33

Page 34: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

breed. In settlements they have no predators to worry about, so the population swells up in regular rat-plagues. Rat-catchers are in high demand, and the Fighter’s Guild is often hired to less than honorable missions to clear out infestations. Dishonorable or not, dealing with rats is far from safe, as they attack in swarms, and their bites carry infections and disease.The Skeever is not an oversized rodent, but a small semi-canine. Attribute-and disposition wise, it is treated similarly.

GuarCharacteristics Rolls d20 Location AP/HP

Strenght 2d6+12 1-2 Tail 3/ 8Constitution 2d6+6 Actions 2 3-5 R.Leg 3/ 9Size 2d6+22 Dmg.Modifier +1d10 6-8 L.Leg 3/ 9Dexterity 2d6+3 9-10 Hindq 3/ 10Intelligence 2d6+3 Movement 10 11-13 Foreq 3/ 11Power 2d6 Strike Rank 10 14-15 R.Arm 3/ 6Charisma - 16-17 L.Arm 3/ 6

18-20 Head 3/ 9

Traits: Skills: Athletics70, Brawn60, Endurance60, Evade30, Perception50, Willpower30Combat Style: Pacifistic Herbivore 45%

Weapon Size/Force Reach Damage AP/HPBite S S 1d4 As headKick L M 1d8* As leg

Tailswipe L L 1d6* As tail

A large, docile and hardy beast. The guar is the horse of Vvardenfell. While the ride tends to be of the bumpy kind, the guar is easily trained and can carry large loads.

Horker

Big seals, populating Solstheim and the Sheogorathian Isles. Noisy, smelly and docile unless threatened.

HorseThere are no horses on Vvardenfell. The ash-laden land is poisonous to them, and every horse the Imperials have brought with them has sickened and died. The hardier mules can survive in the milder climate in the southern parts, but they quickly suffer the same fate in the wild. Dunmer view them as food.

34

Page 35: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

KagoutiCharacteristics Rolls d20 Location AP/HP

Strenght 2d6+10 1-5 R.Leg 3/ 7Constitution 2d6+6 Actions 2 6-10 L.Leg 3/ 7Size 2d6+15 Dmg.Modifier +1d6 10-11 Abdomen 3/ 8Dexterity 3d6 12-15 Chest 3/ 9Instinct 2d6 Movement 6 16-20 Head 5/ 8Power 2d6 Strike Rank 9Charisma -

Traits: Skills: Athletics50, Brawn50, Endurance65, Evade30, Perception50, Willpower30Combat Style: Goring tusks 60%

Weapon Size/Force Reach Damage AP/HPGore M S 1d8* As headKick M T 1d6* As leg

A cousin of the Alit. The Kagouti is often found in small familypacks. The Kagouti is generally not hostile, but it is very territorial. It sports an set of large tusks that is normally used to dig up tubers and bugs to eat, but also serves as impressive goring tools if it feels threatened. They’re hunted by the ashlanders for meat and tusks.

ScribCharacteristics Rolls d20 Location AP/HP

Strenght 1d3 1-2 R.BackLeg 2/ 2Constitution 1d6+6 Actions 2 3-4 L.BackLeg 2/ 2Size 1d3+1 Dmg.Modifier - 5-6 R.MidLeg 2/ 2Dexterity 2d6 7-8 L.MidLeg 2/2Intelligence 1d6 Movement 5 9-14 Body 2/ 5Power 1d6 Strike Rank 15-

16R.ForeLeg 2 /2

Charisma - 17-18

L.ForeLeg 2 /2

19-20

Head 2/ 3

Traits: Earthsense, BurrowerSkills: Brawn10, Endurance10, Evade20, Perception50, Willpower10Combat Style: Scrib Style(Area attack)

Weapon Size/Force Reach Damage AP/HPPoison Spray - M POT 60 poison -

35

Page 36: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Scribs are the juvenile form of kwama. They’re incectile bugs with a silvery carapace that can be found grazing almost anywhere in Morrowind.They are generally docile and peaceful, if threatened they excrete a powerful poisonous misty spray through their mouth( POT 60, Confusion&Nausea 1d6 minutes, Exhausting) and run or burrow away. The scrib will be nice enough to warn off attackers by frantically thumping their tail to the ground.

Kwama ForagerCharacteristics Rolls d20 Location AP/HP

Strenght 1d6 1-6 Hindquarter -/ 3Constitution 2d6 Actions 2 7-15 Forequarter -/ 4Size 1d3+2 Dmg.Modifier -1d6 16-20 Head -/ 2Dexterity 3d6Instinct 1d6+1 Movement 3Power 1d6 Strike Rank 8Charisma -

Traits: Poisonous, Burrower, Earthsense, LeaperSkills: Athletics10, Brawn10, Endurance20, Evade30, Perception40, Willpower10Combat Style: Poisonous Bite 30%

Weapon Size/Force Reach Damage AP/HPBite S T 1d3*+poison As head

A small larvae-like creature that roams the area in and around a kwama colony. While generally inoffensive, it is capable of performing impressive leaps to deliver a poisonous bite(POT40 Nausea)

Kwama WorkerCharacteristics Rolls d20 Location AP/HP

Strenght 3d6 1-3 R.HindLeg 3/ 4Constitution 3d6 Actions 2 4-6 L.HindLeg 3/ 4Size 2d6+1 Dmg.Modifier -1d2 7-9 Abdomen 3/ 5Dexterity 3d6 10-12 Chest 3/ 6Intelligence 1d6+1 Movement 4 13-15 R.ForeLeg 3/ 4Power 1d6 Strike Rank 8 16-18 L.Foreleg 3/ 4Charisma - 19-20 Head -/ 5

Traits: EarthsenseSkills: Athletics30, Brawn60, Endurance50, Evade30, Perception45, Willpower30Combat Style: 30

Weapon Size/Force Reach Damage AP/HPClaw S S 1d3 As leg

36

Page 37: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Kwama WarriorCharacteristics Rolls d20 Location AP/HP

Strenght 3d6+4 1d3 R.HindLeg 5/ 6Constitution 2d6+6 Actions 2 4-6 L.HindLeg 5/ 6Size 2d6+8 Dmg.Modifier +1d4 7-9 Abdomen 5/ 7Dexterity 3d6 10-12 Chest 5/ 8Instinct 2d6 Movement 5 13-15 R.ForeLeg 5/ 6Power 2d6 Strike Rank 9 16-18 L.ForeLeg 5/ 6Charisma - 19-20 Head 3/ 6

Traits: Formidable Natural Weapons, Earthsense, PoisonousSkills: Athletics45, Brawn60, Endurance60, Evade45, Perception45, Willpower30Combat Style: Kwama Warrior 50%

Weapon Size/Force Reach Damage AP/HPClaw M M 1d6 As leg

Poison Spray - VL POT 60 poison -

Kwama Warriors can exhale the same poison-cloud that Scrib is capable of. Unlike the scrib, the kwama warrior doesn’t run away, instead it charges a gagging opponent.

Mudcrab

Use the Giant Crab-template, but halve STR, SIZ, armour, hitpoints, strikerank and damage(Crushing Crustacean 45%, dmg 2-8). Of course, no-one is stopping anyone from using the template as is…The mudcrab is a common sight along the long coastline of Vvardenfell. It is generally a non-offensive creature, but will lash out if disturbed or otherwise imposed upon. Dunmer hunt mudcrabs for food.

NetchTraits: Flyer(Hoverer), PoisonousSkills: Athletics30, Brawn50, Endurance60, Evade30, Perception50, Willpower40Big, slow and generally peaceful animals. Held aloft by an internal gas reservoir, they hover around at their own pace, grazing and honking. The Dunmer herd them as cows for leather and meat(which is an acquired taste). Treat as Giant Jellyfish(MI). Move 6, 2AP covering entire body. The Netch has poisonous tentacles(POT60 Agony). If threatened, they prefer to hover out of reach of an assailant.

37

Page 38: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Nix HoundCharacteristics Rolls d20 Location AP/HP

Strenght 2d3+6 1-2 R.Hindleg 1/ 4Constitution 3d6 Actions 2 3-4 L.Hindleg 1/ 4Size 1d6+6 Dmg.Modifier -1d2 5-7 Hindq 1/ 5Dexterity 3d6 8-10 Foreq 1/ 6Instinct 2d6+6 Movement 8 11-13 R.Frontleg 1/ 4Power 2d6 Strike Rank 12 14-16 L.Frontleg 1/ 4Charisma - 17-20 Head 1/ 5

Traits: Skills: Athletics59, Brawn36, Endurance62, Evade45, Perception60, Stealth45, Track64, Willpower44 Combat Style: Patient Stalker 55%

Weapon Size/Force Reach Damage AP/HPBite S T 1d6* As head

Claw S S 1d4* As limb

The Nixhounds are opportunistic scavengers and pack-hunters found all over Morrowind. Clever beasts, they don’t attack larger prey unless they outnumber it.

SabrecatOccasionally these big and dangerous cats stray over the mountain-passes from Skyrim. Those who do not turn back, quickly becomes blighted and rabid and thus even more dangerous. Fortunately, most do not last long. Treat as Tiger as pr. RAW.

ShalkCharacteristics Rolls d20 Location AP/H4

Strenght 2d6 1 R.RearLeg 4/ 4Constitution 3d6+2 Actions 2 2 L.RearLeg 4/ 4Size 1d6+6 Dmg.Modifier -1d2 3 R.MiddleLeg 4/ 4Dexterity 3d6 4 L.MiddleLeg 4/ 4Instinct 2d6 Movement 5 5-9 Abdomen 5/ 6Power 1d6 Strike Rank 8 10-13 Thorax 6/ 7Charisma - 14 R.FrontLeg 4/ 4

15 L.FrontLeg 4/ 416-20 Head 5/ 5

Traits: Earthsense, Formidable Natural Weapons, Resistance(Fire)Skills: Athletics30, Brawn30, Endurance64, Evade30, Perception40, Willpower40Combat Style: Fiery nibbler 30%, Flame Flinger 75%

38

Page 39: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Weapon Size/Force Reach Damage AP/HPMandibles S T 1d4* As headBurning oil - 3 m cone 1d6 firedamage to

1d4 locations-

The Ashlanders herd many types of giant beetles for food and chitin, yet the Shalk is the most distinctive of them. A large, oily black beetle, the Shalk is an omnivorous scavenger with an unique defence: it can excrete flammable oil, pool it on top of it’s back and with a swift “ka-whoosh” ignite it and throw it at prey or assailant. The Shalk will need 5 turns to repool oil after having fired it.

Silt Strider

Characteristics Rolls d20 Location AP/HPStrenght 2d6+20 1-2 R.BackLeg 5/ 12Constitution 2d6+12 Actions 2 3-4 L.BackLeg 5/ 12Size 2d6+30 Dmg.Modifier +1d12 5-6 R.MidLeg 5/ 12Dexterity 3d6 7-8 LMidLegChest 5/ 12Instinct 1d6+4 Movement 15 9-10 R.FrontLeg 5/ 12Power 2d6 Strike Rank 9 11-12 L.FrontLeg 5/ 12Charisma - 13-15 Hindquarter 7/ 14

16-18 Forequarter 7/ 1519-20 Head 7/ 13

Traits: TrampleSkills: Athletics70, Brawn100, Endurance60, Evade30, Perception50, Willpower30Combat Style: Impaling Trampler 50%

Weapon Size/Force Reach Damage AP/HPSpear-like Leg L VL 1d8* As leg

The Siltstriders are one of Vvardenfell’s defining features. These giant, long-legged bugs roam the wilds, and the Dunmer capture them to use as a means of transport. Captured striders have part of their back carapace cut away to make place to cargo and passengers. Their drivers control them by directly manipulating the exposed nerve endings. No one knows what they eat.

SlaughterfishSlaughterfish is a common name for several different species of carnivorous fish in the seas and waterways in and around Vvardenfell. Not very dangerous on their own, but slaugherfish are dangerous in shoals(which they frequently form). Treat as Swarm.

WolfPacks of wolves roam the wilds of Solstheim. Some are big (Dire Wolves).

39

Page 40: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Monstrous Races

Ash SlaveAsh Slaves are humans(or any non-Dunmer), killed and ritually resurrected(Create Undead) by priests of the the 6th House. Their skin darken to to the colour of ash, and they are mindless automatons under the will of the leaders of the cult. Treat as zombie.

Ash ZombieAsh Zombies are Dunmer who through ritual, willingly or unwillingly, become possessed by a corrupted Nature Spirit(Ash Spirit). The spirit warps the body, it’s skin becoming darker and more resilient. Bones and muscles grow, and the host’s mind is subsumed. Treat as an Intensity II-III spirit-possessed, fireproofed zombie w/1 pt. skin.The face of an Ash Zombie change into an empty, black hole as the spirit slowly consumes it’s host’s mind and soul.

Ash GhoulCharacteristics Rolls d20 Location AP/HP

Strenght 4d6 1-3 R.Leg -/ 6Constitution 3d6+3 Actions 2 4-6 L.Leg -/ 6Size 2d6+8 Dmg.Modifier +1d2 7-9 Abdomen 2/ 7Dexterity 3d6 10-12 Chest 2/ 8Intelligence 2d6+6 Movement 6 13-15 R.Arm -/ 5Power 3d6+3 Strike Rank 11 16-18 L.Arm -/ 5Charisma 3d6 19-20 Head 2/ 6

Traits: Skills: Athletics50, Brawn55, Endurance50, Evade50, Perception50, Willpower70, Devotion70, Exhort50, Magecraft50Combat Style: Mutant Clergy 65% (Dagger, Bell Hammer)Talented and spirited Dreamers undergo a change. As the they bond stronger with their lord, their bodies change. They grow bigger and stronger, and they lose their faces – their jaws lengthens into a stiff trunk-like appendage, through which the Ash Poet(as they prefer to be called) can produce their hymns and chants with perfect resonance. Ash Ghouls are priests and lieutenants of the 6th House. They are dangerous opponents on their own, but frequently have hosts of underlings to command.

40

Page 41: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Ascended SleeperCharacteristics Rolls d20 Location AP/HP

Strenght 3d6+6 1-2 R.Leg 6/ 6Constitution 2d6+6 Actions 3 3-4 L.Leg 6/ 6Size 2d6+10 Dmg.Modifier +1d4 6-9 Abdomen 6/ 7Dexterity 3d6 10-12 Chest 6/ 8Intelligence 2d6+9 Movement 6 13-15 R.Arm 6/ 5Power 2d6+9 Strike Rank 13 16-18 L.Arm 6/ 5Charisma 3d6 19-20 Head 6/ 6

Traits: Formidable Natural WeaponsSkills: Athletics40, Brawn80, Endurance75, Evade75, Perception70, Willpower90, Devotion100, Exhort90, Magecraft80Combat Style: Lovecraftian Abomination 80%

Weapon Size/Force Reach Damage AP/HPClaw M M 1d4* As arm

Tentacle M M 1d4*+diminish As headBell Hammer H L 1d10+3* -

The pinnacle of Dreamer evolution, the Ascended Sleepers are Ash Poets whose devotion makes them evolve into this tentacled monstrosity. Ascended Sleepers not only serve as high priests, they are accomplished sorcerers as well, able to channel elemental forces with ease. In combat they prefer to rely on their spells, but if pressed they can be very dangerous combatants. They are strong and fast, and their semi-corporal bodies are very resistant to damage(thus the FNW-trait, high armour and Evade-skill). Anything hit by their facial tentacles must resist a Diminish POW of IN5 equal to the attack-roll and with a day’s worth of duration. The tentacles can make use of Grip, Entangle and Take Weapon-effects.

Ash VampireCharacteristics Rolls d20 Location AP/HP

Strenght 2d6+15 1-3 R.Leg -/ 9Constitution 2d6+15 Actions 3 4-6 L.Leg -/ 9Size 2d6+12 Dmg.Modifier +1d8 7-9 Abdomen -/ 10Dexterity 2d6+6 10-12 Chest -/ 11Intelligence 2d6+8* Movement 7 13-15 R.Arm -/ 8Power 1d6+35* Strike Rank 14 16-18 L.Arm -/ 8Charisma 2d6+6* 19-20 Head -/ 9

Traits:

41

Page 42: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Skills: Athletics80, Brawn100, Endurance120, Evade90, Perception90, Willpower150, Devotion120, Exhort120, Assorted Magecraft100Combat Style: Rightous Chimeric Fury 150%

Weapon Size/Force Reach Damage AP/HPFist M M 1d4* As arm

Greataxe H L 2d6+2* As weaponLongsword L L 1d8* As weaponKite Shield M/H S 1d3* As weapon

Wraiths of ancient Chimer nobles, the masters of the 6th House are treated as IN6-8 Ancestor Spirits. They are embodiments of the Chimer ideals, twisted by the madness of their lord. An Ash Vampire is permanently bound to a blood-and-flesh simulacrum by the Sharmat, and they are slaves to the will of Dagoth Ur and to the Heart. As long as the Heart beats, they are immortal. Their knowledge, warcraft and magical power is immense. Even if killed, they will reform.They are generally dressed only in revealing noble attire, but if forced into battle they will don magnificent armour and weaponry to complement their spells.

Sleepers and DreamersCharacteristics Rolls d20 Location AP/HP

Strenght 3d6 1-3 R.Leg -/ 5Constitution 3d6 Actions 3 4-6 L.Leg -/ 5Size 2d6+6 Dmg.Modifier - 7-9 Abdomen -/ 6Dexterity 2d6+6 10-12 Chest -/ 7Intelligence 2d6+6 Movement 6 13-15 R.Arm -/ 4Power 3d6 Strike Rank 13 16-18 L.Arm -/ 4Charisma 3d6 19-20 Head -/ 5

Traits: Insane, Resistant to HeatSkills: Athletics45, Brawn40, Endurance50, Evade35, Perception45, Willpower25Combat Style: Deranged Killer 45%

Weapon Size/Force Reach Damage AP/HPFist S T 1d3*

Dagger S S 1d4+1*Club M S 1d6*

Sleepers are Dunmer that have succumbed to the dreaming of Dagoth Ur. Most veer off into suicidal depressions or homicidal mania, but some leave society to seek out their new god and become Dreamers. Dreamers revel in their lord’s visions, devoting their entire lives to the Sharmat Dagoth Ur and his 6 th House.

42

Page 43: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Corprus StalkerHusks whose minds are entirely consumed by the divine disease, they operate solely on murderous instinct. Treat as Zombie

Lame CorprusCharacteristics Rolls d20 Location AP/HP

Strenght 2d6+12 1-3 R.Leg 2/ 7Constitution 3d6+6 Actions 2 4-6 L.Leg 2/ 7Size 3d6+6 Dmg.Modifier +1d6 7-9 Abdomen 2/ 8Dexterity 2d6+3 10-12 Chest 2/ 9Intelligence 1d6+3 Movement 5 13-15 R.Arm 2 /6Power 2d6 Strike Rank 9 15-18 L.Arm 2/ 6Charisma - 19-20 Head 2/ 7

Traits: GrapplerSkills: Athletics30, Brawn75, Endurance90, Evade20, Perception30, Willpower40Combat Style: Flailing and Strangling 55%

Weapon Size/Force Reach Damage AP/HPFist M T 1d4* As armBite S T 1d4 As head

An unfortunate survivor of the divine disease, the Lame Corprus is a human of elf, whose body is mutated by corprus. Lame Corprus are riddled with tumors and sores, their skeletons and muscles twisted to inhuman strength, and their minds lost to homicidal rage.

DragonIf there is one thing the Dunmer can be thankful to the Cliffracers for, it is that they annoyed the dragons out of Morrowind. Still, some people claim there are still dragons about, but they fly high and cannot be seen… Should one be so damned as to encounter a Dragon, treat as standard Dragon as pr. RAW.

43

Page 44: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Dreugh

Characteristics Rolls d20 Location AP/HPStrenght 2d6+6 1-2 R.Tentacle 2/ 5Constitution 3d6 Actions 4 3-4 L.Tenacle 2/ 5Size 2d6+8 Dmg.Modifier +1d2 5-6 CentralTentacle 2/ 5Dexterity 3d6 7-10 Chest 4/ 8Intelligence 2d6+4 Movement 6 11-13 R.Pincer 4/ 6Power 3d6 Strike Rank 11 14-16 L.Pincer 4/ 6Charisma 2d6 17 R.Arm 2/ 5

18 L.Arm 2/ 519-20 Head 4/ 6

Traits: Formidable Natural Weapons, Swimmer, Aquatic, Grappler, Multi-limbedSkills: Athletics50, Brawn45, Endurance50, Evade45, Perception45, Willpower60Combat Style: Pincers & Tentacles 60%

Weapon Size/Force Reach Damage AP/HPPincer M M 1d6* As pincer

Tentacle M M Special As tentacleShortspear M L 1d8+1* As weapon

Masters of the northern seas, rumored to be the decendants of a once great race.

FalmerCharacteristics Rolls d20 Location AP/HP

Strenght 3d6 1-3 R.LegConstitution 3d6 Actions 2 4-6 L.LegSize 2d6+4 Dmg.Modifier - 7-9 AbdomenDexterity 3d6 10-12 ChestIntelligence 2d6+3 Movement 6 13-15 R.ArmPower 3d6 Strike Rank 11 16-18 L.ArmCharisma 2d6 Armour 19-20 Head

Traits: Blind, Echo Location, LeaperSkills: Athletics60, Brawn45, Endurance45, Evade50, Perception75, Willpower35, Stealth75Combat Style: Night Terror 65%(Spear, Hatchet, Dagger, Shortbow, Targe)

Weapon Size/Force Reach Damage AP/HPShortspear M L 1d6*

Hatchet S S 1d6*Shortbow L 10/50/100 1d6

44

Page 45: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The once proud Snow Elves have degenerated into an underground, twisted race, no better than goblins. All over the northern parts of Tamriel, children are scared to behave with tales of the night terrors than rise from under the rocks when darkness falls, to steal them away and eat them. Unfortunately, these stories are all too true. Fortunately, Falmer are a rare sight in Morrowind, and even rarer on Vvardenfell.Falmer are virtually blind, but their other senses are sharpened to the point where they can fire bows by echolocation. Falmer live in miserable underground hives, ranging from a dozen to several hundred individuals. They herd chaurus and skeevers as both food and companions. They rarely wear armour, but if they do, it is either 1 pt. Leather or 5 pt. Chitin Half Plate

GiantSkyrim’s Frost Giants are not denied by mere geography, and are often encountered in the northwestern parts of the mainland. There have even been instances of them wading across the Inner Sea to Vvardenfell itself. Treat as normal giant as pr. RAW, with one modification; Immunity(Cold).

GoblinCharacteristics Rolls d20 Location AP/HP

Strenght 3d6 1-3 R.Leg -/ 6Constitution 2d6+6 Actions 2 4-6 L.Leg -/ 6Size 2d6+6 Dmg.Modifier - 7-9 Abdomen 1/ 7Dexterity 3d6 10-12 Chest 1/ 8Intelligence 2d6+2 Movement 6 13-15 R.Arm -/ 5Power 3d6 Strike Rank 10 16-18 L.Arm -/ 5Charisma 2d6 19-20 Head 1/ 6

Traits: NightsightSkills: Athletics50, Brawn55, Endurance50, Evade50, Perception50, Willpower40Combat Style: Goblin Skirmisher 60%

Weapon Size/Force Reach Damage AP/HPShortspear M L 1d8+1 As weapon

Dagger S S 1d4+1 As weaponTarge M(L) S 1d3 As weapon

Rare on Vvardenfell, but common in the underground cave networks on the mainland. A cruel, violent and savage race. This goblin wears a ratskin jerkin and hood.

OgreOccasionally ogres wander over the mountains from Cyrodiil and Skyrim. They’re seldom encountered, and then mostly in the mountainous western part of the mainland. They are treated as standard ogres as pr. RAW.

45

Page 46: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

RieklingCharacteristics Rolls d20 Location AP/HP

Strenght 2d6+3 1-3 R.Leg 1/ 5Constitution 2d6+6 Actions 2 4-6 L.Leg 1/ 5Size 1d3+6 Dmg.Modifier -1d2 7-9 Abdomen 1/ 6Dexterity 3d6 10-12 Chest 1/ 7Intelligence 2d6+3 Movement 4 13-15 R.Arm 1/ 4Power 3d6 Strike Rank 11 16-18 L.Arm 1/ 4Charisma 2d6 19-20 Head 4/ 5

Traits: Resistance(Cold)Skills: Athletics60, Brawn35, Endurance50, Evade50, Perception55, Willpower45, Ride60Combat Style: Bristleback Cavalry(Mounted Combat) 60%

Weapon Size/Force Reach Damage AP/HPShortspear M L 1d8+1*Short Bow M 50 1d6

Targe M S 1d4*

Solstheim’s snow elves are not elves, but more closely related to goblins. They claim the snowy wilds as their own, and are known as a vicious little folk. They raise bristeback boars as mounts and companions. Their leaders are often accomplished shamans. This riekling wears fur and a scaled helmet.

SprigganCharacteristics Rolls d20 Location AP/HP

Strenght 4d6 1-3 R.Leg 2/ 6Constitution 2d6+6 Actions 2 4-6 L.Leg 2/ 6Size 4d6 Dmg.Modifier +1d2 7-9 Abdomen 2/ 7Dexterity 3d6 10-12 Chest 2/ 8Intelligence 2d6+3 Movement 6 13-15 R.Arm 2/ 5Power 3d6 Strike Rank 11 16-18 L.Arm 2/ 5Charisma 3d6 19-20 Head 2/ 6

Traits: Master of Nature(may command and manifest/embody/dismiss local Plant- and Animal spirits at will), CamoflagueSkills: Athletics60, Brawn60, Endurance60, Evade40, Perception70, Willpower60, Stealth50Combat Style: Nature’s Fury 70%

Weapon Size/Force Reach Damage AP/HPClaw M M 1d6* As arm

46

Page 47: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Spriggans are said to be servants of Kyne. That may be, but they’re belligerent and very dangerous servants of Kyne. Spriggans are intelligent and quick to take offence. When they do, any trespasser into their groves will face quick, gory death.The nature spirits that are Spriggans are rare on the ash-choked island of Vvardenfell, but they are common on Solstheim.

TrollCharacteristics Rolls d20 Location AP/HP

Strenght 2d6+10 1-3 R.Leg 3/ 6Constitution 2d6+6 Actions 2 4-6 L.Leg 3/ 6Size 2d6+8 Dmg.Modifier +1d4 7-9 Abdomen 3/ 7Dexterity 3d6 10-12 Chest 3/ 8Intelligence 2d6 Movement 8 13-15 R.Arm 3/ 5Power 2d6+2 Strike Rank 9 16-18 L.Arm 3/ 5Charisma 2d6 19-20 Head 3/ 6

Traits: Fast Healer(IN3 Healing Rate)Skills: Athletics80, Brawn75, Endurance75, Evade50, Perception60, Willpower30, Stealth50, Track45Combat Style: Ripping and Tearing 70%

Weapon Size/Force Reach Damage AP/HPClaw M M 1d6* As armBite M T 1d6* As headClub M S 1d6* As weapon

Mercifully rare on Vvardenfell, but commonly encountered on Solstheim and occasionally in the western mainland mountains, trolls are savage fighters relying on speed, force, cunning instinct, thick hide and their remarkable regenerative powers. A wounded troll will heal before your eyes; unless it’s head or spine is severed, or it is assaulted with fire, it will be able to regenerate even the most grievous wounds in mere minutes.

VampireVampires are treated as normal vampires, with the following changes:All vampires possess the following traits: Darksight, Undead, Vampiric, Allergy(Sunlight inflicts 1 level of Fatigue/pr. CON round), Immunity(Illusions), Resistance(only takes minimum damage from normal, unenchanted weapons)In addition, the three different vampire clans grant some special traits:The mages of clan Aundae: Invocation and Willpower get a +20 bonusThe assassins of clan Berne: All movement and stealth skills get a a +20 bonusThe warriors of clan Quarra: All combat-styles get a +20 bonus

47

Page 48: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

WerewolfHircine’s curse has haunted the island of Solstheim for a long time. Treat as Boar-kin (but with wolfish features and without the burrowing), and extrapolate as needed in regards to might.

Constructs, Spirits and Undead

Dwemer AnimunculiEncountered in various states of disrepair in the many Dwemer ruins scattered across Vvardenfell, the technomagical clockwork creations from an age past still chugs along.Their metal construction is exceptionally tough, and they are highly resistant to damage. If they are damaged, the damage does not heal, unless mended by a spider. Any failed attack-rolls on a dwemer animunculi will inflict an automatic 1d6+db Damage Weapon on a single handed eapon, and a 1d10+db on a two-handed weapon.

Dwemer Spider Characteristics Rolls d20 Location AP/HP

Strenght 1d6+6 1-2 R.HindLeg 4/ 5Constitution 20 Actions 2 3-4 L.HindLeg 4/ 5Size 2d3+4 Dmg.Modifier -1d2 5-6 R.MidLeg 4/ 5Dexterity 3d6 7-8 L.MidLeg 4/ 5Instinct 5 Movement 6 9-10 R.FrontLeg 4/ 5Power N/A Strike Rank 8 11-12 L.FrontLeg 4/ 5Charisma - 13-17 Body 2/ 8

18-20 SensorArray 2/ 6

Traits: Construct(treat as Undead re. wounds)Skills: Athletics30, Brawn30, Endurance50, Evade30, Perception50, WillpowerN/A, Repair50Combat Style: Mechanical Scuttler 45

Weapon Size/Force Reach Damage AP/HPStabbing Leg S S 1d4* As legLightning Arc - VL 1d8 electrical As sensor

The most commonly encountered dwemer construct, the spider roams the halls of of dwemer ruins acting as a janitor, fixing piping, machinery and fellow constructs. Their limited programming only allow them the capacity to keep the dwemer machines well-oiled and operational, it doesn’t allow them to fix what is broken. As a result time will eventually grind and break down the machines beyond the spider’s capacity to mend them. The spider keeps on scuttling about, posing a danger to any explorers.

48

Page 49: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The spider can jab with it’s articulated front legs, but the real threat is it’s ability to let loose a powerful lightning arc(ignoring armour) instead of a normal attack.A serious wound to the sensor array blinds it.

Centurion SphereCharacteristics Rolls d20 Location AP/HP

Strenght 2d6+6 1-7 Locomotive Sphere 8/ 10Constitution 20 Actions 2 8-9 Abdomen 5/ 9Size 1d6+12 Dmg.Modifier +1d2 10-12 Chest 8/ 10Dexterity 4d6 13-15 R.Arm 5/ 7Instinct 8 Movement 10 16-18 L.Arm 5/ 7Power N/A Strike Rank 11 19-20 Head 8/ 8Charisma -

Traits: Construct(treat as Undead re. wounds)Skills: Athletics60, Brawn60, Endurance50, Evade60, Perception50, WillpowerN/ACombat Style: Slash & Roll 60%

Weapon Size/Force Reach Damage AP/HPBroadsword M M 1d8*

Targe M(L) S 1d4*Crossbow H 1d8

The Centurion Sphere is the thing that most would-be explorers run from. These quick and agile robots are armed with swords and auto-loading crossbows(reload 1). A Serious Wound to the Chest might disrupt its delicate gyro, if the centurion fails its Endurance-test from such an injury it is unable to move.

Steam CenturionCharacteristics Rolls d20 Location AP/HP

Strenght 2d6+20 1-3 R.Leg 8/ 11Constitution 20 Actions 2 4-6 L.Leg 8/ 11Size 2d6+25 Dmg.Modifier +1d12 7-9 Abdomen 8/ 12Dexterity 3d6 10-12 Chest 8/ 13Instinct 7 Movement 8 13-15 R.Arm 8/ 10Power N/A Strike Rank 9 16-18 L.Arm 8/ 10Charisma - 19-20 Head 8/ 11

Traits: Formidable Natural Weapons, Construct(treat as Undead re. wounds), TrampleSkills: Athletics30, Brawn150, Endurance50, Evade30, Perception50, WillpowerN/ACombat Style: Steam-powered Deathdealer 75%

Weapon Size/Force Reach Damage AP/HP49

Page 50: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Steam Piston E VL 1d10+3* As armGreat Axe H L 2d6+2* As arm

Stomp E M 1d10* As legScalding Burst - 15 feet 1d6 to all locations -

A giant animated siege engine, the Steam Centurion is rarely encountered. A weapon of war, it is a very dangerous contraption. Would-be explorers would be well advised to tread lightly, and keep in low-roofed hallways.The Steam Centurion can release scalding steam in a 15’ radius if surrounded. Alternatively, it can focus the steam on a single target, in which case the range is doubled.

Ancestor GhostAncestor ghosts are treated as haunts or, in the case of very strong spirits, wraiths.

Animated DeadAnimated dead are skeletons or zombies created by theistic rituals, or roaming Undeath-spirits. Occasionally they are raised through sorcery. Treat as normal revenant as pr.RAW.

BonelordCharacteristics Rolls d20 Location AP/HP

Strenght 4d6 1-3 R.Leg -/ 6Constitution 4d6 Actions 4 4-6 L.Leg -/ 6Size 2d6+9 Dmg.Modifier +1d2 7-8 Abdomen -/ 7Dexterity 4d6 8-10 Chest -/ 8Intelligence 2d6+4 Movement 6 11-12 LowerR.Arm -/ 5Power 4d6+6 Strike Rank 13 13-14 LowerL.Arm -/ 5Charisma - 15-16 UpperR.Arm -/ 5

17-18 UpperL.Arm -/ 519-20 Head -/ 6

Traits: Undead, Immunity(normal weapons), Terrifying, Multilimbed, RegeneratingSkills: Athletics30, Brawn60, Endurance50, Evade50, Perception60, Willpower75, Magecraft75Combat Style: Skeletal Magus 75%

Weapon Size/Force Reach Damage AP/HPClaw S S 1d4* As arm

Weapon - - - -Spells - - - -

An impressive display of necromancy, the Bonelord is created through elaborate rituals and then bonded with a formidable Undeath-spirit. It serves eternally as a guardian, keeping watch over the tombs of

50

Page 51: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

dunmer nobles. In combat it relies on spells, but is not above entering melee with skeletous claw or weapon. A bonelord has a variety of offensive magic like Wrack, Diminish, Dominate(fear),Smother, Tap etc as well as heaps of Magicka. Take your pick. The bonelord’s animating spirit takes it recurring-trait seriously. If a bonelord’s body is destroyed, it will reform in hours unless its remains are kept physically separated.

Bonewalker

Characteristics Rolls d20 Location AP/HPStrenght 3d6+6 1-3 R.Leg -/ 6Constitution 3d6 Actions 2 4-6 L.Leg -/ 6Size 2d6+8 Dmg.Modifier +1d4 7-9 Abdomen -/ 7Dexterity 3d6 10-12 Chest -/ 8Instinct 1d6 Movement 6 13-15 R.Arm -/ 5Power 1 Strike Rank 7 16-18 L.Arm -/ 5Charisma - 19-20 Head -/ 6

Traits: Formidable Natural Weapons, UndeadSkills: Athletics30, Brawn75, Endurance50, Evade30, Perception30, WillpowerN/ACombat Style: Shambling Guardian 60%

Weapon Size/Force Reach Damage AP/HPClaw M S 1d6*+diminish As arm

The bonewalker is a zombie-robot created through Telvanni-ritual, which they have kindly taught the temple as well. One part corpse, 3 parts wicker, straps, chitin and Undeath-spirits. It’s claws inflict an IN4 Diminish Strength on each hit(with a permanent duration – lost STR must be regained through alchemy, magic or a Temple-blessing).

DaedraAll Daedra take minimum damage from unenchanted, non-daedric weapons. All possess the Disease Immunity-trait.

AtronachAtronachs are treated as elemental spirits. All have the power to manifest in a physical, humanoid shape; but they still have the Amorphous-trait. While Atronachs of flame, frost and air are the most common, the entire spectrum of elemental spirits roam Tamriel. Atronachs should be made available for shamanistic bindings.

51

Page 52: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

ClannfearCharacteristics Rolls d20 Location AP/HP

Strenght 2d6+9 1-2 Tail 3/ 5Constitution 2d6+6 Actions 2 3-5 R.Leg 3/ 5Size 2d6+4 Dmg.Modifier +1d2 6-8 L.Leg 3/ 5Dexterity 3d6 9-10 Abdomen 3/ 6Intelligence 2d6+2 Movement 8 11-12 Chest 3/ 7Power 3d6 Strike Rank 10 13-14 R.Arm 2/ 4Charisma 2d6 15-16 L.Arm 2/ 4

17-20 Head 5/ 6

Traits: Formidable Natural Weapons, FrenzySkills: Athletics70, Brawn55, Endurance60, Evade50, Perception50, Willpower50Combat Style: Fearless Savager 75%

Weapon Size/Force Reach Damage AP/HPClaw S S 1d6* As armBite M S 1d6* As head

Headbutt Charge H S 1d8*+knockback As head

The Clannfear is a lizard-like daedra, often leashed by dremora or conjurers in a watchdog role. Their stupidity and fondness of bloodshed and carnage, coupled with their lack of self-preservation make them eminently useful as shock troops.If charged by a clannfear, double the damage done to determine knockback.

DaedrothCharacteristics Rolls d20 Location AP/HP

Strenght 2d6+10 1-3 R.Leg 3/ 7Constitution 3d6+3 Actions 2 4-6 L.Leg 3/ 7Size 2d6+9 Dmg.Modifier +1d4 7-9 Abdomen 3/ 8Dexterity 3d6 10-12 Chest 3/ 9Intelligence 2d6+3 Movement 6 13-15 R.Arm 3/ 6Power 3d6 Strike Rank 11 16-18 L.Arm 3/ 6Charisma 2d6+2 19-20 Head 3/ 7

Traits: Poisonous, Formidable Natural Weapons, Darksight, Immunity(acid), IntimidatingSkills: Athletics60, Brawn90, Endurance75, Evade60, Perception60, Willpower50Combat Style: Relentless Carnage 90%

52

Page 53: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Weapon Size/Force Reach Damage AP/HPWeapon M M As weapon* As weapon

Claw M M 1d6* As armBite L S 1d8+acid As head

Spit Poison - CONx2 feet Acid -

Molag Bal’s servants are large, crocodile-headed humanoids. What they lack in intelligence and finesse, they gain in cunning and savagery. The poison of a Daedroth is treated as a Strong Acid, capable of eating through both flesh and steel(but not dwemer alloy). They can spit the acid with accuracy up to once/round.

DremoraCharacteristics Rolls d20 Location AP/HP

Strenght 3d6+3 R.Leg 6/ 6Constitution 2d6+6 Actions 3 L.Leg 6/ 6Size 2d6+9 Dmg.Modifier +1d4 Abdomen 7/ 7Dexterity 3d6+2 Chest 7/ 8Intelligence 2d6+6 Movement 6 R.Arm 6/ 5Power 3d6 Strike Rank 12(8) L.Arm 6/ 5Charisma 3d6 Head 8/ 6

Traits: Intimidating, Blood SenseSkills: Athletics60, Brawn75, Endurance75, Evade75, Perception50, Willpower75, Magecraft50Combat Style: Champion of Oblivion 90%

Weapon Size/Force Reach Damage AP/HPGreatHammer H L 1d10+3*’ As weapon

Battleaxe M M 1d6+1* As weaponHeater shield S(L) S 1d3* As weapon

This particular dremora is a Kynreeve; an experienced veteran of the netherworld’s wars, a knight in the labyrinthine noble hierarchy of Oblivion, and fitted with plated mail and a full helm.

Golden SaintCharacteristics Rolls d20 Location AP/HP

Strenght 2d6+8 1-3 R.Leg 5/ 7Constitution 2d6+9 Actions 3 4-6 L.Leg 5/ 7Size 2d6+9 Dmg.Modifier +1d4 7-8 Abdomen 7/ 8Dexterity 2d6+12 10-12 Chest 7/ 9Intelligence 2d6+6 Movement 6 13-15 R.Arm 5/ 6Power 2d6+6 Strike Rank 16 16-18 L.Arm 5/ 6Charisma 3d6 19-20 Head 7/ 7

53

Page 54: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Traits: Magic Sense, Immunity(Poison)Skills: Athletics75, Brawn80, Endurance90, Evade75, Perception75, Willpower100, Magecraft75Combat Style: Justiciar of Madness 100%

Weapon Size/Force Reach Damage AP/HPShortspear M L 1d8+1*

Dagger S S 1d4+1*Kite Shield S(H) S 1d3*

Enigmatic and terrifying servants of Sheogorath. Highly resistant to all magic, it is protected by a continuous MAG3 Castback in addition to it exceptional Willpower. Its skin is its armour.

HungerCharacteristics Rolls d20 Location AP/HP

Strenght 3d6+2 1-3 Tail 1/ 5Constitution 2d6+6 Actions 3 4-6 R.Leg 1/ 6Size 2d6+6 Dmg.Modifier +1d2 7-8 L.Leg 1/ 6Dexterity 2d6+12 9-10 Abdomen 1/ 7Intelligence 2d6+6 Movement 8 11-12 Chest 1/ 8Power 3d6 Strike Rank 16 13-15 R.Arm 1/ 5Charisma 2d6 16-18 L.Arm 1/ 5

19-20 Head 1/ 6

Traits: Darksight, Adhering, Skills: Athletics90, Brawn60, Endurance60, Evade90, Perception75, Willpower60, Stealth90Combat Style: Daedric Assassin 75%

Weapon Size/Force Reach Damage AP/HPTail M L 1d6*+barbs As arm

Claw M S 1d4* As tailTongue S M 1d3+diminish As headWeapon - - - -

The Hunger is a servant of Boethia, and often serves as an assassin. It is capable of using normal weapons, but prefers it’s formidable natural weapons. The claws automatically inflicts the Sunder-effect on armour and, if parried, the Damage Weapon-effect(both effects bypass armourpoints and does damage directly). It’s flexible tailstrike will leave small barbs in the wound, these barbs are difficult to extract and will fester(infection POT75 Agony&Fever)and eventually kill the victim if left untreated. Lastly, the Hunger’s tongue(treated as a flexible weapon) inflicts an IN5 Diminish DEX(duration POW turns).

54

Page 55: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

OgrimCharacteristics Rolls d20 Location AP/HP

Strenght 2d6+21 1-3 R.Leg 5/ 10Constitution 2d6+12 Actions 2 4-6 L.Leg 5/ 10Size 2d6+21 Dmg.Modifier +d12 7-9 Abdomen 5 /11Dexterity 2d6+3 10-12 Chest 5/ 12Intelligence 2d6+1 Movement 8 13-15 R.Arm 5/ 9Power 3d6 Strike Rank 9 16-18 L.Arm 5/ 9Charisma 2d6 19-20 Head 5/ 10

Traits: Engulfing(swallow), Grappler, Formidable Natural Weapons, IntimidatingSkills: Athletics30, Brawn120, Endurance120, Evade30, Perception40, Willpower40Combat Style: Brute Force 70

Weapon Size/Force Reach Damage AP/HPImmense Fist H L 1d10* As arm

Bite L S 2d6 As head

The giant Ogrim is a servant of Malacath. Slow, brutish and stupid, but ridiculously strong. It is able to gobble up a man in one gulp. The illustration on pg. 315 is a nice Ogrim

ScampCharacteristics Rolls d20 Location AP/HP

Strenght 2d6+3 1-2 Tail -/ 3Constitution 3d6 Actions 3 3-4 R.Leg -/ 4Size 1d6+6 Dmg.Modifier -1d2 5-6 L.Leg -/ 4Dexterity 4d6 7-9 Abdomen -/ 5Intelligence 2d6+4 Movement 6 10-12 Chest -/ 6Power 3d6 Strike Rank 13 13-15 R.Arm -/ 3Charisma 2d6 16-18 L.Arm -/ 3

19-20 Head -/ 4

Traits: DarksightSkills: Athletics60, Brawn30, Endurance45, Evade60, Perception45, Willpower30, Sneak45, Pickpocket45Combat Style: Scamper 45%

Weapon Size/Force Reach Damage AP/HPWeapon As weapon As weapon As weapon As weapon

Claw S S 1d4* As arm

Cowardly and cunning. Will not attack anything it doesn’t outnumber, and then preferably from behind.

55

Page 56: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Spider DaedraCharacteristics Rolls d20 Location AP/HP

Strenght 4d6 1 R.HindLeg 3/ 6Constitution 4d6 Actions 4 2 L.HindLeg 3/ 6Size 2d6+12 Dmg.Modifier +1d4 3 R.MidLeg 3/ 6Dexterity 4d6 4 L.MidLeg 3/ 6Intelligence 2d6+9 Movement 8 5 R.FrontLeg 3/ 6Power 2d6+6 Strike Rank 15 6 L.FrontLeg 3/ 6Charisma 3d6 7-11 Abdomen 3/ 9

12-14 Chest -/ 915-16 R.Arm -/ 617-18 L.Arm -/ 619-20 Head -/ 7

Traits: Leaper, Poisonous, Nightsight, Multi-limbedSkills: Athletics60, Brawn50, Endurance60, Evade90, Perception75, Willpower75, Stealth75, Magecraft75, Influence75, Deceit90Combat Style: Aracnid Horror 75%

Weapon Size/Force Reach Damage AP/HPWeapon - - -* -

Impaling Leg M L 1d6* As legSpit Poison - CONx2 feet POT75 poison As head

Servants of Mephala, Spider Daedra are rarely encountered, as they prefer to do their work in the shadows. They can regurgitate poison to smear on weapons, or simply spit the vomitous poison at an opponent - treat as POT75 Paralysis (as Giant Spider) if used on weapon, or weak acid and POT40 Paralysis if thrown.Additionally, their spinner teets are able to produce strong webs(as Giant Spider).

56

Page 57: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Winged TwilightCharacteristics Rolls d20 Location AP/HP

Strenght 3d6+2 1-2 Tail 3/ 4Constitution 3d6 Actions 3 3-5 R.Leg 1/ 5Size 2d6+6 Dmg.Modifier +1d2 6-7 L.Leg 1/ 5Dexterity 3d6+3 8-10 Abdomen 0/ 6Intelligence 2d6+9 Movement 6/15 11-12 Chest 0/ 7Power 2d6+6 Strike Rank 15 13-15 R.Wing 1/ 4Charisma 3d6 16-18 L.Wing 1/ 4

19-20 Head 1/ 5

Traits: Flyer, Diving StrikeSkills: Athletics60, Brawn50, Endurance75, Evade75, Perception75, Willpower90, Influence75, Deceit90, Magecraft75Combat Style: Feathered Riddler 75%

Weapon Size/Force Reach Damage AP/HPClaw M M 1d6* As legTail M L 1d6*+diminish As tail

Azura’s messengers and servants, the Winged Twilights are seldom encountered, but when they are they generally make an impression. As their mistress, they’re fond of playing with mortals. Unlike most daedra, their playing is not cruel. While people might die and empires crumble from their meddling, they are merely fulfilling their role as messengers, oracles and riddlers. If it decides to attack it prefers using its spells, but it has strong claws to rend with, and a wicked scorpion-like tail who delivers a IN5 Diminish INT/POW(duration 2d6 hours) on strike.

57

Page 58: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Suggested Combat Styles Ashlander Warrior (Skirmisher): Spear, Hatchet, Dagger, Shortbow, Md. Shield Ashlander Herder (Skirmisher): Spear, Sling Ashlander Hunter (Skirmisher): Spear, Short Bow, Sling Wise Woman: Dagger, Club Imperial Legionaire (Shield wall): Spear, Javelin, Shortsword*, Dagger, Lg. Shield Imperial Archer (Skirmisher): Recurved Bow, Shortsword*, Sm. Shield Imperial Arbalist (Shieldwall): Crossbow, Shortsword*, Lg. Shield Imperial Battle-Mage (Spellsword): Broadsword, Battleaxe, Md. Shield Imperial Knight (Formation): Greatsword, Broadsword, Mace, Dagger, Md. Shield Imperial Marine (Ex. footwork): Spear, Shortsword*, Crossbow, Md. Shield Imperial Blades Agent (Assassination): Longsword, Shortsword(Daisho), Dagger, Dart, Crossbow,

Sm. Shield Guild Mage: Dagger Tribunal Warrior Priest: Spear, Mace, Md. Shield Great House Guard (Formation): Polearm, Broadsword, Md. Shield Ordinator (Intimidating, Formation): Glaive, Mace, Md. Shield Buyant Armiger (Formation, Skirmisher): Spear, Shortsword, Recurved Bow, Md. Shield MoragTong Assassin (Assassination, Swashbuckling): Broadsword, Shortsword, Dagger, Dart, Sm.

Shield Dark Brotherhood Assassin (Assassination, Hidden weapon, Poisoner): Club(Cosh), Dagger, Dart,

Garrotte, Blowgun, Short Bow Camonna Tong Thug (Always carry a spare): Polearm, Hatchet, Dagger, Sm. Shield Priest of Kynareth (Skirmisher): Recurved Bow, Shortspear, Dagger, Sm.Shield Priest of Talos: trained in Imperial Knight-style Cultist of Malacath (Intimidating): Warhammer, Battleaxe, Dagger, Md. Shield Rain of Sand Monk (Unarmed prowess, Mancatcher): Unarmed, Staff, Club Thief (Assassination, Hidden weapon): Club, Dagger, Dart Slaver (Mancatcher): Shortsword, Club, Net, Bola Nord Smuggler (Excellent footwork): Greataxe, Broadsword, Dagger, Md. Shield Redguard Buccaneer (Ex. Footwork, Swashbuckler): Scimitar, Hatchet, Dagger, Shortbow, Md.

Shield* the Imperial shortsword is a 2' broad-bladed straight sword designed for borh cutting and thrusting. It does 1d6+1 dmg.

58

Page 59: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The Daedric alphabet, used by sorcerers and in Dunmer script

59

Page 60: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

Map of Vvardenfell, Solstheim and central Mournhold Palace

60

Page 61: RuneQuest 6 th - 4plebs · PDF fileRuneQuest 6 th - The Elder Scrolls-hack Being a short and hopefully helpful guide on how to use RuneQuest 6th to adventure on the mysterious island

The continent of Tamriel and one of many representations of Nirn

61