Act I - Chapter 1 - Higher Education
Time for some academic pursuit!
The party starts their adventure in Alcaire, Stormhaven in the province of High Rock where they learn of a Dwemer specialist who works at the College of Winterhold. Curious to begin their thesis on Dwemer culture and religion, our heroes begin their journey to Winterhold to meet the specialist in hopes of securing further passage to Vvardenfell. Though Vvardenfell has only recently opened its borders, getting to it safely is difficult and securing passage can be an expensive affair.Plot points/Scenes
Scene 1: Fundraising in Alcaire
Scene 2: Passage to Rivenspire
Scene 2: Passage to Rivenspire
Themes
- Direnni Tower is always visible in the distance.
- High Rock style architecture.
- Mild winter, no snow.
Structure
Exposition
Our intrepid adventurers hope to uncover many discoveries and find some measure of wealth on the ancient, untamed landmass of the Dunmer gods. Their first challenge is to find a way to sponsor their archeological expedition so they can make it to Vvardenfell in one piece and set up a base camp. After receiving some academic patronage, the party will have to make their way to Winterhold by way of Northpoint. Though Northpoint is in the region of Rivenspire, travelling there will not be easy as there have been many orc raids in the areas surrounding the Wrothgar Mountain Range. The Knights of the Flame have posted up in the ruins of Firebrand Keep and the pass north of Castle Alcaire to deter Orcish incursion into the region. Our heroes must find a way through to Northpoint with as much starter capital as possible.
Components
Goals
- Gain as much funding as possible to begin your archaeological expedition.
- Meet with the Dwemer specialist in Winterhold.
- Find as many sponsors as you can to offer you guidance in Vvardenfell.
- Begin your Magnum Opus.
Hooks
The Dwemer were the penultimate technological race in Tamriel during the developing years of the Mundus. The ability to sift through the vaulted halls of the delver dwarves for wealth and discovery is nothing short of a blessing from Zenithar himself!
Stakes
If all goes according to plan, the heroes should reap hefty social and financial rewards for their part in discovering ancient Dwemer cities on the mysterious island of Vvardenfell.
Danger lurks around every corner in this unknown land, however; the heroes should show extreme caution, as this island was once a Tribunal Temple preservation. Who can say what threats exist in a place that once belonged to three living elven gods? What a glorious time to be alive!
Moral Quandaries
As a province, Morrowind was accepted into the Empire via treaty, not conquest. The Dunmer there hold their own sets of laws and national regulations which might might make a foreigner uncomfortable. One of these is the practice of legal slavery. The Dunmer also have a heretical religion that revolves around the worship of three living gods. Be ever vigilant, and keep the faith of the Nine Divines! Don't let them brainwash you.
Relations
Protagonists
Backdrops
Locations
Alcaire is a region in central High Rock, within the larger region of Stormhaven. It borders King's Guard to the west, Eyebright Feld to the north, Wrothgar to the northeast and Menevia to the east. The region contains the settlements of Alcaire Castle and Koeglin Village, Firebrand Keep, and the Ayleid ruin of Moravagarlis, known to the locals as Bonesnap Ruins. During the time of the Daggerfall Covenant in the middle of the Second Era, the region was ruled by the Duke of Alcaire from Alcaire Castle, and protected by the Knights of the Flame. The name would be used again in the Third Era to refer to a fiefdom in the same area.
The regional deity is Kynareth.
The book The Arcturian Heresy claims Hjalti Early-Beard was born within its borders, and that Hjalti would go on to become Tiber Septim. For this reason, the province celebrates Tibedetha (Tiber's Day) on the 24th of Mid Year.
Plot type
Chapter
Subplots
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