Looking back and improving my previous work.
There are several pieces of content on this blog that I haven’t been satisfied with, so I decided to update the more troubling offenders. Sub-optimal design happens if I rush posts or don’t think things through. I also got a new source of inspiration in the form of the most recent D&D supplement, Xanathar’s Guide to Everything. When remaking pages, I will save the originals and leave them publicly available, in case someone wants to use the older content. To that end, I’ve published the Archive page, which can be accessed here. I will also comment on what I did wrong and why I am making specific changes.
Here is the list of pages that needed editing:
- Armory: Materials and Styles
- Armory: Soul gems and soul-trapping spells
- Armory: Umbra and Skeleton Key Daedric artifacts
- Character Options: Giving each race a separate page
- Worldbuilding: Fighters Guild
- Bestiary: Fey
There have also been some minor editing changes around the blog, too. For instance, I decided to change the font for something larger.
Continue reading “22. Remakes”
Sometimes NPCs need stat blocks too.
Having stat blocks for NPCs is useful, and I greatly enjoy the last pages of the Monster Manual and Volo’s Guide to Monsters. You never know when a random NPC is going to become a hireling or an enemy to the party. Therefore, I decided to make stat blocks for some common NPC enemies and allies that might crop up in an Elder Scrolls campaign.
Some entries, Crossbowman and Legionary in particular, were inspired (read: copied almost word-for-word) by IrishBandit’s excellent compendium Rule of Law. You can check it out by following this link.
I decided to include a couple of Morrowind-themed humanoids as I’m sure some will find them useful. Lastly, I’d like to point out that some entries were inspired by classes from the Elder Scrolls games.
Continue reading “21. Bestiary: Humanoids”
Some of the most powerful magic items in the Elder Scrolls universe.
Daedric artifacts are a staple of Elder Scrolls games. They are powerful magical items with unique effects and varying degrees of sentience. Many of them can be easily converted into D&D; I did my best to do so following the guidelines I set for myself at the inception of this blog. For example, if there is an existing magical item whose effects fit a Daedric Artifact, I chose to use it (Mehrunes Razor – Nine Lives Stealer). Furthermore, I did not take effects from the video game and force-fit them into D&D, instead opting to create something flavorful and easily understandable. Lastly, simplicity and elegance of design are usually among my priorities. With the exception of Umbra, I don’t think I have any overly complex Artifacts.
Continue reading “20. Armory: Daedric Artifacts”
Strange and alien creatures populate the province of Morrowind.
Another bestiary entry, this one covering various creatures native to Morrowind and found no where else. These creatures are usually exotic and bizarre, featuring many insects and reptiles. This post does not cover all creatures, just the most common and most interesting ones. Harmless critters, such as bantam guars and scuttlers are left out. They may be part of the scenery, but pose little interest to adventurers.
Each creature’s stat block comes with a short physical description and can also be accompanied by details such as diet, habitat, behavior, and uses. The creatures have been sorted into four categories: bipeds, insectoids, kwama, and flying creatures. Most are Beasts, but some have semi-natural abilities that make them fall under the Monstrosity category.
Continue reading “19. Bestiary: Morrowind Endemics”
Become an undying abomination using these rules.
Vampirism has been a staple of modern fantasy, including both D&D and the Elder Scrolls. The only job I had to do was adjust the rules given for player vampires in the Monster Manual. I made it a bit more complicated, but a lot more flavorful.
This post will cover the general rules for vampires, including generic vampire traits, feeding, interactions with other creatures, and six different bloodlines: Aundae, Berne, Quarra, The Nameless Tribe of Cyrodiil (The Order), Volkihar, and Whet-Fang.
Continue reading “18. Character Options: Vampirism”
Stat blocks for a number of nature-related Tamrielic creatures.
Unlike fiends or constructs, fey creatures have few traits that link them together. According to the Monster Manual, the fey are closely tied to the forces of nature and can be found on both the material plane and some Outer Planes. Examples are also quite various, but largely humanoid: pixies, hags, dryads, and satyrs. Therefore, both lore and mechanics offer quite a lot of space for selecting fey creatures from the Elder Scrolls lore.
I started by finding equivalents to existing D&D monsters. Obvious ones include dryad/spriggan, and hag/hagraven. Elder Scrolls imps have more in common with the fey than fiends, as scamps take the place of lesser fiends. Lurchers are corrupted nature spirits somewhat similar to blights or shambling mounds, but I decided to give them the fey type due to their origins. Lastly, I included wisps and wispmothers as they have a strong fey feel to them.
Continue reading “17. Bestiary: Fey”
Racial traits for exotic Human, Beast, and Elemental races.
It’s time for part two of exotic races. This post will cover four human races (Atmoran, Kothringi, Nede, and Reachman), two beast races (Imga and Lilmothiit), three elemental races (Flame, Frost, and Storm Atronach Scions), as well as several different variants for the Khajiit race.
Some of the content here is not Elder Scrolls canon. Reasons for this may vary from lack of information as some races are (I assume) deliberately left mysterious, to my effort to make as many options as possible. I admit I might have gone out of hand on this one…
Continue reading “16. Character Creation: Exotic Races (Part 2/2)”