I am one, feel free to message if for any reason, but especially if related to the Call of Cthulhu ttrpg or D&D 5e, may delve into Vampire: The Masquerade in the future, who the heck knows.
How everyone hopes to play Call of Cthulhu:
How it usually turns out:
1.) solitude: wealthy, well-protected, festive, and boasting an exciting arts scene. this is the best place to live in skyrim. as long as you respect that free speech is not welcome here (unless you’re dressing it up in layers upon layers of inscrutable metaphor and calling it skaldic verse), you’ll do just fine. religious sorts and imperial sycophants will also appreciate solitude’s good old alessian values.
2.) whiterun: let’s be clear that there are actually only two good places to live in skyrim, and this is the other one. fair and respected leadership, a strong sense of town pride, and convenient access to just about anywhere else you’d like to go. one thing to consider is that the walls are terrible, and there’s about a 70% chance your house will be burned down with you in it if a dragon or stormcloak trebuchets come rolling by.
3.) riften: mild climate and beautiful views. plenty of employment opportunities both above and below ground, if you don’t mind that you’ll essentially be working for the same people at any of them. you won’t be allowed to get too ambitious, but that’s OK, because there’s a great sense of camaraderie among the diverse and hugely exploited working class.
4.) dawnstar: obviously chilly, but the port is busy and the mines are well-producing enough that their proprietors are taking out hits on one another. awe-inspiring sunrises over the sea and a somewhat picturesque, mysterious, maybe malignant tower overlooking the town. leadership is horrendous but easily ignored and will hopefully die of old age soon.
5.) falkreath: lovely pine forests, though the dour weather often makes it difficult to appreciate them. quirky sorts will find themselves right at home with the town’s singular fascination with death, and if you know someone who’s likely to die soon, there’s a sweet little family in the area who can help put them to rest. you might also be introduced to falkreath’s historic cemetery through having the jarl sic his bandits on you.
6.) morthal: seat of the poorest hold in skyrim, so not an ideal launching pad for your latest business venture. the remote and revolting location makes it seem like a good place to retire if you’re looking to withdraw from the outside world, but be aware that the outside world might still come creeping in from the bog. and eat you. or turn you into a vampire. or any other number of horrific things that the locals boredly chat about.
7.) winterhold: if you weren’t born in winterhold, it’s already too late to move in. the people follow a traditional nordic way of life that involves complaining loudly about how much they hate it here, but they will kill you if you agree with them. mages are so far removed from municipal life that the college of winterhold might as well be considered its own settlement for you magic users out there, but only a slightly better one.
8.) markarth: home to the greatest class disparity in the province. people from all walks of life travel through markarth, and half of them end up prison labor. if you want to live in skyrim without feeling like you live in skyrim, this completely backwards, hateful city is just waiting to murder you with its sheer drops and unmaintained 4000 year old stairs. afterwards, your broken body will support markarth’s popular farm-to-table movement.
9.) windhelm: everything bad about markarth, plus the fact that it’s also cold as the void itself. this is the worst place to live in skyrim. with one exception: if you care about history at the cost of your fingers and toes (and if you’re a woman, maybe also your spleen and your entire life), this could be the place for you. talos-deniers need not apply.
*smacks my ass to make sure I’m carrying my wallet and the staggering weight of my sins*
here’s the qui-gon and obi-wan vs darth maul fight from phantom menace but tracked to gimme gimme gimme by abba
One of my favorite things in existence is Tales From The Gas Station, and my worst fear is that I’ll forget about it before getting myself to listen to everything and to read it fully.
My school had a group discord call and I was immediately reminded of how much I despised it.
This is probably going to be an on & off again game diary for the 5th edition campaign I am running for my friends.
It's the first of Evening Chill. The year is 922 A.K.C
Our heroes, (an aarakocra wizard named Klauce Sextius, a satyr fighter named Kéfi Dieben, and a tortle druid named Herb) have found themselves in one of the largest cities on the continent. Unlike the capital of the kingdom of Alavast to the north, the people of Elaine have declared it to be one of the few free cities on the continent. Though whether it's truly free is up for debate. Many smaller towns in the region rely on Elaine for its vast resources, oftentimes at the cost of local resources and independence. Elaine has become what it had always dreaded, though not all see it that negatively. The party spent the day screwing around and getting supplies after their healer departed from the group. Klauce potentially found a lead for the next step in solving a great magical mystery which plagues the cosmos, by way of a soon-to-be-starting excavation of a small town just northwest of the city. The excavation was for a small series of tombs in the town, which had served as the last holy bastion for empires of old.
What happens next? Find out next time we get our session scheduled.
This is how the dragonborn DLC started, right?
Mora has to replace Miraak after dealing with this attitude.
I have been the keeper for a currently ongoing campaign for Call of Cthulhu, all originally written adventures, and it has quickly become a favorite hobby and past-time of mine
(they/them, he/him) Here to begin exploring the horrors of fiction and to have a good time.
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