Background
Coldharbour is the Plane of Oblivion ruled by Molag Bal, the Daedric Prince of Domination, Vampirism, Slavery, and corruption. Coldharbour serves as a prison for the Soul Shriven, The Souls of mortals that have been claimed by Molag Bal. Coldharbour appears as a twisted version of the mortal realm, Nirn, likely as a result of the Planemeld, a Daedric invasion in which Molag Bal had attempted to merge Nirn with Coldharbour with the help of The King of Worms, Mannimarco, luckily this invasion was stopped, however, some parts of Nirn had been dragged into Coldharbour before the Planemeld could be stopped. Every aspect of this horrible realm is designed to torture its inhabitants, the Soul Shriven are forced to constantly labor away in The Wailing Prison under the constant watch of Molag Bal's cruel Dremora servants.
It is the two hundred and second year of the Fourth Era, you have died and lost your soul to Molag Bal in one way or another and are now imprisoned in his realm of Coldharbour. You have been deprived of the afterlife that had previously awaited you now that Molag Bal has claimed your soul, no matter how hard you have prayed for salvation, The Divines are either unable to hear your prayer or are choosing to ignore your suffering. Despite all of the constant torment you are forced to endure in this horrid realm, you have managed to hold onto your sanity where most other Soul Shriven would turn Feral, an impressive feat to be sure. Perhaps you still believe you have a chance at salvation?
Your role
You have died and your soul has been claimed by Molag Bal in one way or another, perhaps you were a Nedic slave who was sacrificed to Molag Bal by the Ayleids back in the First Era, perhaps you were a Stormcloak soldier that accidentally contracted vampirism and was slain by the Vigilants of Stendarr recently in the Fourth Era? You don't age in Coldharbour, you could be from nearly any point in history.
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Application Information
You will have a *ton* of creative freedom when making your character's backstory, you can make your character from any point in the history of the Elder Scrolls series, however, there are a few things you must need to take into account when writing out your character.
What race are you? Each race in the Elder Scrolls has its own unique features and abilities (Keep in mind that if you want to play as a specific race, you will need to have a model for it, check the workshop to find a model that fits your character, it should be from the Elder Scrolls, so no playing as World of Warcraft elves or anything like that, if you are experienced with PAC, you might be able to make your character with that tool)
Race - Tamriel is home to many different races, each race has its own unique features as well as its own continent.
Altmer (High elves) - Known as "Altmer" in their homeland of Summerset Isles, the High Elves are the most gifted in the arcane arts of all the races.
Argonians - Enigmatic and intelligent, the Argonians are experts at guerrilla warfare, and their natural abilities suit their swampy homeland, Black Marsh. They have developed immunities to the diseases that have doomed many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe underwater. Argonians make proficient thieves, due to their increased lockpicking and sneaking skills.
Bosmer (Wood elves) - Bosmer (or, more commonly, Wood Elves) are the elven people of Valenwood. They prefer a simple existence, living in harmony with the land and wild animals. They are known to be the best archers in all of Tamriel and are known for their ability to command wild creatures. They make great scouts or thieves, due to their natural stealth and light footing.
Bretons - Bretons are a race of both human and elven ancestry. They populate the province of High Rock. They are excellent mages with high magic resistance, but have few other distinctive features. They are considered an intelligent race in Tamriel, known for their proficiency in abstract thinking, a possible reason for their adeptness in the magical arts. It is suggested that they may also carry Aldmer blood, which would further account for their magical prowess.
Dunmer (Dark elves) - The Dunmer, more commonly known as Dark Elves, are the grey-skinned elven natives of the province of Morrowind. After the eruption of Red Mountain, many Dunmer fled to Skyrim, where they have endured extreme prejudice as a result of their elven heritage and status as refugees. In spite of this, many Dunmer have been able to establish themselves in Tamriel's northernmost province as skillful merchants and mages.
Imperials - Imperials are some of the most well-educated, wealthy and well-spoken of the races in Tamriel and the natives of the cosmopolitan province of Cyrodiil. Imperials are also known for their discipline and training of their citizen armies. Because of this, the Imperials have dominated Tamriel for more than 2,000 years.
Khajiit - Khajiit are one of the beast races which inhabit the continent of Tamriel, primarily their home province of Elsweyr. The Khajiit have feline appearance and sly accent common to Cathay, however their type is not specified. Along with the Argonians, they are referred to as the beast-races of Skyrim. Because of this, Khajiit have a negative public image.
Nords - Nords are a race that were led to Skyrim by Ysgramor. They are tall, fair-haired and pale-skinned humans from Atmora who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers, mercenaries, merchants and blacksmiths all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. Above all else in Nord culture is the quest for honor and glory, and a great emphasis is placed on family values. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbors. Nords are also naturally superior at sea, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along Tamriel's coasts.
Orsimer (Orcs) - The Orsimer (more commonly known as Orcs), are the native people of the Wrothgar and Dragontail Mountains. They are possibly a variant of elves or Mer. Other sources state they are beastfolk. Following in the footsteps of Trinimac, and subsequently Malacath, Orcs have consistently held a standard as a race as some of Tamriel's greatest warriors and smiths.
Redguards - Redguards hail from the great desert province of Hammerfell. They are descended from a long line of warriors and mystic seers. Legend has it that Redguards are innately more proficient with the use of weaponry than any other race. They excel in all arts concerning blade and shield. The most naturally talented warriors in Tamriel, the Redguards of Hammerfell seem born to battle. However, their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free ranging heroes and adventurers, than as rank and file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also blessed with hardy constitutions and fleetness of foot.
Altmer (High elves) - Known as "Altmer" in their homeland of Summerset Isles, the High Elves are the most gifted in the arcane arts of all the races.
Argonians - Enigmatic and intelligent, the Argonians are experts at guerrilla warfare, and their natural abilities suit their swampy homeland, Black Marsh. They have developed immunities to the diseases that have doomed many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe underwater. Argonians make proficient thieves, due to their increased lockpicking and sneaking skills.
Bosmer (Wood elves) - Bosmer (or, more commonly, Wood Elves) are the elven people of Valenwood. They prefer a simple existence, living in harmony with the land and wild animals. They are known to be the best archers in all of Tamriel and are known for their ability to command wild creatures. They make great scouts or thieves, due to their natural stealth and light footing.
Bretons - Bretons are a race of both human and elven ancestry. They populate the province of High Rock. They are excellent mages with high magic resistance, but have few other distinctive features. They are considered an intelligent race in Tamriel, known for their proficiency in abstract thinking, a possible reason for their adeptness in the magical arts. It is suggested that they may also carry Aldmer blood, which would further account for their magical prowess.
Dunmer (Dark elves) - The Dunmer, more commonly known as Dark Elves, are the grey-skinned elven natives of the province of Morrowind. After the eruption of Red Mountain, many Dunmer fled to Skyrim, where they have endured extreme prejudice as a result of their elven heritage and status as refugees. In spite of this, many Dunmer have been able to establish themselves in Tamriel's northernmost province as skillful merchants and mages.
Imperials - Imperials are some of the most well-educated, wealthy and well-spoken of the races in Tamriel and the natives of the cosmopolitan province of Cyrodiil. Imperials are also known for their discipline and training of their citizen armies. Because of this, the Imperials have dominated Tamriel for more than 2,000 years.
Khajiit - Khajiit are one of the beast races which inhabit the continent of Tamriel, primarily their home province of Elsweyr. The Khajiit have feline appearance and sly accent common to Cathay, however their type is not specified. Along with the Argonians, they are referred to as the beast-races of Skyrim. Because of this, Khajiit have a negative public image.
Nords - Nords are a race that were led to Skyrim by Ysgramor. They are tall, fair-haired and pale-skinned humans from Atmora who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers, mercenaries, merchants and blacksmiths all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. Above all else in Nord culture is the quest for honor and glory, and a great emphasis is placed on family values. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbors. Nords are also naturally superior at sea, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along Tamriel's coasts.
Orsimer (Orcs) - The Orsimer (more commonly known as Orcs), are the native people of the Wrothgar and Dragontail Mountains. They are possibly a variant of elves or Mer. Other sources state they are beastfolk. Following in the footsteps of Trinimac, and subsequently Malacath, Orcs have consistently held a standard as a race as some of Tamriel's greatest warriors and smiths.
Redguards - Redguards hail from the great desert province of Hammerfell. They are descended from a long line of warriors and mystic seers. Legend has it that Redguards are innately more proficient with the use of weaponry than any other race. They excel in all arts concerning blade and shield. The most naturally talented warriors in Tamriel, the Redguards of Hammerfell seem born to battle. However, their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free ranging heroes and adventurers, than as rank and file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also blessed with hardy constitutions and fleetness of foot.
How did you lose your soul to Molag Bal? Did you die as a vampire or did you lose your soul in a different way? Be sure to mention it in your backstory!
How did you die? Did some sort of vampire hunter put you down or were you sacrificed and your soul was taken with some sort of Soul Trap spell? Be sure to mention it in your backstory!
What skills and abilities do you have? What class summarizes you best? Are you a magic user or a swordsman? Be creative, but remember that you wont be starting out overpowered, you are starting off as a prisoner.
What Deity or Deities do you follow if any? This could have an impact on your character's story, the gods in the Elder Scrolls are real, after all. Mention this information in your backstory.
The Nine Divines - The Aedra are responsible for sacrificing their power to create the mortal realm of Mundus, as a result of spending most of their power to create the mortal realm, these gods are seen as benevolent. Different races have different versions and interpretations of the Aedra, The high elves, redguard, and khajitt all have their own names for these gods.
Akatosh - The Dragon God of Time and chief god of the pantheon.
Arkay - God of the Cycle of Life and Death, and Mortals, burials, and funeral rites. Enemy of the undead and necromancers.
Dibella - Goddess of Beauty and Love.
Julianos - God of Wisdom and Logic.
Kynareth - Goddess of Air, Wind, Sky and the Elements.
Mara - Goddess of Love and compassion.
Stendarr - God of Compassion, Mercy, Justice, charity, luck, and righteous rule by might and merciful forbearance. Enemy of Daedra and the Undead.
Talos - Hero-god of Mankind, conqueror God, God of Might, Honor, State, Law, and Man. Worship of Talos is outlawed by the Aldmeri Dominion.
Zenithar - God of Work and Commerce, Trader God. Enemy of thieves.
Daedric Princes - While the Aedra chose to sacrifice their power to create the mortal realm, the Daedra chose to keep their power for themselves, the Daedra are often seen as selfish as a result of refusing to sacrifice their power in order to create Mundus. As a result of keeping their power, they have more power than the Aedra, mortals often make deals with the Daedra for this reason, champions of Daedric princes are often granted powerful Daedric artifacts from the prince they follow.
Azura - A Prince who maintains/draws power from the balance of night and day, light and dark. Commonly worshipped by Dark elves.
Boethiah - The Prince of deceit, secrecy, conspiracy, treason, and unlawful overthrow of authority. Commonly worshipped by Dark elves.
Clavicus Vile - The Prince of deals, pacts, power, bargains, and serenity through wish fulfillment.
Hermaeus Mora - The formless Daedric Prince of knowledge and memory, seeks to possess all that is knowable.
Hircine - The Prince of the hunt, sport, the Great Game, and the Chase. Responsible for the existance of Lycanthropy.
Jyggalag - The Prince of logical order and deduction, upholds strict order above all else. Was once the strongest Daedric prince, so powerful that all of the other Daedric princes had to work together to curse Jyggalag to turn into the opposite of what he stood for, Sheogorath, however, Jyggalag has since been freed from this curse, though he isn't as strong as he once was as he currently lacks a realm of oblivion.
Malacath - The Prince whose sphere is the patronage of the spurned and ostracized. Commonly worshipped by Orcs.
Mehrunes Dagon - The Prince of destruction, violent upheaval, energy, and mortal ambition.
Mephala - The Prince of unknown plots and obfuscation, a master manipulator, a sower of discord. Commonly worshipped by Dark elves.
Meridia - The Prince of the energies of all living things, enemy of the undead and all who disrupt the flow of life, such as Molag Bal.
Molag Bal - The Prince of domination and spiritual enslavement, seeks to ensnare souls within his domain. Commonly worshipped by vampires.
Namira - The Prince of the "ancient darkness," the patron of all things considered repulsive. Commonly worshipped by cannibals.
Nocturnal - The Prince of the night and darkness, the patron of all things secretive. Commonly worshipped by thieves and assassins.
Peryite - "The Taskmaster", the Daedric Prince of Pestilence, desires order in his domain.
Sanguine - The Prince of hedonism, debauchery, and the further indulgences of one's darker nature.
Sheogorath - The infamous Prince of Madness, whose motives are unknowable.
Vaermina - The Prince of dreams and nightmares, a deliverer of evil omens and dark portents.
Other Deities - Not all deities fall under the category of Aedra or Daedra, this category lists a few unique deities that don't fit in either of the categories above.
Lorkhan - Lorkhan is seen as the god of all mortals, Lorkhan is also known as Shor to the Nords. Lorkhan is believed to have died long ago, giving his life to convince or trick the Aedra to create Mundus.
Mannimarco, The King of Worms - A powerful high elven necromancer who assisted Molag Bal in starting the Planemeld only to later betray Molag Bal in an attempt to steal his power so that he could eventually become the new "lord of domination", however, Molag Bal discovered this plan and captured Mannimarco's soul, Mannimarco later escaped from Coldharbour. Mannimarco eventually ascended to godhood during the Warp in the West, though he was eventually slain by The Hero of Kvatch. Where could his soul be now?
Sithis - Neither an Aedra or Daedra, Sithis is described as the embodiment of everything evil, but at the same time, he is described as being nothing at all: a Void. He is appeased through death (although he himself is not a god of death) and other acts of suffering and strife. Sithis is believed to have created Lorkhan to destroy the universe through trickery and deceit, and return the universe to the Void. Sithis is commonly worshiped by Argonians and assassins.
Akatosh - The Dragon God of Time and chief god of the pantheon.
Arkay - God of the Cycle of Life and Death, and Mortals, burials, and funeral rites. Enemy of the undead and necromancers.
Dibella - Goddess of Beauty and Love.
Julianos - God of Wisdom and Logic.
Kynareth - Goddess of Air, Wind, Sky and the Elements.
Mara - Goddess of Love and compassion.
Stendarr - God of Compassion, Mercy, Justice, charity, luck, and righteous rule by might and merciful forbearance. Enemy of Daedra and the Undead.
Talos - Hero-god of Mankind, conqueror God, God of Might, Honor, State, Law, and Man. Worship of Talos is outlawed by the Aldmeri Dominion.
Zenithar - God of Work and Commerce, Trader God. Enemy of thieves.
Daedric Princes - While the Aedra chose to sacrifice their power to create the mortal realm, the Daedra chose to keep their power for themselves, the Daedra are often seen as selfish as a result of refusing to sacrifice their power in order to create Mundus. As a result of keeping their power, they have more power than the Aedra, mortals often make deals with the Daedra for this reason, champions of Daedric princes are often granted powerful Daedric artifacts from the prince they follow.
Azura - A Prince who maintains/draws power from the balance of night and day, light and dark. Commonly worshipped by Dark elves.
Boethiah - The Prince of deceit, secrecy, conspiracy, treason, and unlawful overthrow of authority. Commonly worshipped by Dark elves.
Clavicus Vile - The Prince of deals, pacts, power, bargains, and serenity through wish fulfillment.
Hermaeus Mora - The formless Daedric Prince of knowledge and memory, seeks to possess all that is knowable.
Hircine - The Prince of the hunt, sport, the Great Game, and the Chase. Responsible for the existance of Lycanthropy.
Jyggalag - The Prince of logical order and deduction, upholds strict order above all else. Was once the strongest Daedric prince, so powerful that all of the other Daedric princes had to work together to curse Jyggalag to turn into the opposite of what he stood for, Sheogorath, however, Jyggalag has since been freed from this curse, though he isn't as strong as he once was as he currently lacks a realm of oblivion.
Malacath - The Prince whose sphere is the patronage of the spurned and ostracized. Commonly worshipped by Orcs.
Mehrunes Dagon - The Prince of destruction, violent upheaval, energy, and mortal ambition.
Mephala - The Prince of unknown plots and obfuscation, a master manipulator, a sower of discord. Commonly worshipped by Dark elves.
Meridia - The Prince of the energies of all living things, enemy of the undead and all who disrupt the flow of life, such as Molag Bal.
Molag Bal - The Prince of domination and spiritual enslavement, seeks to ensnare souls within his domain. Commonly worshipped by vampires.
Namira - The Prince of the "ancient darkness," the patron of all things considered repulsive. Commonly worshipped by cannibals.
Nocturnal - The Prince of the night and darkness, the patron of all things secretive. Commonly worshipped by thieves and assassins.
Peryite - "The Taskmaster", the Daedric Prince of Pestilence, desires order in his domain.
Sanguine - The Prince of hedonism, debauchery, and the further indulgences of one's darker nature.
Sheogorath - The infamous Prince of Madness, whose motives are unknowable.
Vaermina - The Prince of dreams and nightmares, a deliverer of evil omens and dark portents.
Other Deities - Not all deities fall under the category of Aedra or Daedra, this category lists a few unique deities that don't fit in either of the categories above.
Lorkhan - Lorkhan is seen as the god of all mortals, Lorkhan is also known as Shor to the Nords. Lorkhan is believed to have died long ago, giving his life to convince or trick the Aedra to create Mundus.
Mannimarco, The King of Worms - A powerful high elven necromancer who assisted Molag Bal in starting the Planemeld only to later betray Molag Bal in an attempt to steal his power so that he could eventually become the new "lord of domination", however, Molag Bal discovered this plan and captured Mannimarco's soul, Mannimarco later escaped from Coldharbour. Mannimarco eventually ascended to godhood during the Warp in the West, though he was eventually slain by The Hero of Kvatch. Where could his soul be now?
Sithis - Neither an Aedra or Daedra, Sithis is described as the embodiment of everything evil, but at the same time, he is described as being nothing at all: a Void. He is appeased through death (although he himself is not a god of death) and other acts of suffering and strife. Sithis is believed to have created Lorkhan to destroy the universe through trickery and deceit, and return the universe to the Void. Sithis is commonly worshiped by Argonians and assassins.
Should your character be accepted into the event, I will do what I can to work your backstory into parts of the plot to make things more interesting!
Application format
--- Section One ---
*Steam Name:
*Steam ID:
*Discord Name & ID:
*Timezone:
--- Section Two ---
*Character Name:
*Character Race:
*Character Class:
*Character Skills:
*Character Backstory:
*Why do you want to play this character?:
--- Section Three ---
*What model does this character use? Post a link to the steam workshop model that the character will use.
*Do you know how to use PAC? If you do, you will be allowed to build your character with that tool, provided the tool isn't abused.
*How much experience do you have with the Elder Scrolls series?
Other information
When will this event be?
We don't have a set date at the current moment, we are getting some scripting done for some special systems that will be used in the event (like magic and the melee arts mod). When we complete development on these features, we will post a date here. This should give you enough time to write out a cool character!
What kind of event is this?
Essentially a DnD campaign in Gmod, mostly PvE. The campaign will take place across multiple days. There are a number of different endings the players will be able to reach depending on their actions in the story, the consequences of these endings will affect any future events we do in this setting.
What models can I use for my character?
I have made a large collection of addons that might be able to work for this event, I havent tested all of these models so I don't know if they all work with the Helix gamemode, I highly recommend you test out the models you want for yourself, try building them in PAC
https://steamcommunity.com/sharedfiles/filedetails/?id=2057208989
^ For the models ^
Not all of these will be used, be sure to post a link to the model or model pack you want to use! (also, here is a tip for players that want to be elves, there is a wizard character pack, there are bodygroups to give a character a mask that covers their face, you can then RP the character as an elf). If you find a model on the workshop that you want to use and it isn't in this pack, post it and I will check it out!
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