Morrowind Roleplay Pt27. : Clearing Kudanat, Learning to Thief (Morrowind Overhaul 3.0)
Channel: LIFE RPG
Date: 06/11/2015

This is the tale of Bran'dar, the Khajit Bard. He was serving time in a prison in Elsweyr for writing a less-than-flattering song about one of his tribal leaders. One day he recieved a summons from the Emperor. From that day forward, his entire life was changed.

Obviously not a fan of the wet marsh he has been dumped into, he follows moral obligations and decides to grant whatever request the Emperor may have for him. Let us enjoy his adventure
together, with a Morrowind Overhaul 5.0 Roleplay.

Morrowind overhaul roleplay, Khajit roleplay, Lets Play Morrowind overhaul 5.0, how to play morrowind, morrowind overhaul gameplay, morrwind lore, morrowind easter eggs, morrowind khajit roleplay, Lets Play Morrowind roleplay by Brandon Dayton

Check out my Facebook: www.fb.com/thebrandondayton
Stalk me on the Twitter! www.twitter.com/daytondoes
I'm also on Anook! http://www.anook.com/daytondoes
Twitch stream? Sunday@4PM PST: http://www.twitch.tv/daytondoes
Visiting my website is also a thing! www.daytondoes.weebly.com

The Elder Scrolls III: Morrowind is an open world fantasy action role-playing video game developed by Bethesda Game Studios, and published by Bethesda Softworks and Ubisoft. It is the third installment in The Elder Scrolls series of games, following The Elder Scrolls II: Daggerfall, and preceding The Elder Scrolls IV: Oblivion. It was released in North America in 2002 for Microsoft Windows and the Xbox. Well-received publicly and critically, with over four million sales and more than 60 awards (including Game of the Year), the game spawned two expansion packs for the PC: Tribunal and Bloodmoon. Both were eventually repackaged into a full set containing all three, Morrowind: Game of the Year Edition, which shipped on October 30, 2003, for both PC and Xbox.

The main story takes place on Vvardenfell, an island in the Dunmer province of Morrowind, which lies in the empire of Tamriel and is far from the more civilized lands to the west and south that typified Daggerfall and Arena. The central quests concern the deity Dagoth Ur, housed within the volcanic Red Mountain, who seeks to gain power and break Morrowind free from Imperial reign. Morrowind was designed with an open-ended free-form style of gameplay in mind, with less of an emphasis on the game's main plot than its predecessors. This choice received mixed reviews in the gaming press, though such feelings were tempered by reviewers' appreciation of Morrowind‍ '​s expansive and detailed game world.

Morrowind begins with the player's character, having been imprisoned, arriving in Morrowind by boat in order to be pardoned. This is a common introductory segment throughout the main installments of the series. A well-received tutorial depicting the prisoner's release moves the player through the process of character creation. The player is successively asked questions by a fellow prisoner, an officer, and a bureaucrat as the player is registered as a free citizen; choosing, in the process, the player character's name, race, gender, class, and birthsign. These affect the player's starting attributes, skills, and abilities. In a throwback to the Ultima series, the player has an opportunity to answer a series of moral questions to determine his class.

Want to get more out of your game? After beating the game and cheating your character into a super-uber-dominator, try getting into your character's realistic personality and you'll find your experience much more enjoyable.

Think of a general character personality in which you would enjoy getting involved. Depending on your mood or personality, you may choose a character similar to yours or the opposite, design your character's background. For Morrowind, I often put this into the class description, or you can add it to your own journal. The more vivid and detailed the better, as it will shape your character throughout the game. Follow through with your self-made decisions. Choose to limit yourself to things that fit into the character you have chosen. Just because you know there is a better item in the next cave, does your character know that item would be there? Would your character choose to enter the cave? These motivations can and will shape your experience each and every time.