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House Gawad Du (vampires and werewolves and mortals, oh my!)

MornaBaine
MornaBaine
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The Barony of Gawad Du in Northern Rivenspire...

Gawad Du, the Black Blood in the old Breton tongue, is the chosen epitaph of noble family of Glen Gawad (Black or Night Glen). House Gawad Du is a Rivenspire noble house, formerly known as the Barony of Glendu until its fall from court favor over 50 Nirn years prior to the opening, 2nd Era time frame. Within Rivenspire, the House has a dark stigma of alleged past Daedra worship, and necromancy associated with either family name. Publicly, the family Matron, Lady Leannan Gawadunen, changed the family name from Glen Du Gawad (Old Breton for Blood of the Dark or Night Glen), to Gawad Du (Black Blood) as a shameful acknowledgement of the family's fall from grace.

Ultimately the House pledged its loyalty to High King Emeric and the Daggerfall Covenant, sending supplies and levies to Cyrodiil. Advantageous marriages and careful politicking eventually led to the restoration of their Baronial title within the past year. New lands, largely uninhabited and unexplored, wait to be subdued as the Baronial stronghold of Du Dalghenna (Blackhold) rises at the foot of the mountains. The House seems poised on the edge of greatness and restored honor once more.

But there is a shadow side...

Within the stone halls of Shadevale Manor in Northpoint the Greater Undead and the Children of Hircine walk. Behind the young mortal Baroness stand her cousins and her "Aunt," her counselors and friends, pale and burning eyed and those tied to the hunt and the wolf. Hiding in plain sight, the vampires and werewolves of Gawad Du move silkily among the mortal world unseen and unknown, zealous of their secrets, fiercely protective of their people, both supernatural and unsuspecting mortal alike. They seek to guide the future of their Barony and only time will tell if they will build a dynasty as immortal as some of them are... or soak it all in blood.

The OOC: We are a heavy RP guild, continuously active since Day 1 of ESO when we started with 5 members on the NA megaserver, DC Faction. We have consistently been a guild of anywhere from 50 to 100 members with 20 to 50 active RPers. We discourage selling vampire and werewolf bites but, on the other hand, our members never have to worry about getting a bite when they want one. We depend heavily on our website to share information, tell stories, set up roleplay and other activities. The website is "not optional" and is a vital center of communication among the guild members. While often considered "elitists" there is room in the guild for all levels of RP experience and most of us love helping people new to the Elder Scrolls genre and/or new to the wonderful and crazy world of roleplay.

With the advent of player housing many of our members have opened up marvelous private roleplay spaces. Currently, there is one "official" guild house, the Library of Shadevale, which is currently a WIP. Ultimately there will be at least three such venues for our members to enjoy. Decisions regarding that are on hold until we see what March brings!

Who we are looking for:
1. Players with an understanding of medieval feudal societies and how nobility actually worked historically.
2. Players with an interest in noble politics and wider vampire politics to include players from other guilds, notably The Conclave of Night.
3. Players who can accept and work within an existing power structure.
4. Players with an understanding of TES lore or who are willing to learn it and take advice from those who do know it.
5. A word on mortal characters. Yes, we take them! From nobles to servants to adventurers and raiders and sneaky types and mages and scholars. A thriving Barony has need of them all! We also accept all races...if your character has a reason to be relocating to Rivenspire, they are welcome!

If after reading all of this you are still interested in joining us you may apply here: http://gawad-du.enjin.com/application
Our app is short and sweet but may take up to a week to process and may require you to engage in some conversation with us.

Those of you wishing to join us as a vampire or werewolf may wish to peruse the following FAQs.


Vampire FAQ

Q: Do I have to play my vampire as having Noxiphilic Sanguivoria, the player strain of vampirism that is the only available strain in the game?

A: No. You may play your vampire as being of any ES lore strain you like or even make up your own. There are, however, some caveats. It is best to discuss your "lineage" with Naatok or Morna, the guild leaders, if you are planning on having your bloodline be wildly different in some way.

Q: Must I be a "new" vampire or can I play a vampire of any age I want, including ancient?

A: Your vampire may be any age you like. There are, however, a few caveats. A very old vampire is likely to be extremely powerful. Any such vampire, like any other potentially "OP" character will be accepted or rejected at the discretion of the guild leaders and the officers of the guild.

Q: Do all vampires have the exact same abilities?

A: No. Within reason, you may attribute other abilities to your vampire through roleplay. A common assumed ability is the power to charm or glamour someone and thus issue commands to them or make them forget things. Such as you feeding on them or them having seen you do something that obviously identifies you as a vampire. It is understood that this ability does not work on other vampires and that there will be times when the will of a subject will be too strong for the vampire to be able to thus dominate them. The ability to make superhuman leaps and move with preternatural speed are also often commonly assumed and accepted. Some command over animals is also sometimes assumed. Heightened senses, vision, hearing, scent, are also typically assumed, as is immunity to disease and temperature. If you want your vampire to have an ability that you feel might be questionable, feel free to post about it here in the forums and get some feedback from the guild community.

Q: Who can tell you're a vampire?

A: Other vampires will typically recognize their own. This is because vampires possess a distinct lack of scent. As they are UNdead, bacteria and other microbes and organisms are unable to live in them and as they are immune to temperature for the most part and do not sweat they end up not giving off any scent at all. Perfumes worn by a vampire smell just as they do in the bottle rather than taking on the subtle variations caused by contact with mortal skin. Werewolves can also typically spot vampires due to their own heightened sense of smell. Certain priests and seasoned hunters who have trained and/or possess the magical means to do so, may also spot vampires. Treat the latter with EXTREME caution!

Q: I have heard that all Gawad Du vampires are "good." Is that true?

A: That's a more complicated question than it seems. Vampires in Gawad Du agree to the Accords established at the first meeting of the Conclave. All new vampires to Gawad Du are assumed to have these Accords explained to them and they MUST agree to them in order to be offered Haven in the House. I will include the Accords here (which are also available as part of the Chronicles of the Shadow Council) for ease of reference. But as to the subject of "good" vs. "bad," vampires in Gawad Du are, above all, pragmatic and secretive. Thus it is more a matter of survival to NOT go about killing the innocent as that eventually draws unwanted attention. You can be "evil" if you like....but no one puts up with stupid. Hence the motto of the Conclave: Hepkin ar talvaut, which translates to, "Only the deserving."

Q: Are vampires in Gawad Du "out of the coffin" and do they let any and everyone know they are vampires?

A: Absolutely NOT! Vampires within Gawad Du blend with mortal society and do their utmost to maintain the secrecy of their kind. While it is inevitable that some people WILL learn the secret (and there are several trusted mortal retainers within the House who DO know our secret) it is the general expectation that this information is treated VERY CAREFULLY and not handed out to just anyone. Most importantly, one does NOT identify anyone else in the House as a vampire to outsiders.

Q: Do vampires always kill their prey?

A: No. Some mortals willingly give of their blood to vampires, whether they be lovers, friends, trusted servants, etc. Of course these people are not killed. They are cherished and protected. (And we need more of them! LOL) Bandits, murderers, rapists and other criminals are slain as a matter of course. While the mortals of Gawad Du are protected and the following is not permitted, no one much questions the practice of glamouring mortals in order to harmlessly feed off them and leave them with no memory of the occasion.

Q: Are there any rules about who may make new vampires?

A: None are denied the right to create progeny of their own. However, once again the motto comes into play: Only the deserving. It is highly discouraged to make anyone a vampire with the intention of enslaving them or of choosing any but those who stand a good chance of being independent and successful in mastering their own powers. Weak willed people do not make good vampires and, as such, are discouraged. It IS of vital importance that any potential vampire be WILLING to accept the gift. This is, again, not just a matter of good or bad, or right or wrong. It is pragmatic. Those turned unwillingly have the potential to turn upon their Makers and other vampires. It makes no sense to create vengeful enemies with powers potentially equal to our own.

Q: Since you can become a bloodfiend merely by being scratched by one, is vampirism itself the same way?

A: It is generally assumed that Noxiphilic Sanguivoria is easily transmissible and may be contracted by either bloodfiends or by vampires of the strain. If a vampire kills their victim there is a good chance that they will potentially rise as a bloodfiend. If blood is EXCHANGED (even sometimes inadvertently) the victim will likely rise as a vampire. There is always the risk of actual death, even when trying to transform a mortal into a vampire as some simply cannot make the transition and expire outright. This holds true for most strains unless you as a player have decided that "your" strain is different in some way. Therefore it is expected that those you kill will have their spine severed, their brain and/or heart pierced or that you will simply behead them to prevent any possibility of them rising in any form. Bite marks on killed victims are also expected to be obscured.

Q. How often/how much do vampires need to feed?

A. We ignore the stage timer. It is accepted that a vampire "needs" to feed once per day (and that typically a single quart of blood is sufficient to satiate hunger) in order to maintain a healthy constitution and near-normal appearance.

Q. How can a vampire feed without fearing passing on either vampirism or turning someone in to a bloodfiend inadvertently without killing them?

A. It is accepted that there must be something in the saliva, as well as the blood, of a vampire that can infect a victim when bitten directly and thus brought into direct contact with the victim's bloodstream. In order to avoid this a cut may be made and then the blood drained into a goblet or other receptacle or simply lapped from the skin but not directly from the wound. It is also understood that cure potions are available for those bitten who wish to avoid infection and can be purchased in Bangkorai or made by some priests or skilled vampire mages who have mastered the secret.



Werewolf FAQ

Do I have to play my werewolf as having the exact strain as others?
No. Lycanthropy effects each individual differently and, like vampires, there are many different strains/clans and even individual variations within that. If you want your werewolf to have certain abilities outside the norm, such as enhanced senses, night vision, a visible patch of fur in humanoid form, etc., that's fine. If you have questions about other abilities you might like your werewolf to have, please PM either Morna or Naatok or even go ahead and ask on the forums.


Is there an actual werewolf pack in Gawad Du?
Not at the present time. The werewolves, like the vampires, are all individual members of the Barony. It remains to be seen if an Alpha werewolf will arise and weld together a true pack. Even if that DOES happen, each individual werewolf swears fealty to the Barony either to the Baroness directly or through her chief representative, Lord Chancellor Malfyrvis Hlervu. This allegiance is expected to trump all others.

Can my character already be a werewolf or can I opt to get turned?
You are at liberty to do either! However, like becoming a vampire IC via a guild member, this will require roleplay, getting to know your fellow players, and finding the right player and character to "sire" your werewolf. A deliberate turning of this nature carries a lot of weight and is typically not entered into lightly. Even if it happens "by accident" the werewolf responsible for turning some hapless mortal into one of the Children of Hircine would bear the IC responsibility of it and a relationship of some sort, even just mentor/student, is to be expected. It's an RP time commitment for both parties. This is why people don't typically just jump at the chance to IC turn a player who is new to us.

One thing you will NEVER have to do however, is pay for a bite. So if you want to get to work leveling the skill line, there will always be someone willing to give your character an OOC bite and you can wait on the IC part of things until the ideal situation comes around.

Of course your werewolf could always be newly turned by one of the numerous NPC werewolves that roam the game and try to find others who are in control of themselves in order to live with their curse and not become an utter monster. This is an extremely legit was to go about it IC as well.

Another wolf roaming in Gawad Du’s territory would definitely draw the attention of the Barony's werewolves as well. So opportunities for meetings/discovery are rife also.

Can my werewolf sense other werewolves?
Most likely, yes. Enhanced senses in human form is a trait shared among many werewolves. It’s also a way they connect to each other to form packs.


Do all werewolves share the same abilities?
To an extent, yes. They all have the ability to transform into a werewolf… however, not all werewolves have control over their change. Some must change nightly, some monthly, others not at all. Some have control over their instincts and urge to hunt and sate their bloodlust, others not so much. It varies from character to character and what strain of lycanthropy they’ve contracted. The influence of the Alphas in Gawad Du will likely help with any wolf experiencing issues controlling their bloodlust. However, when it comes to control of the change, do keep in mind that great powers SHOULD have balancing weaknesses. Part of the allure of playing a werewolf is the struggle with "the beast within" and how your character "manages" their curse.

What are the typical werewolf weaknesses?
Firstly, there is the struggle with controlling the change itself and discovering how often one "must" change to otherwise maintain control. Then there is maintaining control during stressful situations, especially those of a violent nature, which are likely to provoke the transformation. Werewolves are especially vulnerable to poisons and some (like wolvesbane and belladonna) even moreso than others. Silver weapons also do NORMAL damage to werewolves. Werewolves and vampires both take less damage from regular weapons than mortals but that advantage disappears when confronted with silver weapons. Silver will NOT burn the flesh of either werewolves or vampires but when used to cut or stab and thus come into contact with the bloodstream, this is where the trouble for a werewolf begins. So yes, werewolves can wear silver jewelry and eat with silver cutlery. Just avoid getting nicked by it!

Will my character go to the Hunting Grounds upon death?
Yes. Hircine’s realm is the Hunting Grounds - as he is the father of all manbeasts. Those who show fealty to Hircine or have exceptional power are often blessed by the Daedric Prince. Those who receive his blessing are often far more in control of their nature than others.

Can my character be cured of Lycanthropy?
Cures are possible, but it’s important to learn the difference between mechanics and lore. In game, getting a cure is quite simple. Lore-wise, getting a cure is incredibly difficult, if not impossible for most people.

Does the general public know about the werewolf pack in Gawad Du?
NO. Public knowledge of a character’s lycanthropy will end disastrously. Werewolves are hunted and feared by the population of Tamriel. Only the nobility and higher ups in the House are fully aware of the werewolves. Rumors may circulate, but if your character is caught bragging about being a werewolf, consequences WILL follow. Secrecy is absolutely imperative to their safety.

Are the werewolves in Gawad Du good?
Some are, some may not be. Some may take pleasure in their ability to change and kill. Being a werewolf does not determine how good or evil your character is. Many werewolves are content to hunt game and challenge themselves against bears, trolls, etc., others prefer to hunt humans and mer. The same rule on that sort of prey selection is the same as it is for vampires however: Only the deserving.

How can one change another into a werewolf?
A bite is usually sufficient to pass on Hircine’s Gift, though it may not always be so. Argonians are notorious for their resistance to disease. Once bitten, the disease manifests itself by restless sleep accompanied by nightmares until the change comes upon the character. Carriers of hereditary strains of lycanthropy will typically cause a quicker transformation in those they Sire.

Other ways to quickly turn would be to consume the blood of a werewolf. That brings about the change extremely fast and is often violent.

What other facts should I know about lycanthropy?
Werewolves are weak to poison due to a hyperactive metabolism. It takes a lot of energy for a body to change into a werewolf, thus they eat much, much more than the average person. The transformation takes enough energy to often require the werewolf to hunt and feed before they are able to change back to their humanoid form. This is not an absolute but is commonly the case for most werewolves.

There is some debate on how werewolves react to drugs and alcohol. These things are, to some degree, "poisons." So it is possible that they could very adversely affect a werewolf. A werewolf might get drunk very quickly. On the other hand, it has been argued that with their super-charged metabolisms they process things like drugs and alcohol extremely quickly and may actually find getting truly intoxicated difficult. For our purposes here in Gawad Du we simply say it depends on strain and leave it up to the individual players.

If your character were to pass out or die in werewolf form, they would not revert back to their humanoid form.

In humanoid form, there are often lingering signs that a person has lycanthropy. This can range from smelling like a wet dog, a patch of fur or having hyper-senses or reflective eyes. Conversely, this is not a given and there may be no such "tells" at all.

Werewolves are strong, even in their humanoid form. They have the ability to travel and run great distances without tiring. When in human form they are much like peak level conditioned athletes verging to just a little over what even such humans or mers should be able to achieve.

Werewolf blood is particularly alluring to the vampires in Gawad Du. It does not transform the vampire who consumes it into a werewolf, rather, acts like a sort of unique high for the vampire. Extreme caution is advised by pack leaders, as sharing werewolf blood with a vampire can have unpredictable results. You can delve into this topic more deeply by reading: Werewolf-Vampire Synergy

Can I be some other sort of werecreature, such as a werebear or wereshark?
In the lore of Elder Scrolls there are certainly mentions of other kinds of werecreatures, even the aforementioned wereshark. Because game mechanics thus far only give us the werewolf, roleplaying other types of werecreatures can be difficult but certainly not impossible. If you as a player are okay with playing a werebear even though there's no supporting mechanic for it, more power to you and it is certainly allowed. How such creatures might integrate into a pack structure would depend entirely upon RP and certainly nothing is set in stone in that regard. We will say that any werecreature SHOULD be a predator. So werecreatures such as weretigers, werelions (or any of the great cats), etc. make sense, as do werebears. Just, please, no weresquirrels!!!
PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • Ostacia
    Ostacia
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    Is this guild still going?
    PC/ NA
    Imagination is the real and eternal world of which this vegetable universe is but a faint shadow. -- William Blake
  • MornaBaine
    MornaBaine
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    Is this guild still going?

    Sadly, no. But if you are looking for other monster players please check out Casual Monsters which is primarily a Discord group but there is also an in-game guild. Feel free to come on over and say hi!

    https://discord.gg/2tExuqZ
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • Ostacia
    Ostacia
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    Ok, thanks for the reply!
    PC/ NA
    Imagination is the real and eternal world of which this vegetable universe is but a faint shadow. -- William Blake
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