Vanorey - Troubadour, hedge-witch and would-be Nerevarine. Her insatiable wanderlust is matched only by her poor sense of direction.


I could use your opinion on something, regarding my game. I’ve been playing with Mistral (protoganist of my books) as my skyrim character, which means that I have no tes lore about her. Therefore I have considered playing a new character, whom would be original in skyrims lore (possible roleplaying). I’ve tried playing other characters before, but I end up using Mistral again either way. If I decided to create a new character, I’d still save Mistrals game. 

I’m unsure, but I’d very much be up for and appreciated your expierence with roleplaying, original game-characters and ideas.

“Through our experience in life, we learn that joy in this world is not full, but in Jesus Christ our joy is full. He will give us strength so we will not have to suffer any manner of afflictions save they are swallowed up in His joy.” —Francisco J. Viñas

Choose to follow Him: http://bit.ly/2eVmbrb

Prestige Class Spotlight 5: Living Monolith

Ancient tombs, temples, and other sites of importance have long been guarded by statues meant to frighten (and in the case of magical settings, often physically drive) away interlopers and looters. However, inevitably even stone erodes away, leaving sites unguarded.

Enter the living monolith, sacred warriors and mages who choose to give up a life among the rest of their kind to dwell as eternal guardians in such places. Blessed by the ancient gods of their culture, and any magical beings associated with such protection, (including but not limited to sphinxes) these guardians gain the eternal power of stone to better serve in their task.

One might think that their role as guardian would make them poor adventurers, being limited to a single site. However, one can easily imagine them being tasked with traveling between ancient sites to clear them of monsters and squatters that use them as a base of operations.

As part of the ritual to be inducted into this path, the candidate must have an intricately hand-made scarab stone imbedded in their forehead. This acts as a focus for their very soul and the powers granted by this tradition. The stones come in two types, but all have the ability to cause the wearer to grow in size, adding gigantic might to their arsenal. Additionally, the stones also ward them against various effects that would harm or otherwise undermine their soul and mind.

The first kind of stone is exclusive to living monoliths with spellcasting abilities, and is called an ib stone, after a certain fraction of the soul according to the cosmology of a certain culture (*coughancientegyptiancough*). This version of the stone allows them to continue learning their spellcasting talents even as they progress into the mysteries of being a living monolith.

The other, the ka stone, imbues them with supernatural hardiness, able to take more punishment before being brought low.

Taking on the qualities of stone, these beings can selectively petrify their blood and tissues on pure reflex, protecting them from bleeding out or having their vitality drained by blood-sucking foes.

The more they learn, the more their bodies resemble stone statues, progressively making them harder to harm, and their vitals less vulnerable to particularly lethal blows. Even poison and disease fail to find purchase on their petrified insides.

The added weight also gives them firm footing, keeping them upright against all but the strongest foes.

Seeing the energies of life and death, these living avatars of stone are quite capable of reading the vitality of others, as well as sensing the undead.

Those who have chosen the ka stone eventually awaken greater abilities within themselves, the first being the ability to imbue themselves with divine power when assuming their giant form.

A stealthy guardian can get the drop on would-be tomb robbers, and to do so these guardians learn to meld with the very stone of their protected sites.

Since their order is deeply connected to sphinxes, these warriors and mages learn the secrets to calling upon such beings to bargain for their services.

Reading the whispers of stone, living monoliths can sense nearby creatures that make contact with the ground. Furthermore, they can even learn to speak to the very rock, learning what it knows.

Eventually, more powerful monoliths can choose to become still as statues when it suits them, gaining the resilience and innocuous nature of stone.

At the zenith of their power, they also become ageless, being as eternal as the stone, barring their death by violent means.

Additionally, living monoliths are blessed with divine authority to demand the truth from all, commanding the dead to speak, cursing the living that lie to them and even asking questions of divine beings.

Finally, if they have a ka stone, masterful living monoliths unlock one final ability, gaining a bit of healing every time they shift to their giant form.

Looking for a character with a defensive, guardian theme and an ancient culture aesthetic? This is certainly a good option for PCs and NPCs alike. The adaptability towards being caster-oriented and otherwise is also great, giving lots of build options, such as a tanky warrior, or a mage that can take a lot more punishment than you might expect. Really any defensive build is a good place to start with this prestige class.

Unlike most other adventuring characters, I imagine that living monoliths by default have a deep respect for various ancient ruins, and in the case of those that adventure (perhaps to rediscover forgotten sites), they might get deeply upset if unnecessary damage is caused to said sites due to reasons of a sacred nature, or even secular archaeological interest.


The stone byways of Illurc, a forgotten temple to a trickster god, may seem abandoned, but the twisted space makes plotting out a full map nearly impossible. Explorers often discover gardens of statues, presumably victims of the clergy’s favorite prank: petrification. Not all who now rest as statues do so unwillingly, however, and immortal guardians lurk among them.

Claiming to be the victim of a medusa long ago, the warrior the party cast break enchantment upon accompanies them further into the dungeon. However, the further they go on, the more suspicious she seems, occasionally speaking in the modern parlance, rather than her supposedly ancient dialect.

The Great Sphinx of Tur Anan is no mere statue. Indeed, is history is more complicated than that. Originally, it was the statue form of an elder sphinx. However, she was slain in combat against a horrific insectile behemoth. Later, her body was used to create the sphinx colossus that persists there to this day, dwelling in quiet meditation until it is needed again. It has even gathered devotees, which seek to emulate the massively powerful gynosphinx she once was, and the living statue she has become.

(Sorry this entry was late, expect the one that’s actually supposed to happen today to be on time)

Nuka War Journal

I’m pleased at the turnout of support for Operation Cappy.

Paladin Danse, General Garvey, and a full contingent of Brotherhood soldiers have all shown up to push the Raiders out of Nuka-World. One of the new recruits even showed me how to answer questions and submit reports from the field using my Pip-Boy.

You’re a credit to the cause Private Deacon, and I’m sure these updates will be as invaluable as you insisted they would be.

Maxson out.