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OOC Fading Hope

Discussion in 'Skyrim Roleplaying' started by fellowknight, Feb 24, 2013.

  1. fellowknight

    fellowknight Private Lil' Num-Nums

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    Complete and utter chaos has swept over the continent of Tamriel. A contract, forged by none other than Molag Bal himself, has been offered to all the other Daedric Princes Of Oblivion, stating that they may rule along side him over all of Nirn. All have accepted, except for Azura, Boethiah, Clavicus Vile, Nocturnal, Meridia, Sanguine, Namira, Maphala, Jyggalag, and Sheogorath, and have sent their servants to do their bidding in the Realm Of Nirn. A semi-circle of portals has formed on Summerset isle, and dark, merciless creatures have emerged, eyes set on one goal. Killing any and all who currently inhabit Tamriel, to their Master's extent. The Thalmor know superior power when they see it and have tried to reason and make a deal with the princes, more specifically, Molag Bal. But, let's face it, REASON and DAEDRIC PRINCES don't belong in the same sentence and thus, they have thrown the Thalmor into the fire as well, effectively ending their main base of operations, leaving only their currently deployed troops.
    Hermaeus Mora

    Hermaeus Mora is the Daedric Prince whose sphere is the scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory. Also called the Prince Of Fate, Lord Of Secrets, Demon Of Knowledge. Unlike most Daedric Princes, Hermaeus doesn't take on a humanoid form at all, living instead as a grotesque green mass of tentacles and claws or a purple and black vortex known as the Wretched Abyss. His plane of oblivion is Apocrypha.

    Apocrypha is a realm of Oblivion created and ruled over by Hermaeus Mora, the Daedric Prince of Knowledge and Fate. It is an endless library consisting of untitled books with black covers, where all forbidden knowledge can be found. The realm is haunted by the ghosts of mortals forever searching for knowledge. Stacks of books form mazes and spiralling pilars that can reach as high as the illuminating green sky. Intricate ruins and monstrous carvings can be found among the stacks. The plane is covered in a sea of acidic, murky waters and roiling tentacles. Hermaeus Mora holds an omnipresence within the realm. Some areas of the realm are consumed by darkness which can kill any who enter it. Discarded pages and floating tomes fill the air.

    Apocrypha is inhabited by the frightening Daedric servants of Mora.Seekersguard forbidden knowledge, banishing foes with sound attacks.Lurkersdwell within the acidic waters, arising from the depths to attack invaders. Disembodied tentacles hide in the waters and hang from the sky, whipping at any who pass. Apart from magical teleportation, Apocrypha is usually entered by mortals through the reading of Black Books, tomes of forbidden knowledge scattered acrossTamriel by Hermaeus Mora. An apparition of the reader's body remains in Mundus, tethering their life force. Most mortals who read a Black Book are driven insane, but those who successfully journey through Apocrypha are known to discover powerful knowledge. Dying in Apocrypha while reading a Black Book simply banishes the reader back to Tamriel.

    His servants include Seekers and Lurkers. Seekers are grotesque tentacled Daedra who serve under Hermaeus Mora. When idle, they may conjure a book to read from and are mostly invisible except for a smoky shadow giving away their location. They are highly unpredictable creatures and, when attacked for afar, may appear directly in front of their attacker. Lurkers are Daedric creatures that come from the murky waters of Hermaeus Mora' realm of Apocrypha. They appear as giant amphibious humanoids, and serves their prince by guarding forbidden knowledge. Lurkers attack with swipes of their huge hands and use their long legs for stomping attacks, which have a one-hundred percent stagger effect within sixteen feet. They may also attack from afar by spewing tentacles from their mouths. They have the ability to regenerate health. Hermaeus Mora has sent a majority of his Seekers and Lurkers, and spawned versions, to Tamriel through his portal on Summerset Isle.

    Hircine

    Hircine is the Daedric Prince whose sphere is the Hunt, the Sport Of Daedra, the Great Game, the Chase, and is also known as the Huntsman and the Father Of Manbeasts. Hircine created the the various therianthropic diseases which transform mortals into beasts, and is therefore the guardian of were-creatures. They reflect his sphere admirably, hunting by night and being hunted by day. His plane of oblivion is the Hunting Grounds. TheHunting Grounds is a realm of Oblivion created and ruled over by Hircine, the Daedric Prince of the Hunt. It has been described as a realm of dense woodland and vast grasslands populated by werebears and wild cattle. It is full of endless mazes inhabited by vicious creatures such as bears, wolves, werecreatures, and Daedra. These creatures are generally much larger than their counterparts in the mortal realm.

    Hircine's existence seems to have been discovered later that other Daedric Princes, as he doesn't appear in the most ancient records and summonings of him are rare and non-existent. Hircine is a sportsman who enjoys giving his prey a chance of victory, however small. He is typically portrayed as a well built man with a great spear and either the skull or head of a deer. He has sent a majority of his were-followers and summoned dead were-beasts from the Hunting Grounds to Tamriel through his portal on Summerset Isle.

    Malacath

    Malacath is the Daedric Prince whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Boody Curse. Malacath was created when Boethiah ate the Altmeri ancestor spirit, Trinimac, although Malacath himself says that this tale is far too "literal-minded". Trinimac's devout Elven followers became the Orsimer, or Orcs. Some disagree, claiming that Trinimac still exists and Malacath is a separate entity. His plane of oblivion is the Ashpit. The Ashpit is a realm of Oblivion created and ruled over by Malacath, the Daedric Prince of Outcasts. It is unknown if the realm existed before Trinimac was transformed into Malacath.

    The realm mostly consists only of dust, palaces of smoke, and vaporous creatures; anguish, betrayal, and broken promises like ash fill the bitter air. Few mortals manage to reach the realm, where levitation and magical breathing are necessary to survive.However, some areas of the realm are safe for mortals.

    Malacath is not recognized as a Daedric lord by his peers, which fits his sphere perfectly. Malacath spurns physical weakness, hence the above-average strength of the creatures associated with him. Ogrim are the hideous, enormous, stupid creatures are commonly summoned by Malacath to menace the mortals of Tamriel for the amusement of the Daedric Princes. Malacath has spawned and sent thousands of his best Ogrim to Tamriel, and has ordered any Ogres who were smart enough to listen to attack and destroy all who stand in their way.
    Mehrunes Dagon

    Mehrunes Dagon is the Daedric Prince of Destruction, Change, Revolution, Energy, and Ambition. He is associated with natural dangers such as fire, earthquakes, and floods. Dagon's plane of oblivion is known as the Deadlands. As the name suggest, they are a barren wastelands, consisting of blackened isles in seas of lava. The realm is covered by an ocean of lava, scattered with scorched volcanic islands and ruined structures. Very little flora grow in this realm's hostile enviroment. Burnt grass and dead trees dot the landscape, while Bloodgrass, aggressive Harrada Roots, and poisonous Spiddal Plants grow abundantly in the charred soil.

    The Deadlands contains many monoliths, war gates, bridges and towers, but many of these are defunct and ruined. The towers are built in a distinct Daedric style, with ornamental spikes, dim lighting and rotting corpses strapped to the walls. Most towers have a hollow center, with several walkways leading up to the top floor and many twisting side passages. Smaller, peripheral towers are used to store prisoners, and are navigated through the use of a "Corpse Masher", an elevator system used to execute captives. Many mechanisms are controlled through gear-based access systems which can break easily. Large structures contain magical runes, teleport pads, Blood Wells and Magicka Essence fountains (which are used for restorative purposes).

    Not all areas of the realm are as sophisticated, however. Wooden bridges and primitive torches are sometimes used in place of stone. Lava tunnels run beneath the stormy surface, occasionally flooded with magma or toxic gases, but often incorporated into structures and used as a means to traverse the landscape. As such, these caves are inhabited with just as many Daedra as the surface, and Harrada roots often break through. Cruel traps are employed both inside the towers and around their exterior. Magical land mines and fire towers protect the keeps from outside invaders, while devious mechanised traps await those who find themselves within.

    Dagon was the driving force behind the Oblivion Crisis. He plotted to destroy the Septim bloodline and open gates to Oblivion throughout Cyrodiil to launch an invasion. His motivation for this invasion is unclear; the Mythic Dawn claimed Nirn was Dagon's plane to begin with. The Mythic Dawn, Dagon worshippers, worked to bring about the coming of Dagon by assassinating the Emperor and his three known heirs. The cult focused on the eternal dawn on which Dagon would come to cleanse the world of all non-followers. In order to recover the Amulet of Kings and foil Dagon's plans, the Champion of Cyrodiil had to recover the Mysterium Xarxes, a book written by Dagon himself, so that Martin Septim could open a portal to the Paradise of Mankar Camoran, where the amulet was being kept. Dagon himself made a short but dramatic appearance as a gigantic four-armed humanoid armed with an axe and talons at the climax of the Crisis.

    Dagon has spawned and sent thousands of his servants from the Deadlands through his portal on the Summerset Isle.
    Molag Bal

    Molag Bal is the Daedric Prince whose sphere is the domination and enslavement of mortals. He is also the leader of this uneasy pact of greedy, bloodthirsty Princes. He is known as the King of Rape and the Harvester of Souls.His main desire is to harvest the souls of mortals and to bring them within his sway by spreading seeds of strife and discord in the mortal realms. One legend claims that Molag Bal created the first vampire when he raped a Nedic virgin, who in turn slaughtered a group of nomads.He also made pacts with other mortals and turned them into vampires such as Lord Harkon and his family. Thus it is implied Lord Harkon and his family are the original Volkihar Clan of vampires being directly turned by the Daedric Prince himself.

    Molag Bal's plane of Oblivion is Coldharbour. His plane resembles a copy of Nirn, including the Imperial Palace, but all desecrated and ruined. The ground is sludge, the sky is on fire, and the air is freezing. Coldharbour is a realm of Oblivion created and ruled over by Molag Bal, the Daedric Prince of Domination. It contains an apocalyptic version of Nirn; the sky is on fire, the ground is a barely-traversable sludge, and the realm is filled with ancient, blackened ruins. A defiled copy of the White Gold Tower exists, splattered with blood and excrement. The realm is desolate and barren, filled with suffering. It is unnaturally cold, even with magical resistance. The air assaults the senses, changing rapidly from rancid death to sweet flowered perfume.

    The Daedroth, Molag Bal's servants, are crocodile-headed bipedal Daedra, associated with Molag Bal and Mehrunes Dagon. They are a strong, more animalistic type of Daedra, but still a dangerous foe with powerful clawed arms and moderate magical ability. Though some have been known to use weapons and wear simple armor, most attack with bare claws. Those found in Morrowind are man-sized and spit poison or shock magic, while those found during the Oblivion Crisis tended to be larger and belch firebolts instead. These larger Daedroths initiate battle by shaking themselves, invoking a protective shield. They are similar in appearance to the Lesser Daedra.

    Molag Bal has spawned and sent thousands of the Daedroth, along with the lesser daedra, to Tamriel through his portal on Summerset Isle. Many of his vampire followers have also turned on the mortals of Tamriel.

    Vaermina
    Vaermina (also spelled Vaernima) is a Daedric Prince whose sphere is the realm of dreams and nightmares, and from whose realm evil omens issue forth. She is known as "Vaernima the Gifter" and "Weaver of the Panoply". She is seen as one of the "demonic" Daedra, and some have also claimed her sphere ties somehow to torture. Vaermina's plane of Oblivion is Quagmire. It is described as a nightmare realm, where every few minutes reality shifts and becomes ever more horrifying. "A dark castle one moment, a den of ravening beasts the next, a moonlit swamp, a coffin where he was buried alive."

    Quagmire is a realm of Oblivion, created and ruled over by the Daedric Prince of Nightmare, Vaermina. It is a realm of horrors, where reality shifts upon itself in seemingly impossible ways. Every few minutes, lightning flashes and the realm morphs into a terrifying scene, each one more frightening than the last. It is the realm most often visited by mortals. From her citadel in the center of the realm, Vaermina reaches out intoMundusand collects the memories of sleeping mortals, leaving nothing but visions of horror and despair. These experiences, known as nightmares, involve the mind of a mortal traveling to Quagmire. Through magical teleportation, it is possible for a mortal to enter Quagmire while awake, as was done by the mageMorian Zenas. Quagmire and Mundus have been known to partially merge where Vaermina's influence is strong, usually in the area surrounding one of her artifacts.

    Vaermina has sent the very creatures of nightmares through her portal on Summerset Isle. She also terrorizes mortal's dreams with her widespread nightmares.

    The Provinces of Nirn, stood no chance against them. The Summerset Isle was where the first forces started showing up, then they crossed the Sea and Invaded High Rock, Hammerfell, Cyrodiil, and Valenwood.

    Of the four, Cyrodiil held out the longest.

    Being the center and whole of the Empire, Cyrodiil had the most defense and strategic outlook. Approaching from the west, they caught Anvil and Kvatch off guard. By the time they reached Skingrad, troops had already taken positions alongside the guards. The battle lasted hours, before the strength and zeal of the guard began to wane. Then, the Daedric Forces consumed them, and conquered Skingrad. The other cities were heavily guarded but they fell the same as Skingrad did. Eventually, a few weeks later, the Daedric forces surrounded the Imperial City. By now, the empire had bolstered it's defenses and warned the other provinces of what was to come. They even destroyed the bridge leading up to it, so as to slow the Daedric Forces down. The Battle for The Imperial City was possibly the longest battle of Tamriel's Invasion. Lasting at a rough duration of three months, the Daedric Forces finally broke through the front gate to the city. Within the next few hours they slowly made progress through the districts of the city, before surrounding the Imperial Palace. A few guards, mages, and townspeople gathered supplies and barricaded themselves in during the seige. The mages put heavy, constant enchantments on the doors and the guards helped by putting barrels and boxes against the doors. As far as they know, they're the only ones left alive in the city.

    The other Provinces put up good fights, long fights. But not good enough, and eventually, they all fell to the might of the Daedric forces. Blackmarsh, considering the argonians guerilla warfare style of fighting, put up an interesting fight, but they fell with the rest. The Daedra have also come across multiple trees of which they were ordered to protect and harvest. Valenwood also put up a good fight, the Bosmer being able to maneuver around their ever-growing trees with ease, but fell the same as any province, leaving their few hidden halls as sanctuaries. Hammerfell, being that it's Redguards are the toughest of warriors, put up the grittiest fight, one to the death. And eventually, Sentinel fell. High Rock, considering the amount of Rangers, mages and brutal Orc warriors there were, put up the hardest fight, but eventually fell into the fires of the invasion. Elsweyr, with it's quite sneaky Khajiits and their blades, put up a fight of sorts, but as all others, was forced back and eventually conquered. Morrowind, with it's dark-skinned elves and their ancient magics, put up a magical fight of lightning and fire, but it simply wasn't enough. Then Skyrim. Home of the Nords. They put up the most brutal, bloodiest fight of all other provinces, the Nords practically made of zeal and valor. They put up a fight almost as long as the Imperial City did. But, Zeal and valor count for nothing if you have little numbers, and eventually the Nords were out matched. All and all, from the moment the first forces showed up on the western shores of Tamriel, to the moment the supposed last Nord was slain in Skyrim, it had been two years.

    But something came on the horizon, something that Tamriel had never seen before, subjects of Peryite, The Daedric Prince Of Order. He was the weakest of all princes, a nobody among great power wielders. Molag Bal extended his offer to Peryite, but there was no response, only silence. Peryite had grown ever tired of the prince's mockery, and struck out on his own, with a force of his own as well. I'm sure you're familiar with the creatures known as zombies? Those reanimated corpses necromancers use as experiments and guards? Well, being the granter of diseases, Peryite has slowly been taking the deceased Daedra and reviving them into his undead army. Now, millions strong, he opened a number of portals in High Rock, clearing out the Daedric forces within. He has also granted his 'soldiers' a number of special boosts such as heightened agility, strength, intelligence, and endurance. Any they bite will become one of them within the next few hours, and will fight for Peryite, to the death.

    All of this passed through the eyes Akatosh, Dragon God Of Time. Shor, God Of The Underworld, has called the others to him for counsel. Akatosh suggested to make an appearance, but Shor told him it was too risky. The others agreed but Akatosh went anyways. No sooner than he arrived in Nirn, Mehrunes Dagon, His old enemy and Prince of Destruction, appeared and quickly defeated him. He got the drop on the Dragon and imprisoned him in Coldharbour after his defeat.

    The remaining gods turn to the few mortals for help, particularly a group of especially strong, talented individuals, scattered across Tamriel's many provinces. They have been slowly but surely leading them all together so that they may team up against Molag Bal, Prince Of Dominance and Free Akatosh.

    Old alliances must be reforged, allies must meet, sacrifices must be made. Prepare yourself, the time for planning is over, now comes the time to act. Prepare yourself, for the battle of the ages.

    Rules:

    1. No godding (That means no super-duper Nirn killing powers, character ideas, abilities or anything else that ruins other people's fun. If you're not sure if your idea crosses the line, please ask.)

    2. No Thu'ums (I'm afraid none of us are the Dragonborn and none of us were trained by the Greybeards.)

    3. Master-level skills and spells are fine, but please keep rule number 1 in mind.

    4. Please try and keep cursing and lewd speech to a minimum in the RP itself. I don't care what you guys do in the OOC chat (this thread here).

    5. Make all of your posts at least a paragraph (Five sentences.) and please try to post once a day. This is just to help move the story along and to help everyone get to know each other.

    6. If you know you have an upcoming commitment, you get bored with the RP, life hijacks you or you become otherwise unable to post for an extended number of days, please let us know in the OOC chat or PM me. That way the group knows what's going on with you, we can park you somewhere until you get back, and the story can move along smoothly. More importantly, you don't get badgered about where you are and you can do whatever it is you have to do in peace.

    7. Have fun! This is the most important rule. If you have any questions about anything, please speak up.

    Really glad to share this adventure with you guys! Now let's go slay some Zambies :D

    Official Fading Hope IC Thread
     
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    Latest Given Reputation Points:
    TheShadedOne: 3 Points (Not bad looking. I might give it a look.) Feb 24, 2013
  2. Rextoret

    Rextoret top kek

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    Fairly good idea. I would join you, but I have many things I need to take care of first. Perhaps I will join eventually. Besides that, I wish you the best of luck on this RP.
     
  3. fellowknight

    fellowknight Private Lil' Num-Nums

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    Thanks, and i wish the best to you as well.
     
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  4. Dustman

    Dustman The Silver Blade

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    So, just to make this clear, this group of strong, talented individuals is to up against the darkest beings from the Planes of Oblivion, Werewolves, Daedra, as well as mindless hoards of freakin' zombies, who had managed to conquer all of Nirn despite the almost impossibility of it all easily, all the while being plagued in their sleep, then to go against the very Princes themselves to free the God of Time, and save not only Skyrim, but all of Nirn and it's future existence!?

    Well bargsnobbilywippidippidingdongwakkawakkawhoozits, count me in.

    Here's a character sheet, modified for the presumed time all this happens.

    Name: Marius Dustman
    Race: Nord
    Gender: Male
    Class: Monster Hunter
    Faction: Alik'r Clans, Dawnguard, Dustman clan
    Looks: He is about 6'4'', and extremely strong, if not massively muscled, with wide shoulders from handling a greatsword all his life. He has light sandy brown hair, sort of shaggy and long, at times down to his shoulders, with his characteristic braids behind his ears. He has piercing green eyes that are somewhat unnerving to some, and the (swirly arrow cheek warpaint) in a similar green on his right cheek. He has a strong, grim muscular face both from age, and the wars he has fought in. He has three old scars on his face, one running down from his left eye, one lower on his left cheek, and one on his lip. He has a beard, closely cropped, and speckled with a bit of grey.
    Age: Early fourties
    War: Victorious in the Great Vampire Wars with the Dawnguard, but neutral in the long past Skyrim Civil War, he now joins this cataclysmic war because war is what he does best.
    Diseases: As a monster hunter, he's contracted both Lycanthropy and Sanguine Vampiris multiple times, and has grown a strong resistance to both. He has excellent senses otherwise, having adapted and grown with the countless battles against the horrors of Skyrim, and is in prime physical form despite his age.
    Major Skills: A master in Two-handed, quick reflexes, and fine tuned senses, and Adept in Alteration and Combat Restoration
    Minor Skills: One-handed, Sneak, Healing and Lore-knowledge
    Personality: In times like these, he's grown grim, but his wit has not dulled much. He has a balanced personality, and loves talking to people. While not quick to anger, he still hates being threatened or commanded, unless he genuinely respects the person, and can be violent when angry; in this past time of war, he's grown cold in some of his killings.
    Religious views: Like most Nords, he is a worshiper of Talos, despite the past consequences during the Civil War. He also has grown to worship Azura and Stendarr,
    Equipment:
    Grey Dawnguard armor and boots, with a cloak covering his large shoulders, Nordic gauntlets with knuckle spikes, and a matching hood with a steel nose bridge. For weapons, he has his signature silver sword, a modified ebony crossbow and bolts, and carries twin ebony daggers
    Likes: Friendly people, stories, knowledge of the unknown, good music, fighting alongside comrades and Crassius Curio novels
    Dislikes: Racism, being threatened or commanded, arrogance, alcohol, and the monsters that have destroyed his beautiful Skyrim and Hammerfell
    Acquaintances: The (late) Companions, the remaining Dawnguard, and the Order of the Silver Blade
    Bio: Marius's family is descended from the Ancient Nord Dustmen of Dustman's Cairn. Having fled from the village after the Silver Hand took over, he journeyed far into Hammerfell, and was eventually adopted into a warrior tribe along the Alik'r desert. After growing up and training until the age of 19, he set out to Skyrim once more, to aid his country in doing what he does best - killing monsters. Throughout his life, he's gone up against everything from trolls to the Keepers of the Soul Cairn, and has learned their patterns, their techniques. He is curious, and seeks knowledge and power to protect the last of his world , without sacrificing his humanity for it.
    Miraculously, he has survived the first flood of the damned that took over, and destroyed Skyrim.
    Misc: He has a son, Alesan, who he trained in the ways of the old Dustmen, and a wife. They have been traveling with him and a collection of "Silver Blades", warrior trained in the ways of the Dustmen, as well as a collection of Morthal guards. He also has Falion.
    Enemy Factions: The Silver Hand, and the (late) Vampire Lords. Like many of the Dawnguard, he doesn't have much respect for the fanatical devotion that was shown by the destroyed Vigilantes of Stendarr either.
    Most hated foes: The Daedric Princes
    Weakness: He's mortal. Mortal stuff.
    Strength: He has finely tuned sense of hearing, eyesight, smell, and great reflexes. He knows a great deal about monsters and their ways, and is handy against vampires, werewolves, trolls, draugr, daedra, and other such harmful beings.

    I'm not going to count this on my normal RP timeline for Marius, but given he's the only fleshed out character I have, and this RP sounds perfect for him, I'd be happy join in this. If you'd like to make any changes to Marius's character sheet based on your head canon, just say so. I just imagined every major group had probably died off, save maybe the Dawnguard who probably fight this kind of stuff.
     
    • Funny Funny x 1
  5. fellowknight

    fellowknight Private Lil' Num-Nums

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    Ok. Marius is Accepted.
     
  6. DurableDiction

    DurableDiction Paladin of the Old Order

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    Few concerns regarding rule 5. It is not possible for everyone to post once a day. Life hits you without warning (my dog died for example. No warning. No time for preparation. Can't really post on an RP with that mood can you?). That said, I believe a couple of posts every 2-3 days will suffice, not necessarily everyday. I believe that we should also set up a system of character fill-ins. What I mean is: say Bob has a business trip and can't b active in the RP for about 5 days. Bill, who is always able to post, could be given permission to make posts as Bob's character. This could also be used in battle situation (like a couple of characters against each other.) so we can avoid two sentence long posts.

    That aside, I am working on my character as I type this
     
  7. Simus

    Simus An Excellent Site Member

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    I'll make a character for this today. Probably a hard-ass inquisitor that's part of an extriemst arm of the Vigil of Stendarr that's outlasted the (slightly more) moderate ones and has kept the Church of the Divines together.

    And I don't think every major group has died off by now, but they would be either severely weakened or driven in hiding.
     
  8. Hale Loneshadow

    Hale Loneshadow Well-Known Member

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    Ahhh, of course you can count me in fellowknight! And Durable, that's why the operative word was "try" in rule number 5. Of course we can't post every day, I'm sure he's aware of that, mate! It's just a suggestion to move things along as well as we can, I'm feeling this will be one of those extended RP's :p That being said, I'll get Hale's CC from the depths of the forum.
     
  9. Hale Loneshadow

    Hale Loneshadow Well-Known Member

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    Name: Hale Loneshadow

    Race: Human male

    Age: 87 (Looks like he's in his late twenties; explanation further down)

    Equipment/Gear: His sword, Sindar,is blessed with two enchantments: one, of Divinity, to better battle the legions of the damned, demons, and devils, the other, one of Ice, to dispel fire both natural and magical. His great-bow, Toril, is blessed with a lightning enchantment, to give each arrow fired an added kick! Lastly, he has an unenchanted, curved elven "longknife"; the same looks as a regular elven blade, but extended another few inches and slightly broader. His ever-faithful Grey-wolf companion, Mael, is a being of the Astral plane, summoned by calling his name though an small statuette-like amulet in the shape of a wolf worn around Hale's neck. This, along with the fact that he is a Druid, is his deepest secret. He has a black cowl with a green and wood-brown tint (styled like the Blackguard hood, but with a Ranger aspect). When he is not wearing that, Hale prefers to don a black, large-brimmed had, with an eagle's feather in it.

    Personality: Hale is a charming, good nature'd man. As a Ranger, while he seeks the thrill of the road and adventure, Hale was taught to never sell himself out. As his adoptive father, Avalin the Seeker taught him many times over: the true Hero never actively seeks glory or adulation; they seek to better the world and help the goodly races through no other reasoning than to do just that. Due to this, Hale tends to clash with those of the more rouge-ish nature, as well as the glory-hounding types such as sellswords, fame-seeking warriors and mercenaries, and many "righteous" knights. Hale is also a Druid, as is all of his Ranger-kin. Not only does this prolong their lives to rival that of elves, but has given them all a natural ability above all 'normal' rangers, allowing them to easily hone their craft at a young age, when many of his kin take decades to even match their current skill. Knowing this, Hale continues to be a humble, amiable, and caring man, especially when it comes to his friends and loved ones.

    Backstory:
    Thirty years ago, (a short span of time for his long-lived people), Hale was on a scouting mission for his father, Avalin the Seeker, the leader of their Druidic Ranger Order. He came upon what appeared to be a Wizard's Tower, and upon further investigation, he found it belonged to his and his father's oldest, sworn enemy: Garumn the Mad! A magical projection of Garumn's head revealed itself to Hale, explaining with dreadful glee that he and his demons were even then making for the Ranger's camp! Filled with terror, Hale rushed home in three days, only to come upon hordes of devils and demons in a bitter fight with his people. Joining the fracas, Hale found his father, protecting the children. Together, they fought and fought and fought, valiantly, until they were the last two left alive of the ancient order. Throughout the massacre, Hale watched as his best friends, lover, and mother all died around him, brutally ripped and hacked apart by the devils, or blasted to bits by Garumn's dark magics. It was at this time that the cowardly necromancer Garumn suspended them in a magical entanglement, and (literally) sent his father to the Abyss right in front of Hale's eyes! Unable to even begin to help his father, the anger drove Hale near-mad, allowing him to focus his innate magic upon Garumn, breaking the man's concentration in a battle of the minds. Hale broke free of the magical entanglement, and was almost halted by Garumn's mind-blast retaliation. The Ranger trudged through the bodies of his fallen kin, and with one, final push, broke the necromancer's mind. With a giant heave, Hale Loneshadow brought his sacred sword Sindar down, and smote Garumn's head in two. Wounded and weary, Hale collapsed on the ground, thinking to be finally done with his oldest enemy.
     
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  10. fellowknight

    fellowknight Private Lil' Num-Nums

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    Niice. Hale's Accepted.
     
  11. Simus

    Simus An Excellent Site Member

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    Well butter my butt and call me a biscuit! My brain just doesn't want me to move out of the Psyrakon family. I have two other characters that never see play so I'm gonna dig one of them out.

    My Character Card:

    Name: Francilla Psyrakon (Goes by Cilla)

    Race: Imperial

    Class: Aspiring mage, apprentice blacksmith and loving daughter and sister.

    Gender: Female

    Age: 10

    Title: She's only 10 so no titles yet.

    Apperance: 4' 8", Brown shoulder length hair that she lets hang free. Usually keeps it behind her shoulders. Her face and figure look like Mila's from the game. She almost always wears a smile.

    Personality: Cilla's quite naive due to her limited life experience. This makes her gullible and sometimes foolish but it also keeps her sweet and honest. She's also extriemly energetic and her naivete sometimes reinforces her bravery to the point of recklesness. She loves to learn and to help others but gets frustrated when she can't do things herself. She's often hard pressed to prove herself in a world full of adults who see her as a useless child. She's just a girl but she has the spirit of a woman and she counts the days until her body can catch up with her will.

    All the same, she enjoys being pampered and having things done for her but she's not lazy when something has to be done.

    Clothing & Weaponary: She wears the standard College of Winterhold robe, boots and hood. She also has a pair of matching gloves for when she goes outside and all of her clothes have been lined with soft fur to keep her warm on cold Winterhold days. She also has a second outfit she wears when travelling that includes a thin bodysuit made of white leather that provides protection comparable to leather armor but is about half as heavy. Over this she wears a pair of brown leather knee high boots, a matching pair of gloves and a blue dress similar to Mila's but with short sleeves and the skirt only goes about halfway down her thighs. This outfit is almost identical to the combat gear of her older sister Alice. Cilla also has a pair of white footy pajamas covered in blue raindrops as well as a solid baby pink pair.

    Cilla has a long steel dagger her father made her but she's small enough to where she wields it as a shortsword. She's not very strong though so she doesn't like to get into assault if she can help it. Mostly she prefers to use ice and lightning spells along with wards to protect herself, constantly falling back to keep out of melee combat. She also has a natural talent for healing magic and it comes more easily to her than any other magic school.

    Bio: Cilla was born in Cyrodiil and lived in the Imperial City. She was homeschooled by her parents until she was 10 and then started attending classes at the Arcane University with her big sister and two brothers. She also helped her parents with their blacksmith shop sweeping, sorting merchandise and other minor tasks to help run things. In her free time she enjoyed reading, being read to by her father, helping her mother in the garden they tended, exploring the city and going onto trips into The Great Forest with her mother and sister.

    Overall, Cilla was a very happy little girl who could have everything she wanted. However, that would change when the Thalmor discovered her father was a secret Talos Worshipper and her mother was a former Blade. The Thalmor ran them out of their home and chased them to Bruma where they were supposed to meet a contact to get them to Skyrim. However, they were betrayed by the local guards and were sentenced to be executed. Fortunately, her parents had a great many friends in the city and they were able to break out with their help. The Thalmor caught up to them in the Jerrall Mountains however and her parents fought to the death to allow her and her other siblings escape. She watched her mother die to Thalmor blades and magic and then watched as her sister Alice charged into the fray after their parents specifically told them not to. Alice was stabbed through the shoulder after giving the Thalmor a few clumsy strikes and Cilla screamed in terror at this. Her oldest brother Stephen picked her up and carried her from the fighting with all speed, separating from their other brother while in flight and leaving Alice and their father Simus to fend for themselves.

    Over the next few weeks, Stephen and Cilla ran and hid from the Thalmor. Stephen was a powerful mage and taught his little sister a few basic spells to protect herself. They lived on the run for weeks until they were captured by vampires as slaves. Stephen was tortured by the cretures and they eventually turned him to expand their ranks. Stephen was horrified at the monster he had become and became so depressed he wished for death but Cilla still loved him and even though he wanted her blood, Stephen still loved her. He did everything he could to protect Cilla and keep her healthy, using the argument that she should be physically mature before his new masters fed on her in order to keep her alive. Several months of this terror-striken life passed unthil their father and sister finally found them, along with a ranger named Hale and several others. Both Cilla and Stephen were overjoyed to find their missing family members and were able to use their inside knowledge to help them bring down the vampire coven that had held them prisioner for so long. Tragacly, Stephen died in the final assault agains the local Vampire Lord but weakened him enough for his father Simus to finish the job. Cilla grieved for her brother's loss, but was relieve that he was free of his terrible affliction. Plus, she now had family and friend to share in her grief so that made things bearable.

    Simus and Alice brought Cilla back to their home in Whiterun, practically smothering her with affection all the way and doing their best to help her cope with the thing she had experienced. This gave Cilla the needed strength to put her past to rest and now looks only to the future, with her father and sister at her side. She and Alice are currently students at the College of Winterhold while their father leads the Stormcloak forces in Winterhold holding off the Zombie advance.

    Strengths: destruction magic, restoration magic, good at remembering and carrying messages, sees almost everything in the world with wonder, very smart, sees everyone on equal terms regardless race or status.

    Weaknesses: physically weak, small, naive, gullible, frustrated when confronted with barriers, too curious for her own good, easilly gets her feelings hurt and isn't mature enough to cope with it very well.
     
  12. fellowknight

    fellowknight Private Lil' Num-Nums

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    Awesome CC Simus. Francilla is Accepted.
     
  13. Simus

    Simus An Excellent Site Member

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  14. fellowknight

    fellowknight Private Lil' Num-Nums

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    Lolz! Of course, show me dat CC.
     
  15. fellowknight

    fellowknight Private Lil' Num-Nums

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    Shoot, i guess i better post MY CC huh?

    Name: Baroth Hermingfel

    Race: Nord

    Gender: Male

    Class: Knight

    Age: 50

    Looks:[​IMG]


    Personality: Courageous,serious and determined.Willing to help skyrim in any way he can,and will fight to the last stroke. He mainly fights people who he believes to be,over-dominan,and he usually studies a situation before he jumps in,it helps to think before jumping in.

    Weapon: Steel sword and steel shield,may also revert to crossbow,if neccesary. Carries sharpened,iron dagger,just in case.

    Fighting Style: Fights courageously with the sword,especially steel. His technique of,divide and conquer,serves him well in combat,and has saved his hide a great many times.

    Skills: One-handed,sneaking,block,and heavy armor. Examples: Can hold off six guys at a time,can sneak past five alert rouges,can block the force of a full Warhammer stroke,and can maneuver with ease in steel armor.

    Bio: Born and raised in Skryim. He survived the great war,and the horrible aftermath. After that,he had a pretty normal life,up until 20,when he lost his family to a bandit raid. He hunted the bandits down until he found them,some months later,and killed them. But the leader escaped and he's been on the look out for him ever since. After that,he dedicated his life to helping others. He was initiated into The Knights Of The Shadows for some years,he enjoyed the calm (almost),peaceful life. He enjoyed helping people and going on quests very much but he was excommunicated (removed),because He killed their leader after he found out their true purpose. He also got involved in the companions for awhile but left,for he wished to spread his good deeds across all of Tamriel. He traveled from Skyrim ,to Hamerfell ,to the Dominion,through Cyrodil,to Morrowind,through the High Rock,and back to Skyrim to finish the job. He see's the war as a horrible disease spread across the land,ripping the people apart and turning them on each other. He has tried not to take any sides in the war,Though,seeing the condition of the land,that may no longer be possible.
     
  16. The Honorable Gidian Diva of Sass

    The Honorable Gidian Diva of Sass Sahrot Vahlok Spaan. Bahnahgaar. Minion #88!
    Staff Member

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    Sounds like the perfect oppurtunity for Gidian to get back at Molag Bal. However, you lost me at zombies. I'm already in an awesome RP, but this one would be a close choice, but still, no. It is an awesome RP idea, and I will definitely be following it! Best of luck!
     
  17. Dustman

    Dustman The Silver Blade

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    So, can we get some things straight? Like is the Civil War over and did it end with one side, or negotiation? As the Princes destroyed Summerset Isle first, are the Thalmor still a factor? I wrote in mine that the events of Dawnguard happened, but is that so?

    Also, on a side note fellowknight, it seems to me Baroth would be a bit younger. 50 seems a bit old for someone of his skill. Anyway, just a suggestion.
     
  18. fellowknight

    fellowknight Private Lil' Num-Nums

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    The Civil War IS over. They negotiated for the time being but they were overran anyways. And as for the thalmor, Some still remain but not that many. Many died when Summerset Isle was invaded, but the others ran and tried to warn as many as possible. And if anybody is unsure of how all these monsters took over Tamriel, There is a circle of portals on summerset isle that constantly teleports Creatures from the many different planes of oblivion. Does that help?
     
  19. Dustman

    Dustman The Silver Blade

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    Lastly, how long did this invasion take? How long has it been since it was in finality?
     
  20. Andre Marek

    Andre Marek You can run, but you'll only die tired...

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    Hmm I'm very tempted to have Marek make an apperance in this. Not sure yet seeing as I already have him in two other RP's at the moment.
     
    • Funny Funny x 1
    Latest Given Reputation Points:
    Hale Loneshadow: 5 Points (Do eeeet!) Feb 24, 2013
    Gidian: 8 Points (First time I realized you had a Kingdom of Heaven quote... can't believe I didn't notice it sooner.) Jul 28, 2013

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