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    Writes-Many-Posts

    Champion of Grottos and Gremlins
    [We are full right now, so there is no need to apply at the moment. If this is removed, we are taking in new members]

    It has been long since Cidhna Mine has lost its status of toughest prison in Skyrim. A bigger building found in the wilderness of Haafingar with the name Drahonnal furiously carved in a bloody steel sign quickly became filled with prisoners that would dig up ebony from the rich endless veins inside as punishment. Still, it is nowhere near the ordinary prison, and has much behind it. Anyone unlucky enough to be ‘hosted’ in such a godsforsaken place will experience drastic changes in their personality, a new fear for disobedience and, eventually, the resigning acceptance of self-slavery.

    History:
    It didn’t take long before all the holds learned about the newly found prison, and their Jarls desired to get their hands on the still simmering ebony that came out of the mines. After many diplomatic conflicts, Elisif gathered every ruler of Skyrim and tried to make an arrangement to favor everyone and cease the chaos among every hold.

    Other than Markarth, all the holds sent their prisoners to Drahonnal to get a part of the profit in the ebony extraction. Soon, the prisoners would be bigger in number than the guards that kept them in line, and they didn’t take long to revolt and form one of the most vicious group of bandits Tamriel had ever seen, using the fearsome structure of their former prison as a stronghold. Being Solitude the closest settlement to Drahonnal, this city was the most plundered of them all, losing entire shipments to the criminals, falling deeply in an economical crisis for a while.


    In despair, Elisif sent her fastest scouts across the province to find somebody that could end the riot once and for all, and retake the ebony mines for Skyrim’s side. One woman returned to the Blue Palace after a few days. Her name was a mere whisper, completely unknown to most of the population, Nyvis.

    Nyvis asked but for a few days, before she would take back the prison. Yet before leaving, she made sure the Jarl heard her demanded payment. The woman wanted nothing less than the permission to rule over the prison, establish her own rules, and have no questions asked about how many human rights would be broken as long as she was in charge. The crisis was too much to allow Elisif to say no. Nyvis had managed to get her desired payment.

    A few days later, Nyvis and 40 sadistic men built a siege on the prison, avoiding as much damage as they could to the building, focusing mainly on the human targets. Their tactic was a mere distraction, while their archers focused on the 5 men that aimed catapults, most of the others would use ladders to climb up to the wall in the least guarded areas. The size of the prison, being once its pride, was its new residents’ doom. Nyvis and her men slaughtered every man and woman they found in their path, signed to the other men that were still outside to ram the gates open, and forced the enemy to surrender. It is said that after the punishment of all the prisoners that were still alive in Drahonnal, Nyvis had blood at the level of her knees.
    Soon, the prison would open again, and welcome new prisoners. Despite the efforts Nyvis made to keep her inhuman punishments as far as she could from the population, the mighty feat of taking over Drahonnal once again made everyone aware of nearly all the details. Being well acquainted with Nyvis’ cruelty, no prisoner would have the word ‘riot’ flying out of his lips, which allowed her to tighten their leashes even more, by putting an end to their meals and forcing prisoners to chose between hunting skeevers for food or resting in the 5 hours given to them for sleep.

    To let the prisoners hunt, Nyvis gave every person inside a shiv, and started to use the ebony extracted for armor to all of her men but herself, disliking the heat of such material. The well armed sadist guards implanted fear on everyone inside, and the exploration of the mine was drastically increased.

    The over exploration of the ores caused one of the prisoners to find a new mineral, Lepiditte, being the chips of such mineral often called Lepids. It was purple colored, flexible, not fit for weaponry, but fit for currency. An underground society was created thanks to the Lepids, allowing prisoners to trade clothes, shivs, dead animals, bedrolls and other petty valuables for the new mineral, all without knowledge of the guards. Rumors were created about such mineral being sent by the Divines to Nirn, or that they were tears of a giant Daedric being that had somehow set foot on Skyrim, but its truth remains unknown. Deep down, the Lepids’ purpose seems to be to bring prisoners back to the society they once lived in, when they were free.

    Layout:To avoid prisoners taking over Drahonnal once again, Nyvis let the catapults and ballista stand ready outside the fortress, guarded by at least four men, each, ready to crush any that dares to leave the mine.

    The gates, usually guarded by two swordsmen outside, and two archers on one tower each, are made of wood and steel, and require four men to open it by moving a heavy mechanism. The 17 feet/5 meters tall walls that surround the entire prison are made of ivory bricks, connected by a strange cement of unknown origin. If any prisoner is talented enough to be able to climb up the orderly slippery bricks, he will be cut by the many pieces of shattered glass at the top of the wall.

    Once inside, the first sight anyone has is the chopping block, never washed since Nyvis reopened the prison. Guards are always in this open area, usually training, or punishing prisoners. There is always a large square marked on the ground, near the wall, on the inside. This is where the prisoners must pile all the ebony they mine. A drawn red line at a considerable height on the wall marks Nyvis’ expectations, and if the result of a month’s work doesn’t best them, the guards kill one in every three prisoners in any way they please. Other than the chopping block, it is also possible to see a small cage, buried in the dirt, completely exposed to the sun. Such punishment is called the pit, and is the mildest of them all, being, in consequence, the least used. The last thing that is possible to see before going inside the large building where most of the people are in is a large cage with furious noisy hounds, used to the taste of human flesh, that have the job of cleaning the bodies of those that cannot handle Drahonnal.

    Inside the surprisingly fresh building, a visitor will find stairs going up and down, being the first ones clean and guarded, while the other ones are dirty and made of a cheaper rock. The first floor is the treasury room, and keeps most of the profit the prison makes in ebony safes that are nearly impossible to crack, even with the best lockpicks. This is one of the floors that have most guards, possibly holding more than 15 inside sometimes. In the second floor, the guards sleep. Instead of hay piles and bedrolls that are nearly rags in poor conditions, they sleep on comfortable beds with silk blankets and pillows filled with soft duck feathers. This is also where the equipment from the prisoners awaits their owner’s death or freedom to be sold or returned, instead of kept in a locked chest. The belongings of each prisoner are kept in a different container with their name, and piled at the corner of the sleeping quarters of the guards.
    Lastly, the third floor is where Nyvis sleeps. Other than that, there is also a large sauna and a big table with all the rich food types known. When guards have a break, they come here.
    If, alternatively, a person chooses (or is forced) to go down, the first floor they will find will be the mine. There is little more to be seen than ebony veins, miserable prisoners and laughing guards, and little more to be heard than pickaxes striking rocks and painful moans. One floor lower is where the criminals sleep. Skeevers can be heard and sometimes seen, although they are fairly shyer than usual thanks to the extensive hunting from the prisoners. There is no concern about anybody digging a tunnel to escape because even in this floor, the walls are shielded by a massive wall of ebony ore vein. Guards force every prisoner to get out of this floor every day and mine on the one above. When they take their ores outside might as well be the only time when they ever see the sun again. The last floor is protected by a locked ebony door, and holds all the punishments hidden from the people of Skyrim. If somebody makes Nyvis put her whip back on its holster and press her ebony key against the lock of this door, they will walk out of there a bunch of hours later with severe wounds scattered all over their body.

    Staff:
    There is a limited range of people that seem to come to Drahonnal. The highest in number are definitely the guards. No matter which weapon of choice they have, it is always ebony made, and their skill is far greater than that of hold guards. Nyvis makes sure she hires the toughest and most sadistic men to serve at the prison, or lets a hardened prisoner that has lived through his time take the job.

    Following the guards, the prisoners have the second highest number in Drahonnal, and don’t overwhelm the guards’ because many die every week. All they have is a shiv, rags and a variant amount of Lepids. Despite the guards caring very little about the well being of their captives, there is still a heavy punishment for killing a prisoner, if the killer isn’t a guard.

    Lastly, there are the carriage drivers. They rarely spend more than half a day in Drahonnal, but they are those who deliver letters from outside and bring the gold to buy ebony from every Jarl. In short words, they are what connects Drahonnal to the rest of the province. Most prisoners are delivered in a carriage of the hold they were arrested in.

    So this RP won’t have a plot. It is supposed to go on and on, with very little fighting, promoting mostly character development, relationships, loyalty, all that stuff that we need nowadays… Read through the rules before posting a CC.

    Rulez:
    1. Only join if you plan to stay around us – It is simple. Why would you join if you would leave ten posts later? There are enough threads with many people joining and only 3 in the end…
    2. Manage your time – If you are in 2-3 other RPs, you already have your hands full. Make sure you have no real life business or much other forums stuff to do.
    3. No marstonning up characters – I will explain. Marston is a character in RDR that can use a power to kill ten armed men without even taking cover. I don’t want anyone defeating enemies once outnumbered without any plan. This is a prison, I know, but I am putting rules I see fit in many RPs that should have been posted.
    4. No Buddhas! – No flawless Nirvanish characters! Everyone must be either stubborn, easily angered, etc… If they were perfect, they would go to Sovngarde or Nirnvana.
    5. Equipment on Elven, Orcish or below – I know you will be devoid of it anyway, but if a character is used to work with Stalhrim or Dragonbone, that will be his first step towards OPness. Modded weapons (if reasonably) are okay and so are weapons from your mind.
    6. No master skills for characters below 30 – It is really unrealistic! If a character of 20 something years old mastered a blade he would need to spend 20 of those years training, which means he would have slain a dragon before he kissed a girl! Each decade above 30 gives you the right to one master skill. Now because you can’t have many master skills, don’t unload everything on expert!
    7. Below 45 – If your character was 50, let’s be honest, he would die in Drahonnal. This age limit lets you only have 2 master skills tops.
    8. No infinite Lepids – I have seen many characters giving no worth to septims. Nobody is rich in Drahonnal. Everybody ponders wisely about how much to spend on food or clothing.
    9. No god-modding – If somehow you are stubborn/creative enough to follow all the rules 3, 4, 5, 6, 7 and 8, you will have to change your CC. Make sure you don’t put too much strength/stamina/health/magicka on a character. You are weak both psychologically and physically for being put in the worst place Skyrim has to offer.
    10. Be nice to everyone – For that to happen, real life must be kept as far as possible from our magical, tortuous world. Anything that generates debates and conflict goes away. Politics, PS3vsPCvsXBox, Religion, Science and Environment, all those things that make me wish I was a monkey instead of a human, go away!
    11. The lore dictatorship goes down – You can flee some rules of the lore. You can have your character be part of a non-existent faction of the game, have a different eye and hair color and have some equipment that didn’t exist in the game.
    12. Hostility towards guards is forbidden – There is absolutely no way your character can kill or even fight a fully ebony armored guard with a shiv and no armor. Just because your character is a mage, it doesn’t mean he/she can do magic any time. Magic is as punishable as anything else, and ends with a painful punishment for the caster. Even being disrespectful will get your character in a stretching rack, so watch your tongue. Nobody is really confident in this prison, at least, not for long. This same rule goes for the prisoners. Killing one cannot be forgotten. You get punished for it.
    13. Don’t leave your keyboard unemployed – Use grammar, punctuation, commas, and capitals once they are needed.
    14. Don’t one-line – If you can’t think of anything to write, either ask someone else to post for you or describe the environment, thoughts, desires or feelings your character has.
    15. No typing machine guns – I’ve seen several cases of people falling behind and even leaving RPs thanks to a few writers that love to post and post and post. Unless everyone is keeping up with you, don’t progress much. Exceptions are made for dialogue between to roleplayers, but even that has a limit.
    16. You just don’t kill anyone’s character – The only way for a player controlled prisoner to die is if they become absent or as a punishment for breaking a rule severely.
    17. No mighty 0bl1t3r4t0r5 – Everyone’s had it with characters that nearly insta-kill weak enemies as soon as they move, sneeze, blink or breathe. Remember, you are weak too, and some people like to do creative executions.
    18. 2 characters are allowed – But they must know each other from before the story line, or, at least, have had a minimal interaction.
    19. Just to prevent god-modders… - No CC should have the words ‘unmatched’, ‘undefeated’, ‘invincible’… Your character must have already failed in everything there is to fail, unless he hasn’t tried it.
    20. Reason compels you! – Your character wouldn’t just go to the toughest jail in Skyrim ‘cuz’, there must be a good reason for him to be thrown to the mines of Drahonnal.
    21. Don’t metagame – Secrets revealed in the IC thread or CCs aren’t supposed to get immediately figured out by some Mr. Fancy Pants. For example, prisoners don’t know what exists in the three floors above the ground. Your character doesn’t know what you know, and will most likely make mistakes over time.
    22. CCs must have… - Race, Gender, Weakness, Skills and a Reason to be in prison. Other than that, you can put anything you want (and should, because it is fairly empty that way).
    23. Accept your punishment – Fleeing makes it worse, fighting gets you killed, arguing has the same effect as fleeing. There is no way out. Whether it is just or not, your punishment will happen and you must accept it.
    24. This will be +18 - Not only because of intense violence, but also because people will be allowed to develop intimate relationships between their characters.
    25. Who’s got the power?! Not you – Shouts are forbidden, daedric artifacts stay away and both vampires and lycans are executed when they get to Drahonnal. And don’t even think of hiding those canines if you are a nightspawn! They will press a silver ingot against your skin once you arrive, and if you fail the test, you go to the chopping block.
    26. The evil rule - You must prove that you have read all these letters. To do so, somewhere in your CC, you must put a red comma. This not only proves you have read these rules all the way to the 26th but also that we have read your CC all the way to the red comma.
    27. Really making sure no OP guy shows up – If its just to be a strong d-bag and have an ebony armor, no, you can’t be a guard. Nyvis is very nerfed compared to a regular guard, which is already highly unrealistic, since she leads them. Plus, this is mostly about relationships, and ALL prisoners hate guards in Drahonnal.
    28. I ain’t alone! – UnLonged monitors this thread with me. If you don’t want to ask me a question (I don’t judge) you can rely on him instead
    29. For those who enjoyed reading these rules – It must mean you like OP’d players as much as I do, and you would most likely get along well with this RP. Go. Make a CC. Now.
    30. Have fun! – I cannot be more specific than that.
    The guest list:
    Writes-Many-Posts
    Khaotic3
    AirshipCircus
    Irishman
    Shadowkitty

    Nyvis bids you welcome...
     

    Writes-Many-Posts

    Champion of Grottos and Gremlins
    Name: Jaxx von Helfert
    Nicknames: Jeux, a mistake he deeply dislikes
    Race: Breton
    Fame: Unknown
    Alignment: Neutral

    Gender: Male
    Class: Light Armored Dual Wielder
    Faction: None

    Looks: Jaxx has spiky dark hair and blue eyes, and has no laugh lines, looking usually a lot more serious than he is. He has no scars or wounds and hasn't much muscles other than his legs. He is tall, skinny, and has slender arms.
    Age: 26
    Marital Status: Single
    Current Residence: Any Inn he finds
    Religion: 8 Divines

    Diseases: He is sterile
    War: Neutral

    Skills:
    • One Handed (Expert)
    • Dodging (Adept)
    • Sneak (Apprentice)
    Personality: Jaxx is a very expressive person, and is many times misunderstood thanks to his nearly unconscious compulsive sarcasm. Avoiding most fights and conflicts out of cowardice instead of wishes for peace, Jaxx is very exhuberant and doesn't have much trouble expressing his feelings and thoughts about everything and everyone. This is often called too much honesty, and makes many dislike him for being too forward. Being also more likely to speak to women than men for obvious aims, Jaxx relies on humor instead of confidence to find company, and rarely pretends to be the arrogant brave idiot he is not. Being far from strong, he values cleverness and intelligence above muscles. The only trait he has that forced him to be a lonesome treasure hunter is his greed and self-value, that often turned out with him running away from dangerous situations with a treasure while some poor soul remained behind.

    Equipment:
    • A red scarf that usually covers his mouth and sometimes nose
    • Two emerald made short daggers
    • A couple of iron swords with a sharp emerald tip, for combat instead of stealth
    • Dark trousers, a white shirt and a black coat over it
    • Dark leather gloves
    Spells: N/A
    Powers:
    • Emberald - Jaxx's emerald weaponry start glowing randomly once per week and do additional burning damage to anything struck by them. (Doesn't work in Drahonnal since he hasn't his daggers anymore)
    Combat Style: Being usually a coward person who avoids conflict, Jaxx is fit to dodge most attacks and perform the hit and run strategy. If an enemy survives for very long, he won't take long to embrace a retreating strategy.

    Health: Medium
    Magicka: Low
    Stamina: High

    Likes: Gold, Treasures, Women, Animals, Alcohol
    Dislikes: Brutes, Idiots, Fighting, People that threaten him
    Acquaintances: None

    Bio: Jaxx has lived in Ivarstead until he was 15. Once nearly all women smacked their hands on his face for 'the nerve a teenager had to have to ask them out', he had little purpose to remain there, not even considering his family's thoughts about his departure. After losing all the wild animals that tried to maul him during his first day of adventuring, Helfert ended up in front of a dark cave, that lead to a maze of countless lesser grottos. By following his instincts, the boy ended up finding an emerald mine that gave him enough riches for ll his life until he turned 20. Having exhausted his money and mine on extravagant things (his weapons for example), Jaxx decided to exploit his treasure hunting skills once again to try to find more gold. Unfortunately, the Thalmor became aware of his expeditions and begain tailing him into dungeons, forcing him to assassinate their leaders during nights to avoid getting cornered and killed. This made him experienced in most of his current combat knowledge.
    Misc:
    • He only realized the emerald dug out of his mines had a special power when the ores were all exhausted, which means, anyway, too late.
    Enemy Factions: Thalmor

    Most hated foes: Thalmor
    Weakness: Jaxx is farily vulnerable to ranged attacks during the hit and run strategy
    Strength: His strategy allows him to last long and do damage at the same time, very hard for melee fighters

    Description: Thalmor Orders
    Justiciar Ialvyth,
    You are meant to track Jaxx von Helfert into Volthume and tail him until he finds something of worth. The Dominion must get any powerful artifacts he might find or any wealthy mines he might unveil. As soon as he outlives his usefulness, you and your men have permission to kill him.
    Elenwen

    Color: "I fought creatures ten times your size! I didn't win... But I fought them! You should know that..."
     

    Blackdoom59

    BATMAN!
    Will be watching this, but I won't join, I don't think I have the necessary time. But good luck nonetheless writes
     

    Irishman

    Well-Endowed Member
    BASIC
    Roleplays - Drahonnal / Dialogue Colour
    Name - Cyrus
    Nickname - Silvertongue
    Race - Redguard
    Gender - Male
    Age - 48
    Class – Bandit Chief / Career Criminal
    Hometown – Skaven, Hammerfell
    Laterality - Right Hand
    Sexuality - Heterosexual
    Relationship Status - Single
    Health - Unfit, lung and liver problems
    Afflictions - None
    Afiliations – The Hegathe Princes
    Property – A massive property and mansion on the ouskirts of Hegathe, Hammerfell
    Alignment – Chaotic Neutral
    Religion – Prays to Sakatal

    APEARANCE
    Hair – Long and very dark with grey streaks. Beard is more grey than hair
    Eyes – Dark brown
    Height – 5'11''
    Weight - 82kg
    Clothing – Dark grey rags, expensive rings (obtained and kept through bribery)
    Weapons – Basic shiv, long braided piece of cloth usually used for tying his hair but can be used for more sinister deeds



    SKILLS
    Primary – One-handed, Speech, Pickpocket, Lockpicking
    Secondary - Sneak, Block
    Battle Tactics – Very skilled swordsman and gifted in most forms of combat. Will sneak up and backstab if it is an easier option.

    PERSONALITY
    Positive Traits - Intelligent, Smooth-talker, Perceptive
    Negative Traits – Nasty, High-and-mighty attitude, Opressive, Domineering, Womanizer, Moody
    Likes – Gold, Being the leader, Women, Mind altering drugs
    Dislikes – Authority, Captivity, Strong woman, Cold Weather
    Aspirations – To regain control of his Drug Cartel

    BIOGRAPHY
    Drug Cartel - At the age of 17, Cyrus joined a rising gang in the Hammerfell city of Hegathe. The small gang slowly transformed from a riff raff of kids intimidating locals and stealing from merchants into an organised syndicate specializing in smuggling drugs. At the age of 26, Cyrus was inducted into the Leaders Council and was in charge of acquiring new clients. On his 31st birthday, Cyrus challenged the Drug Cartel's leader to a duel for the leadership. Cyrus won in a convincing fashion and named his cartel The Hegathe Princes. Whithin two years his operation expanded into Human trafficking, prostition and Underground Fight Clubs. His noteriety grew outside of Hammerfell and his influence was felt strongly within the province.


    Nickname Origin - From a young age, Cyrus was as smooth with his words as he was with his sword strokes. He could woo young woman and make new, rich clients with ease. As he grew older, a signature torture technique of his would be cutting out the victims tongue. Silvertongue soon become a feared yet well respected icon in Hammerfell.


    Being Captured - As he became more infamous, authorites outside of Hammerfell plotted his capture. No one in Hammerfell would dare conspire against the Drug Lord, so a trap was carefully laid as Cyrus met with a new client in a Cyrodill city. 37 year old Cyrus gave himself up quickly due to the large force of soldiers involved in the bust. Only by forking out a fortune in bribes did Silvertongue manage to keep his head. He was sentanced to life in prison.


    Imprisonment - After being captured, Cyrus was taken in an armoured and heavily escorted wagon to a fortified jail facility outside of Cheydinhal, Cyrodill. 9months after his imprisonment, Silvertongue, with help from The Hegathe Princes, planned an extravagent jail-break. The plan however was crushed before it really even began for reasons that Cyrus is still yet to discover. Although, he does suspect treachery within his organisation. The authorites in Cyrodill decided to move Silvertongue away from his Cartel's influence to the province of Skyrim. Once again he was escorted as a high risk felon and after a one month stint in Cydhna Mine to clear paperwork, Cyrus arrived at his destination; Drahonnal.
     

    Khaotic3

    Insanity at its Finest
    Carina

    Race- Nord/Breton
    Gender- Female
    Age- 26

    PERSONALITY
    Religious Views- Not very religious, believes Daedra hold more power than Aedra
    Likes- Killing, Archery, Fire, Skooma
    Dislikes- People in general
    Alignment: Neutral Evil

    Carina is very quiet. She is the kind of person people sometimes forget she is there. She enjoys torturing others, be it animal or man. If someone leaves something she finds useful unattended, she will take it. Carina is a skooma addict, and will kill over it. She will take orders if she is getting paid. Cross her, and she'll slit your throat.

    PERSONAL
    Martial Status- Single
    Hobbies- Practicing Archery, Practicing fire spells
    Illnesses: Skooma addict

    APPEARANCE
    Hair- Brown, wavy, and shoulder length
    Eyes- Light Blue
    Skin Color- White
    Build- Small and thin
    Height- 5'4"
    Weight- 130lbs
    Laterality- Right-handed
    Other: Black tattoo that goes across her eyes

    FIGHTING STYLE
    Primary: Glass Bow (Adept)
    Right Hand: Steel Sword (Adept)
    Left Hand: Fire spell (Apprentice)
    Armor: Black leather armor (Adept), Orcish gauntlets for hand-to-hand combat (Apprentice)
    Other: Sneak (Expert)

    BIO
    Carina was born and raised in Helgen. Her mother died of an unknown illness when she was seven, and her father was very abusive. She had an older brother, Thornen, who treated her no better than her father did, despite also being abused. She didn't come home most nights, and would sometimes stay with one of her friends, whose mother was a bit neglecting. Other nights she would sneak out and kill small animals. She and her friends trained themselves in the art of thieving. She and her friends also practiced fist-fighting on each other.
    When Carina was 14, she and most of her friends got into skooma. They learned to kill in order to get this drug, something Carina enjoyed very much. At one point a nine-year-old former pirate moved in to their town, and this boy knew how to refine moon sugar into skooma. Carina, her friends, and this boy began a skooma trade, where he made the drug and they sold it. They had several close calls, and they all would have spent a lot of time in jail if not for the guard commander being one of her friend's father.
    When Carina was 17, her brother decided Carina was not the only one he would pick on, and he got into trouble with her friends. They almost beat him to death, but Carina pleaded them to stop. Not because she cared about her brother, but because she was afraid of what her father might do to her.
    A year later her group of friends, (and in turn, their skooma business) fell apart, so Carina left Helgen. She received proper archery training from a woman named Angi, and one year later Carina decided to have her revenge on her brother and father. She made their deaths slow and painful, and managed to kill one guard in her escape attempt. However, she was captured and brought to Falkreath jail.
    After two years in prison, she managed to make her escape, killing two more guards in the process. They called a member of the Companions in Whiterun to go take care of her. As luck would have it, the companion that showed up was none other than one of Carina's old friends from Helgen. She helped Carina escape south into Cyrodiil, where the boy who had once made skooma for them was now living. He was still in the drug business, and he made Carina his bodyguard for the next few years.
    This was the perfect job for Carina. She had almost as much skooma as she wanted, and all she had to do was either fight or kill. However, the two later split after a pay dispute.
    With Phinom no longer around to bribe guards, along with some other criminals she had made enemies with, she was eventually captured and brought back to Skyrim for punishment. Over the years she had murdered even more people, and the Jarl of Falkreath decided the best place of punishment for her was Drahonnal.



    Therefore, Carina will be a newcomer to the prison.
     

    UnLonged

    True to the Name
    A lonely flicker of candlelight shine inside an otherwise dark room. Rather organized, as it should be given that it is the room where records of prisoners are kept. The candle stood on a desk, wax dripping slowly down its slender body and collecting to a pool down on a few worn-looking parchments.

    Minrannir Lichenwind, Bosmer, presumably 25 in Man years, male.

    ________________________________________


    Belongings:
    ~hooded black leather armor; appears to be a total body suit; lined with pouches, belts, and a bandolier - contents presumably used for assassinations, thieving, and general banditry (steel throwing knives, assorted specimens of differing plants, small vials containing differing liquids, worn lockpicks)
    ~black cloth mask
    ~steel shortsword; blade is of good condition, can't say the same for the rest of the sword
    ~long rope; ridiculously strong, presumed to be enchanted

    ________________________________________


    Stands a little above 5 feet. Rather typical wood elf build; slim and fit body. Pale olive skin. Pure brown eyes. Black tattoo of what appears to be half a spider on the corner of his right eye, one "leg" extends down in line with his mouth. Dark ash brown hair, short, usually slicked back. Has an annoying one-sided smile.


    Guards that have observed the individual states that he can never withhold one truth to other inmates, the same could be said with his lies. Inmates rarely trust the man, rather short in friends - only one who seem to trust him completely is his associate, Iinhein Nightgrass; presumed to be his lover. Nyvis wanted them to be kept in the same cell - says they amuse her, probably because they're all murderous.

    Keeps to himself when not with his woman, carrying that stupid smile on his face, I really hate that smile of his! Violent at times, already killed a pair of inmates on his second day imprisoned for looking at his woman wrong. Was subject to torture immediately.

    ________________________________________


    Charged with avoiding the law and numerous counts of assassination and burglary.

    Captured on the 11th of Rain's Hand, 4E 198 along with his associate, Iinhein Nightgrass, in the numerous crimes committed across High Rock and Skyrim.
    Self-confessed leader of a small group of criminals that travel in-between the two provinces aforementioned committing acts of larceny and assassinations.

    ---------------------------------------------------


    Iinhein "Jam" Nightgrass, Bosmer, presumably 23 in Man years, female.

    ________________________________________


    Belongings:
    ~hooded black leather armor; appears to be a total body suit; belt with few pouches - contents presumed to be used for assassinations and thievery (lockpicks, small vials containing differing liquids, strange red powder - volatile)
    ~black cloth mask
    ~steel dagger; good condition
    ~wooden longbow; oaken; expertly crafted

    ________________________________________


    Looks to be about a few inches above 5 feet. Lithe-bodied, very sensual. Fair skin. Pure black eyes. Dark brown hair, long, flows loosely. Highly notable lips.


    Guards that have observed the individual states that she is quite jolly, some believe her being outgoing has ulterior motives - supported by being caught driving a shiv in the neck of a supposed friend.

    On-duty guards often see her spending "quality time" with her associate, Minrannir Lichenwind; presumed to be her lover. Often called "Jam" by the man for reasons unknown. Appears to hold desire for women as much as she does for her associate.

    ________________________________________


    Charged with avoiding the law and numerous counts of assassination and burglary.

    Captured on the 11th of Rain's Hand, 4E 198 along with her associate, Minrannir Lichenwind, in the numerous crimes committed across High Rock and Skyrim.
    Self-confessed leader of a small group of criminals that travel in-between the two provinces aforementioned committing acts of larceny and assassinations.
     

    Writes-Many-Posts

    Champion of Grottos and Gremlins
    Name: Nyvis
    Nicknames: It's best if no one remembers of such a foolish idea
    Race: Imperial
    Fame: Foul, yet known
    Alignment: Orderly Evil

    Gender: Female
    Class: Two Handed Warrior
    Faction: Drahonnal Jail

    Looks: Nyvis has her brown hair stretched into a braid that falls from her head to below her waist, preferring to not wear a helmet thanks to that. Her eyes are brown, although some people swear they turn orange once she is angered. Despite this being hardly noticed thanks to her constant use of heavy armor, or, once it is possible to see, she is torturing someone, Nyvis has a seductive curvillineous body. Her lips are fat and small in width, and her skin is tanned. With an average height, most of the nord guards surpass her in height.
    Age: 32
    Marital Status: Single
    Current Residence: Drahonnal
    Religion: Sithis

    Diseases: Nyvis has horrible nightmares during the night, which make her deeply scared of ever going to sleep, which forces her to sleep as much as her prisoners.
    War: Neutral

    Skills:
    • Two Handed (Master)
    • Heavy Armor (Expert)
    • Blocking (Adept)
    Personality: Nyvis is most often quiet and introverted, although dominating and respect-raising. She adores to feel the subjugation of other human beings and has a light sadism, although the pleasure she gets from inflicting pain is more because of the feeling that she is giving scoundrels what they deserve, instead of directly gathering joy from causing harm to others. Nyvis can prove to be strong and independant, although it is possible to gain enough confidence from her to make her speak of her sorrows and regrets, which can mar. Such has never happened.

    Equipment:
    • A full imperial heavy armor set, the helmet is not used frequently - This is Nyvis' usual clothing as well while she tends Drahonnal. Despite having no allegiance to the Empire, she likes the leadership it promotes.
    • An executioner's axe - Nyvis blocks, attacks and executes prisoners with this blade as her weapon of choice.
    • A slightly revealing armor for female executioners - Used mostly for tradition during punishments. Wearing it while punishing a prisoner slightly turns Nyvis on, but it is far from uncontrollable.
    • Unsharpened shock enchanted iron daggers - This tool quickly became the guards' best friend to stun uneasy prisoners or simply punish them. Nyvis follows the tradition by having a couple of them in her belt.
    Spells: N/A
    Powers:
    • Bloodlust - As soon as Nyvis makes an enemy that defies her dominance bleed for the first time in a day, she feels pumped up and deals extra damage for a while.
    Combat Style: Nyvis is a powerhouse, which means she despises most blocking and focuses more on devastating her enemies with her axe if they feel like fighting back. If the enemy flees, she will rely on her dexterity to throw one of her daggers and electrify the enemy long enough to gain closure.

    Health: High
    Magicka: Low
    Stamina: Medium

    Likes: Making criminals pay, Order, Loneliness, Dominance
    Dislikes: Crime, Anarchy, Nightmares, Fear, Feeling subjugated
    Acquaintances: All the guards in Drahonnal

    Bio: Few know Nyvis was once a delicate fragile girl. Her life had been as normal as it could until she turned 15. As a safe citizen of Solitude, she carried some money and walked alone far too often. A man would soon take advantage of such and robbed her. After taking Nyvis' money, he tried to abuse of her intimately, but luckily, the guards intervened and put the man down. Since then, her passion for law and order grew stronger. It was time she became tougher. Letting her hair grow and tying it into a long braid is one of the symbols of how her life radically changed. She started to practice with longswords and heavy armors, not to mention claiming her own bounties very soon. The rest is known by nearly anyone nowadays. Nyvis conquered Drahonnal, hardened it, punished, killed, slaughtered and all the other possible brutalities until she became the fearsome jail master everyone sees in the middle of the dark mines.
    Misc:
    • Nyvis' axe has never been washed, and has a lot of blood from the first Drahonnal Massacre and other petty executions.
    • She is somewhat of a feminist, feeling empathy towards the women that are sent to her jail. The punishments are all the same, but she is less rude to women, and lets them choose when their torture begins.
    Enemy Factions: None

    Most hated foes: Criminals
    Weakness: Like most fighters, Nyvis has little protection against magic, other than the dull magicka draining knife
    Strength: Most of her foes are weakened, wounded and feeble, giving her a head start that few prisoners would be able to best, even if they had their equipment. With shivs and rags, victory is nearly hers.

    Description: Dialogue in a Haafingar bandit camp
    - Boss, Sarnek has been caught by the Imperials in Solitude.
    - What?! Can we get to the chopping block before they kill him?
    - Sir... He was sent to... Drahonnal.
    The bandit chief grabs a medallion from under Sarnek's former bed and holds it before his eyes.
    - Why are you holding his heirloom?
    - Sarnek is dead. It is best if we don't punish our minds by imagining how they took his life in Drahonnal... I am preparing this amulet for his funeral.
    - But... weren't we going to save him?
    - Shut up, fool! No one leaves Drahonnal! Those that manage to crawl out of there aren't even themselves anymore... And what they see inside keeps them from going away for too long... Nobody comes out of that forsaken place... Neither prisoners or guards...
    - But...
    - What do you want?! I hate speaking of Drahonnal and the many men we've lost recently to it! Do you want to get fed your own semen and flesh by Nyvis! Go away!


    Color: "On your knees! You will all learn to obey!"
     

    shadowkitty

    Mistress of Shadows
    This is my RP colour
    Name: Shadow (not her real name)
    Sex: Female
    Age: 20
    Race: Nord
    Relationships: Likes the company of men
    Affiliations: A rogue, former Dark Brotherhood member, now freelance assassin.
    Appearance: Medium height and slim build with ample bust. Blonde, longish hair with light blue, piercing eyes. Looks sweet and innocent but is anything but.
    8639684650_4600196a4f_h.jpg


    Dress: Usually dresses like a local to blend in, but will wear black assassins clothing for night time jobs. Black hooded cloak.

    Weapons: favours a small, compact crossbow, but will also use her twin curved daggers (poisoned if needed)

    Tactics: Prefers to hide in the shadows and attack from a ranged position. Will use any means to get close to a target. Likes to play with her target before taking them out. Delights in torture at times. Expert in conveying an aura of innocence but is really calculating and analyzing the scene. Always thinking.

    Bio: Against her parents’ wishes, Shadow left her small village to seek out her own living when she was old enough. She found survival on one’s own to be harder than she expected and spent many lonely, cold nights in the wilds, and back alleys of Skyrim’s cities. One night she disturbed a man climbing out of a window, and he almost killed her. She begged for mercy and the man took her back to his hideout, which happened to be the Sanctuary of the Dark Brotherhood. Again Shadow had to plead for her life when the leader was more inclined to kill her.

    He spared her life (he was going to do so anyway, just wanted her to think she owed him a favour) in exchange for her servitude in the Dark Brotherhood. She was trained in the ways of stealth, and manipulation. She also learned how to use weapons befitting an assassin. She acquired two curved ebony daggers and a small, compact crossbow which became her favourite weapon. Shadow’s first assignment went off without a hitch and she soon became a valued member of the Brotherhood. She was named Shadow by the Brotherhood during her initiation ceremony.

    Shadow spent a couple of years working for the Brotherhood, becoming well known for her devious ways in acquiring a target. She would stop at nothing to complete her assignment. One night, on a job, she made a mistake and accidentally killed a boy who had stumbled upon her, in the act of killing his father.

    Shadow was filled with remorse and regret and struggled to carry out further jobs after that. She questioned the necessity of her assignments, something in which a hired assassin should never do. Soon the leader of the Brotherhood began to distrust her and Shadow fled the sanctuary, feeling like there was a target on her back.

    She began to take freelance jobs, earning a good amount of money. Her one rule though was to always do her research before she would take a job. *

    Personality: Good- friendly to those she trusts, and very loyal. Can be extremely affectionate. Will try anything and is not afraid of hard work. She is a good person to have with you in a fight. Is quick witted. Strong willed and won’t give up on anything, or anyone.

    Bad – Shadow has another side to her that people find surprising, as they tend to misjudge her because of her looks. She can be malicious and cruel at times. Sometimes treats men like they are her prey. She can be sneaky and almost seems like she disappears at times. Can sometimes be consumed by a dark mood and prefers to be alone when this happens. Has a fascination with receiving pain, and sometimes seems to welcome it.

    Capture: Shadow was always aware that she was being tailed by members of her former Brotherhood, but she was wary and alert. She took a job from a client after she had made sure she had checked it out extensively, but, during the assignment she was captured, presumably set up by the Brotherhood. Why did they simply not kill her? She asked herself the same question. She believes money exchanged hands as she was sent to Drahonnal Prison, where any punishments there was worse than a quick death. This is what the Brotherhood wished for her, to know what suffering awaited you if you left their family. She was to be their object lesson.
    Shadow will be a new comer to the prison. She will convey an aura of sweet innocence when she first arrives. She will be dressed in the typical prison garb and be armed with a shiv. She will be looking to make at least one close acquaintance when she arrives on the prison floor.
     

    Writes-Many-Posts

    Champion of Grottos and Gremlins
    We are, but if she takes too long I will create the IC thread and let her join in the middle of the story
     

    Irishman

    Well-Endowed Member
    Ok, iv been meaning to add this to my CC since i posted it..

    Imprisonment - After being captured, Cyrus was taken in an armoured and heavily escorted wagon to a fortified jail facility outside of Cheydinhal, Cyrodill. 9months after his imprisonment, Silvertongue, with help from The Hegathe Princes, planned an extravagent jail-break. The plan however was crushed before it really even began for reasons that Cyrus is still yet to discover. Although, he does suspect treachery within his organisation. The authorites in Cyrodill decided to move Silvertongue away from his Cartel's influence to the province of Skyrim. Once again he was escorted as a high risk felon and after a one month stint in Cydhna Mine to clear paperwork, Cyrus arrived at his destination; Drahonnal.



    Also, Im not sure how we are planning to start the Rp but i was thinking that maybe we could have a new prisoner(s) come into Drahonnal? It mixes up the atmosphere and gets emotions running high in any prison when 'new blood' is introduced (alliences formed, dominance shown, pecking order etc)...

    Just a suggestion :p

    Dunno how many of you guys have seen Shawshank Redemption? Well i was thinking (again:D) that as we have a few new bloods (Shadow, Jaxx, Carina) that perhaps my character (who has been an inmate for 10years) can be sorta be like what Morgan Freeman plays in that movie.

    For those that dont remember/ havent seen it, here is a quote from his character:

    "There must be a con like me in every prison in America. I'm the guy who can get if for you; cigarettes, a bag of reefer, if that's your thing, a bottle of brandy to celebrate your kid's high school graduation, damn near anything within reason. Yes sir, I'm a regular Sears and Roebuck."

    What else have we got Lepids for ;)

    Again this is UP FOR DISCUSSION! im not trying to run the show or take away from WMP/UnLonged's creativity, im just suggesting...
     

    Writes-Many-Posts

    Champion of Grottos and Gremlins
    I was planning to make Jaxx's arrival on a Thalmor carriage in the same post as Nyvis', but I chose to let you guys first introduce your own characters. Yes, that's the plan for the beginning. I do like the idea of having your character as a smuggler, but I would appreciate it if no extravagances like wines or food above bread were traded. I mean, mostly rags, skeever flesh, shivs tied together to make a bigger weapon, and, in extreme cases, an ale or chunk of bread. What do you think UnLonged?
     

    Writes-Many-Posts

    Champion of Grottos and Gremlins
    Once somebody else introduces their prisoner, Jaxxy will come!
     

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