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The Elder Scrolls: A Tower of Brass [OOC | OPEN]

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The Armed Republic of Dutch Coolness
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The Elder Scrolls: A Tower of Brass [OOC | OPEN]

Postby The Armed Republic of Dutch Coolness » Fri Oct 27, 2017 3:41 pm

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THE ELDER SCROLLS: A TOWER OF BRASS


IC Thread




"The Elves were dividing; some, like the Altmer, did their best to advocate "the will of Anuiel" and so embraced the chrysalis of the Convention; others, like the Chimer, refuted all orderings and aedric measures, following their prophet to "the Stone that is not a Stone that is." The most nefarious Tower, Walk-Brass, refuted even more, refuting unto dis-creation, but we shall come to its role in the present danger to Emperor Actual in a moment. It is but a lesser pawn to the greater evil:

The Tower of White-Gold, whose Stone is Chim-el Adabal, Amulet of Kings, whose masters are returning. I speak of course of the Ayleids, for which "sometimes" was not good enough."


- Nu-Hatta, from te Nu-Mantia Intercept




The Empire, founded by Tiber Septim at the onset of the Third Era, is in turmoil. The Septim line has ended, and Potentate Ocato of Firsthold was assassinated. Cyrodiil was in chaos, until eventually the Colovian warlord Titus Mede, first of his name, seized the Ruby Throne, capturing the Imperial City before being crowned the Emperor of the Empire of Tamriel.

In Morrowind, Red Mountain burst, causing untold devastation upon Vvardenfell and Morrowind in general, and Baar Dau fell down upon Vivec City. In the Red Year's wake, the Argonians, bent on revenge and guided by the Hist, invaded the Imperial province, crippling the Great House Telvanni before eventually being halted by the warriors of House Redoran. Black Mars, as well as Elsweyr in the south, secede from the Empire as streams of refugees flee from Morrowind to Skyrim.

In the west, the forces of Hammerfell and High Rock combined take advantage of the Empire's turmoil to once again sack the city of their long-standing Orcish enemies, Orsinium, with the Orcs fleeing to Skyrim in the east as well, establishing their new Orsinium in the Druadach Mountains between Skyrim and Hammerfell.

The greatest of the Empire's woes, however, would come from the Summerset Isles. With Crystal-Like-Law sundered in the wake of the Oblivion Crisis, the small political group known as the Thalmor seized power and assumed total control of the former province of the Empire. Starting a coup in Valenwood, removing the Imperial government from the Bosmeri homelands, the Thalmor orchestrate the recreation of the Aldmeri Dominion that had once been vanquished by Tiber Septim's forces, with all contact with the Empire being severed.

Titus Mede I's spy network, however, has picked up troubling news from the Dominion's lands. What few informants remain within the lands of Alinor and Valenwood,
as well as several mages of the College of Whispers and Synod, have picked up signs that the Dominion's agents are working on locating and claiming a powerful weapon that was thought to be lost to time since the founding of the Third Empire. With the already threatened Empire's future at stake, the Elder Council has ordered for a group to be assembled for a mission as strange as it is vital to the continued existence of Tiber Septims legacy...





This roleplay will take place in the Elder Scrolls universe and as such it's probably recommended you have at least some base knowledge on the setting - such as by having played one of the games! The timeframe of the RP in the rather massive timeline of the setting has already been introduced in the introduction above: it is set between the games Oblivion and Skyrim. There'll be certain elements included in the roleplay that draw on some of the setting's more obscure lore, but knowledge on this is not necessary at all - your characters wouldn't really know about such things either, after all!

In short, however, this roleplay is all about a Dungeons & Dragon-esque adventure, where a somewhat misfit band of characters goes on a heroic quest to save the Empire! The player characters will be drawn from a variety of groups that will be detailed below, although if you have any other ideas or suggestions for where your character might've been drawn from, do feel free to ask about it!

Characters from the Blades and the Penitus Oculatus will be a part of the Emperors spies and bodyguards. The Blades are an elite, martial order in service of the Empire. They do not truly serve Emperor Titus Mede, however, but perceive the Aldmeri Dominion as a great threat and as such work as spies and covertly combat them, albeit without much in the way of support. The Penitus Oculatus serve as Titus Mede I's bodyguards, as well as his spies and assassins. As well as members of these two organisations, the Empire employs a variety of spies and agents both within its own borders, and abroad.

Members of the Synod and College of Whispers study and work at the Arcane University for one of those two organisations, following the disbanding of the Mages Guild at the start of the Fourth Era. While the Synod focuses their efforts on reclaiming ancient artifacts, magic, and technologies from the past, the College of Whispers focuses on the creation of new weapons and methods, not shying away from the usage of things such as necromancy and conjuration.

Last but not least, for this mission some of the last remaining Imperial Mananauts, the mysterious void-travelers that worked in service of the Elder Council during both Reman's Second Empire, and Tiber Septim's Third Empire. Mysterious figures with often equally mysterious experiences and ways, it's recommended that only players with a broader understanding of the setting's lore and the Mananauts and related themes respectively choose to play as one of these.




Rules




As always, there are some rules in place - these shouldn't be too hard to follow, I believe, and are pretty much common sense, but regardless:

  • Follow the site's rules.
  • Don't godmod/metagame/etc.
  • Use correct grammar and spelling.
  • Minimum IC post size should be one paragraph compromising of at least 4 lines.
  • For now, you're allowed one character - he or she should not be a Canon character, and if they're related only distantly so (exceptions for minor characters), at my discretion.




Application



Code: Select all
[size=135][b](CHARACTER NAME HERE)[/b][/size]
[hr][/hr]
[b]Race:[/b] Playable races only.
[b]Gender/Sex:[/b]
[b]Age:[/b]
[b]Appearance:[/b] What do you look like? Description and/or picture
[b]Class:[/b] What is your class? Check the Elder Scrolls wiki or UESP for more info if required!
[b]Attributes:[/b] Pick three, from: http://en.uesp.net/wiki/Oblivion:Attributes
[b]Skills:[/b] Pick seven and list how accomplished your character is in them (keep it balanced!), from: http://en.uesp.net/wiki/Oblivion:Skills
[b]Occupation:[/b] What do you do?
[b]Equipment:[/b] What equipment do you use? Equipment includes armor, weapons, and any other gear you might use.
[b]Weaknesses:[/b] What are you really bad at/What are your weaknesses?
[b]Bio:[/b] Two paragraph minumum.
[b]RP Sample:[/b] One or more. You can also write one for this RP specifically.
Last edited by The Armed Republic of Dutch Coolness on Tue Nov 07, 2017 9:30 am, edited 3 times in total.

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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Fri Oct 27, 2017 3:41 pm

Characters




Imperial Mananauts of the Elder Council
Satha Andaeril - Dunmer, former Imperial Mananaut.
Gurash gro-Morgul - Orc, Imperial Mananaut.

Agents of the Empire
Severian Thierry - Breton, Blades agent.
Verica Sparrowheart - Reachwoman, forced to work for the Empire.
Sisk'r Galthees - Argonian, Oculatus assassin and part-time fruit stall owner.
Reynaud Bellamont - Breton, Oculatus agent
Jo'taba - Khajiit (Suthay), Blades agent.
Ysolet "Ysa" Shatter-Shield - Nord, Vigilant of Stendarr.
Drelayn Indoril - Dunmer, former Ordinator, currently acting as agent of the Blades.
Last edited by The Armed Republic of Dutch Coolness on Thu Nov 09, 2017 8:12 am, edited 8 times in total.
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Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

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The Armed Republic of Dutch Coolness
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Posts: 29177
Founded: Dec 02, 2012
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Postby The Armed Republic of Dutch Coolness » Fri Oct 27, 2017 3:41 pm

Satha Andaeril


Race: Dunmer
Gender/Sex: Female
Age: 328 years old, as of 4E35. Older than Dunmer tend to grow thanks to the usage of magic to extend one's lifespan - as the Telvanni especially are known to do.
Appearance: As pictured. Blind in one eye.
Class: Nightblade
Attributes: Agility, Intelligence, Willpower
Skills: Acrobatics (Apprentice), Athletics (Apprentice), Light Armor (Apprentice), Blade (Apprentice), Alteration (Master), Destruction (Expert), and Restoration (Journeyman).
Occupation: Researcher, mage, and now a Mananaut once again!
Equipment: Armor fashioned from a combination of leather, cloth, and chitin, combined with an old, leather mask as worn in days long gone by the Imperial Mananauts. Several leather pouches hang from her belt, combined with a simple leather bag, to hold a variety of items such as potions of healing and magicka, bandages, lockpicks, and a few books. In the way of weapons, Satha carries an ebony sword on her person, a familial heirloom, as well as a simple, steel dagger of Dunmeri making.
Weaknesses: As arrogant as can be expected of any Telvanni, Satha will never admit any of her weaknesses - be it to another person, or even herself sometimes. She has never been a particularly strong Dunmer, physically, and has suffered from such in the past, typically calling on her servants, assistants, apprentices, or magic to do things such as heavy lifting for her - or any other laborious tasks, for that matter. Having acted in her own interests, and her own interests alone, in practically any given situation before, Satha is a selfish person and one that many find hard to like. As a result of her selfish nature, she is prone to making decisions that, for a group endeavor such as this, may bring some very bad consequences with them for not only her fellows, but herself as well. Finally, she is easily distracted by things that catch her eye, her mind trialing off as she starts pondering on whatever it is that has caught her interest.
Bio: Born in 3E140 on Vvardenfell to a Telvanni family, Satha Andaeril was destined to become a mage from the start. As a young girl, she would be taught about magic from the finest instructors her parents could afford and bring to her (namely, themselves). While the Telvanni normally do not even consider the outside world much, Satha's interest was caught by news that a Dunmer had been crowned Empress - growing to be one of the Third Empire's most popular monarchs while at that, especially among those not of the Empire's ruling noble class. Either way, Satha's lessons continued as usual and her knowledge on the arcane grew immensely.

Years passed and Satha became an adult - and a proper Telvanni apprentice while at that! The very first errand she ran for her master, coincidentally her father, was to go to the Imperial City and to recover a few tomes that were of interest to her parents from the Arcane University. The journey was a long one, but eventually the young Dunmer arrived in the Imperial City and set about getting her hands on those books that were of such great importance to her dearest parents (although not important enough for them to see to the matter personally, of course). Alas, the inferior mages at the Arcane University took their good time with getting the whole business sorted for her, and as a result Satha had to spend several weeks in the Empire's capital, experiencing the wonders of the many cultures of Tamriel. Of course, it wasn't quite as wonderful as it could be, and Satha concluded that Dunmeri culture - and that of the Great House Telvanni especially - was, by far, the superior one. Still, some of the mages at the Arcane University had some interesting things to say and talk about, so things could have gone worse. Eventually, with her mission complete and a couple of obscure books now in her possession, she returned to Morrowind to continue her studies.

Times went by as she continued to hone her skills. Empress Katariah passed away, as did her successor, and Cephorus the second was crowned Emperor, although a Civil War between him and his cousin would naturally follow - uncivilized as the Imperials were about their ways of politics and scheming in comparison to the Great Houses of Morrowind. Interesting news reached her, however, when word came that the Elder Council was seeking to reinstate an old project of a rather peculiar nature. With becoming one of Sotha Sil's Clockwork Apostles seemingly being something impossible to her, and with her various encounters with Imperial culture at that point, Satha decided to do the controversial thing and set off for Cyrodiil, to become an Imperial Mananaut. The project turned out to be short lived thanks to several unfortunate circumstances, as well as the incredible costs it brought with it, but she picked up on some interesting new experiences during the time.

Heading back to fair Morrowind and Tel Mora specifically, leaving more than a few Civil Wars and disastrous invasions into Akavir behind her, Satha resumed her studies as a Telvanni mage for the years that would follow. Through the countless events that followed, she sticked to herself and those in her vicinity, only ever leaving the comfort of home to go and investigate whatever it was that she thought would be of help during her studies. The Oblivion Crisis proved to be an interesting distraction, with the many gates to the Realm of Mehrunes Dagon opening throughout all of Tamriel, but ultimately they came and went, too.

The Red Year, however, did not. Red Mountain erupted, Baar Dau crashed on Vivec City, and Vvardenfell was devastated by natural disaster. As luck would have it, Satha herself was in southern Morrowind when it happened, investigating some ancient Daedric ruins. The Dunmer was devastated upon learning of the demise of her parents and, even worse, her personal library and the many invaluable works contained within. To make things even more complicated, it would not take long for the Argonians to seize the moment to invade the crippled nation of Morrowind, wreaking havoc on the Great House Telvanni's holdings especially. Many Dunmer fled westwards, to Skyrim, and Satha went westwards as well, although settling on sticking around with her entourage by the Velothi Mountains - the Nords' homeland was far too primitive for people such as herself, after all.

Eventually, a message was brought to her, coming from the (apparently still functional!) Elder Council itself. Deciding to, for once, indulge them, Satha traveled to the Imperial City once again, where she was informed of a mission that would be vital to the Empire's continued existence. While that by itself wasn't all that interesting, the opportunities it would provide most definitely were, and so it was that she agreed to aiding the Empire in this affair - although not before ensuring she would have a prominent position within it all, as befitting to someone of her station, to the woes of the Penitus Oculatus and perhaps the Elder Council itself.
Last edited by The Armed Republic of Dutch Coolness on Sun Oct 29, 2017 2:03 pm, edited 4 times in total.
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Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

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Sarejo
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Postby Sarejo » Fri Oct 27, 2017 3:42 pm

Teggy
Cheers mates.

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The Armed Republic of Dutch Coolness
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Founded: Dec 02, 2012
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Postby The Armed Republic of Dutch Coolness » Fri Oct 27, 2017 3:54 pm

Sarejo wrote:Teggy

Mananauts awaken!
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

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The Ik Ka Ek Akai
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Founded: Mar 08, 2013
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Postby The Ik Ka Ek Akai » Sat Oct 28, 2017 1:36 am

Obligatory "joke before I do a real thing"

SKELTAL BONES


Race: Imperial
Gender/Sex: Male
Age: Dead
Appearance: With clothes, and without
Class: Bard
Attributes: Personality, Intelligence, Luck
Skills: Blade (okay)
Block (okay)
Illusion (very good)
Alchemy (knows some stuff)
Light Armor (not bad)
Mercantile (now we're getting somewhere)
Speechcraft (top notch)
Occupation: Play music and spook individuals
Equipment: Glass dagger and a trumpet
Weaknesses: Although Skeltal, or Mr. Bones as he is sometimes known, is an excellent boon to nearby allies, and his skills at persuasion far surpass others, his frightening appearance, lack of vocal chords and lungs, and total deficiency in padding such as skin and muscles makes for a poor warrior or even rogue.
Bio: Vittorio Vatinius was your average Imperial citizen once. A charmer, really a playboy, he was a citizen of Kvatch. His name was widely known, and he bedded women across Cyrodiil. He felt in his peak while doing so- in such hedonism was one of the only places he could find any sort of peace. His mind was troubled by the stresses of his aged and overbearing father, and his deceased mother offered no comfort. Although he was but a young man, Vittorio soon become the patriarch and sole member of his branch of the family when his father was killed in a bandit raid. Although the wealth of his father's mercantile station and the imperial pension of his veteranship would keep Vittorio afloat without real effort, it did not stop the young man from becoming bankrupt in a new way. His life feeling empty, the Imperial acquired a looser morality and struggled to fill the hole he felt in his life without any close kinsmen.

Turning to the brothels of the land, he became known in Kvatch as a brooding drunk of noble status but poor character. He always carried his father's old knife with him, a token to remind him of the only kin he'd known. Though the blade was comforting and protective, always able to get him out of a bad situation in a pinch, it was also piercing and dangerous- in a sense, the sentimental value was a perfect representation of the relationship the two men had held. Vittorio found a comfortable, if unfulfilling, life within the city of Kvatch as time went on. Then, everything changed when the Daedra attacked.

Falling under siege, he grabbed his father's dagger (a war trophy) and attempted to sneak out. Discovered, he put up a valiant defense with other citizenry only to be slain on the spot. He was spared the torturous horrors of oblivion, though his body would be desecrated by kynvals and left to rot in the streets as the Hero took to reclaiming the town. As one of many dead littering the streets, he was given a shallow and unmarked grave beyond the city limits, nobody to pay respect to his burial, nobody to offer condolence to or to have pity for him, Vittorio at last found the peace he had been seeking, all alone.

It did not take long for necromancers to jump on the opportunity- a vast collection of shallow graves for victims of the war, bodies few might miss and would take but a fraction of the time to access. Vittorio was among these bodies, raised as a thrall to the wicked mage, ripped from the peace he had suffered so long for back into the living world. The life he knew now was not a pleasant one- it was mindless, menial, he was aware of his situation and was able to think fully on his own, to act on his own will, but he felt no strong emotions nor desire. As his work for the necromancer continued, his body and clothing continued to decay until at last all he had was his father's dagger.

One fateful night, the necromancer seemed to simply disappear. Perhaps he died, perhaps he moved on, perhaps he made himself a new thrall and abandoned the old to roam endlessly like the sickly draugr of the north. Vittorio was lost, he began to stumble back to his old home in Kvatch for he knew not what else to do. Moving through his own door, seeing his home in ruin and untouched by the people of the town, he simply began to retake the place. Rumors began to circulate that the old Hedonist had risen from his deathful slumber to haunt his home in misery, and in a way, they were right.

As time passed, the story of Vittorio quickly became but a memory. The world was changing, the town being rebuilt, the crisis over, and people moving on. New stories were being written. New people were coming into the wide world. The name "Vittorio Vatinius" became but a whisper of survivors and elders, the children in the street simply knowing him as "the ghost in the old abandoned house", sighting him sometimes peering out the windows in lonesome misery, giving him the affectionate name of "Mr. Bones". One child, dared to spend the night in the home and driven out quickly, told of a "Skeltal thing" with his untrained and unrefined childlike speech. Thus, the names "Skeltal" and "Mr. Bones" converged, "Skeltal Bones" became the new identity for the new generation, and Vittorio Vatinius became ever more lost.

The first contact with the empire came when local authorities decided to take action against the rumors and legends surrounding the old house. All sellswords hired had run away in fear, later giving recollections of vague horrors and some speaking of the strong emotions they felt within the house. Upon even entering they said they felt the despair of the place. Some felt calm, though uneasy. Others began to panic further in, feeling aggression. All ended the same, though- an unspeakable fear of nothing in particular driving them away. The authorities who responded to the call went through all the same motions, but refused to flee. This was when Vittorio revealed himself, and began to fight. He drove out the officers, and found a brief peace once more.

The officers did their research into the matter. They learned the tragic tale of Vittorio Vatinius, his descent into despair, and his untimely death. Trying the house once more, well-informed now, they engaged in dialogue with Vittorio. Unable to speak, all he could do was direct his magical breath of unnatural life into an instrument to respond. A rudimentary communication was drawn, a simple 'yes' and 'no' questioning using the tones of the brass he had used. It was through this that the officers ensured Vittorio that his home would be no longer disturbed under the local law, but that the empire was not quite done with him.

Mages from the College of Whispers began to appear. With their occult leanings and preference for the Conjuration school, calling upon hell itself from which to derive their power, the College studied Vittorio. They learned of his great ability in the school of illusion, his ghastly ability to manipulate the will and emotions of others. In due time, he was offered a chance to be an asset to the College, where his skeletal remains were promised a purpose in its unnatural life that the natural life had never known, a fill to the hole that plagued Vittorio in times past. A place where he would belong. Lifting the somber fog that creeped throughout his home, the creature decided to give the College a chance, any chance- although he would be no student nor even officially in the hierarchy at all, treated as an asset or weapon more than a revived being, he was not troubled. It was time, he figured- his purpose had come. He had to move on, his unsettled business within the city of Kvatch- his very existence and acknowledgement of past self- had been all but completed.

Taking with him the glass dagger he loved so dearly in life, as well as his magical Trumpet of Fortify Calcium, the being now known as Skeltal Bones began one wild ride with the College. Having been to several adventures with only the boldest of conjurers, demonstrating his relative free will as a raised being alongside his magical prowess, he aided the cause of the College of Whispers time and time again. He likewise filtered out the weaker willed mages, becoming himself something of an initiation rite for higher levels of the College. Those who were strong bore through it and came to accept Mr. Bones, while those who were weak willed simply cried "I want to get off Mr. Bones wild ride!" Nobody could blame them- a wild ride it was indeed to behold a decayed mage guiding one over the hills on a horse or through the ruins of the land armed with nothing but his bare essentials.

That is how Vittorio came to this adventure. Deployed by the College for the benefit of the entirety of the empire, Mr. Bones was delivered with a simple note stating his value as a mage skilled in illusion. Be it magical light, bouts of bravery and strength for allies, his knowledge of mixing drinks, or his ability to temporarily destroy the mind of his enemies with aggressive fear and frenzy spells, Vittorio is a powerful curiosity of the College whose attendance would be not only beneficial, but a strong show of support for the Emperor by surrendering such an unusual thing of their ranks to the imperial effort.


RP Sample: maybe some other Elder Scrolls rps I dunno
Last edited by The Ik Ka Ek Akai on Sat Oct 28, 2017 1:47 am, edited 1 time in total.

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The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Sat Oct 28, 2017 1:53 am

The Ik Ka Ek Akai wrote:Obligatory "joke before I do a real thing"

SKELTAL BONES


Race: Imperial
Gender/Sex: Male
Age: Dead
Appearance: With clothes, and without
Class: Bard
Attributes: Personality, Intelligence, Luck
Skills: Blade (okay)
Block (okay)
Illusion (very good)
Alchemy (knows some stuff)
Light Armor (not bad)
Mercantile (now we're getting somewhere)
Speechcraft (top notch)
Occupation: Play music and spook individuals
Equipment: Glass dagger and a trumpet
Weaknesses: Although Skeltal, or Mr. Bones as he is sometimes known, is an excellent boon to nearby allies, and his skills at persuasion far surpass others, his frightening appearance, lack of vocal chords and lungs, and total deficiency in padding such as skin and muscles makes for a poor warrior or even rogue.
Bio: Vittorio Vatinius was your average Imperial citizen once. A charmer, really a playboy, he was a citizen of Kvatch. His name was widely known, and he bedded women across Cyrodiil. He felt in his peak while doing so- in such hedonism was one of the only places he could find any sort of peace. His mind was troubled by the stresses of his aged and overbearing father, and his deceased mother offered no comfort. Although he was but a young man, Vittorio soon become the patriarch and sole member of his branch of the family when his father was killed in a bandit raid. Although the wealth of his father's mercantile station and the imperial pension of his veteranship would keep Vittorio afloat without real effort, it did not stop the young man from becoming bankrupt in a new way. His life feeling empty, the Imperial acquired a looser morality and struggled to fill the hole he felt in his life without any close kinsmen.

Turning to the brothels of the land, he became known in Kvatch as a brooding drunk of noble status but poor character. He always carried his father's old knife with him, a token to remind him of the only kin he'd known. Though the blade was comforting and protective, always able to get him out of a bad situation in a pinch, it was also piercing and dangerous- in a sense, the sentimental value was a perfect representation of the relationship the two men had held. Vittorio found a comfortable, if unfulfilling, life within the city of Kvatch as time went on. Then, everything changed when the Daedra attacked.

Falling under siege, he grabbed his father's dagger (a war trophy) and attempted to sneak out. Discovered, he put up a valiant defense with other citizenry only to be slain on the spot. He was spared the torturous horrors of oblivion, though his body would be desecrated by kynvals and left to rot in the streets as the Hero took to reclaiming the town. As one of many dead littering the streets, he was given a shallow and unmarked grave beyond the city limits, nobody to pay respect to his burial, nobody to offer condolence to or to have pity for him, Vittorio at last found the peace he had been seeking, all alone.

It did not take long for necromancers to jump on the opportunity- a vast collection of shallow graves for victims of the war, bodies few might miss and would take but a fraction of the time to access. Vittorio was among these bodies, raised as a thrall to the wicked mage, ripped from the peace he had suffered so long for back into the living world. The life he knew now was not a pleasant one- it was mindless, menial, he was aware of his situation and was able to think fully on his own, to act on his own will, but he felt no strong emotions nor desire. As his work for the necromancer continued, his body and clothing continued to decay until at last all he had was his father's dagger.

One fateful night, the necromancer seemed to simply disappear. Perhaps he died, perhaps he moved on, perhaps he made himself a new thrall and abandoned the old to roam endlessly like the sickly draugr of the north. Vittorio was lost, he began to stumble back to his old home in Kvatch for he knew not what else to do. Moving through his own door, seeing his home in ruin and untouched by the people of the town, he simply began to retake the place. Rumors began to circulate that the old Hedonist had risen from his deathful slumber to haunt his home in misery, and in a way, they were right.

As time passed, the story of Vittorio quickly became but a memory. The world was changing, the town being rebuilt, the crisis over, and people moving on. New stories were being written. New people were coming into the wide world. The name "Vittorio Vatinius" became but a whisper of survivors and elders, the children in the street simply knowing him as "the ghost in the old abandoned house", sighting him sometimes peering out the windows in lonesome misery, giving him the affectionate name of "Mr. Bones". One child, dared to spend the night in the home and driven out quickly, told of a "Skeltal thing" with his untrained and unrefined childlike speech. Thus, the names "Skeltal" and "Mr. Bones" converged, "Skeltal Bones" became the new identity for the new generation, and Vittorio Vatinius became ever more lost.

The first contact with the empire came when local authorities decided to take action against the rumors and legends surrounding the old house. All sellswords hired had run away in fear, later giving recollections of vague horrors and some speaking of the strong emotions they felt within the house. Upon even entering they said they felt the despair of the place. Some felt calm, though uneasy. Others began to panic further in, feeling aggression. All ended the same, though- an unspeakable fear of nothing in particular driving them away. The authorities who responded to the call went through all the same motions, but refused to flee. This was when Vittorio revealed himself, and began to fight. He drove out the officers, and found a brief peace once more.

The officers did their research into the matter. They learned the tragic tale of Vittorio Vatinius, his descent into despair, and his untimely death. Trying the house once more, well-informed now, they engaged in dialogue with Vittorio. Unable to speak, all he could do was direct his magical breath of unnatural life into an instrument to respond. A rudimentary communication was drawn, a simple 'yes' and 'no' questioning using the tones of the brass he had used. It was through this that the officers ensured Vittorio that his home would be no longer disturbed under the local law, but that the empire was not quite done with him.

Mages from the College of Whispers began to appear. With their occult leanings and preference for the Conjuration school, calling upon hell itself from which to derive their power, the College studied Vittorio. They learned of his great ability in the school of illusion, his ghastly ability to manipulate the will and emotions of others. In due time, he was offered a chance to be an asset to the College, where his skeletal remains were promised a purpose in its unnatural life that the natural life had never known, a fill to the hole that plagued Vittorio in times past. A place where he would belong. Lifting the somber fog that creeped throughout his home, the creature decided to give the College a chance, any chance- although he would be no student nor even officially in the hierarchy at all, treated as an asset or weapon more than a revived being, he was not troubled. It was time, he figured- his purpose had come. He had to move on, his unsettled business within the city of Kvatch- his very existence and acknowledgement of past self- had been all but completed.

Taking with him the glass dagger he loved so dearly in life, as well as his magical Trumpet of Fortify Calcium, the being now known as Skeltal Bones began one wild ride with the College. Having been to several adventures with only the boldest of conjurers, demonstrating his relative free will as a raised being alongside his magical prowess, he aided the cause of the College of Whispers time and time again. He likewise filtered out the weaker willed mages, becoming himself something of an initiation rite for higher levels of the College. Those who were strong bore through it and came to accept Mr. Bones, while those who were weak willed simply cried "I want to get off Mr. Bones wild ride!" Nobody could blame them- a wild ride it was indeed to behold a decayed mage guiding one over the hills on a horse or through the ruins of the land armed with nothing but his bare essentials.

That is how Vittorio came to this adventure. Deployed by the College for the benefit of the entirety of the empire, Mr. Bones was delivered with a simple note stating his value as a mage skilled in illusion. Be it magical light, bouts of bravery and strength for allies, his knowledge of mixing drinks, or his ability to temporarily destroy the mind of his enemies with aggressive fear and frenzy spells, Vittorio is a powerful curiosity of the College whose attendance would be not only beneficial, but a strong show of support for the Emperor by surrendering such an unusual thing of their ranks to the imperial effort.


RP Sample: maybe some other Elder Scrolls rps I dunno

Very spooky though, tbh!
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Kassaran
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Postby Kassaran » Sat Oct 28, 2017 5:26 pm

I'm interested, I'm applying, but can't do so right now. Give me a few hours though.
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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Sun Oct 29, 2017 3:15 am

Kassaran wrote:I'm interested, I'm applying, but can't do so right now. Give me a few hours though.

Neat!
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Dunree
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Postby Dunree » Sun Oct 29, 2017 8:35 am

(CHARACTER NAME HERE)


Race: Bosmer / Wood Elf
Gender/Sex: Male
Age: 80 years (Roughly equal to a 26 or 27 year old human)
Appearance: Will add later when I find a suitable pic
Class: Agent
Attributes: Personality, Agility, Intelligence
Skills:
Speechcraft:
Conjuration:
Illusion:
Sneak:
Marksman:
Security:
Alchemy:
Occupation: Spy/Agent - undecided as to which organisation yet tho
Equipment: What equipment do you use? Equipment includes armor, weapons, and any other gear you might use.
Weaknesses: What are you really bad at/What are your weaknesses?
Bio: Two paragraph minumum.
RP Sample: viewtopic.php?f=31&t=426622

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Pacific Brotherhood of Steel
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Postby Pacific Brotherhood of Steel » Sun Oct 29, 2017 11:42 am

tag

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Rodez
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Postby Rodez » Sun Oct 29, 2017 11:55 am

Oooh, another one. Nicely done, Dutch.

I'll probably go for a Breton again. About what year is this supposed to be set in?
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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Sun Oct 29, 2017 11:59 am

Rodez wrote:Oooh, another one. Nicely done, Dutch.

I'll probably go for a Breton again. About what year is this supposed to be set in?


4E35!
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Rodez
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Postby Rodez » Sun Oct 29, 2017 1:04 pm

Severian Thierry


Race: Breton-Imperial
Gender/Sex: Male
Age: 38
Appearance: edgy
Class: Rogue
Attributes: Personality, Strength, Endurance
Skills: Blade (Expert)
Light Armor (Master)
Athletics (Expert)
Sneak (Journeyman)
Illusion (Apprentice)
Block (Apprentice)
Mercantile (Journeyman)

Occupation: Freelancer, and now a Blade
Equipment: Ayleid longsword Skinstrider with frost enchantment, boiled leather armor with some additional chain-mail reinforcement and components, potions and rations for the road, a glass dagger for close quarters
Weaknesses: Severian is pretty inept when it comes to magic, apart from Illusion, so he depends on others for magical assistance. He is also uncomfortable and inexperienced with heavy armor and blunt weapons, leaving him with a relatively limited range of weapons he can use effectively.
Bio: Severian was born in 3E 330 to a Breton knight of Wayrest and his Imperial wife. Although he was initially groomed to be a knight like his father, Severian ended up falling in with some the more suspect individuals on the Wayrest streets. At age seventeen, he ended up with the Thieves' Guild after spending his teenage years as an amateur pickpocket. His teenage activities estranged him from both parents and got him fairly ostracized from the Breton higher society into which he had been born.

His stint with the organization was not to last long, however. On one assignment just a few years later, Severian fell into a heated argument with a fellow thief over accusations of his partner skimming gold off the Wayrest guild. It is not clear precisely what happened, but blades were drawn and Severian had his opponent dead on the ground in a matter of seconds. Predictably, he was forever expelled from the Guild for murdering a fellow thief. With few prospects remaining in High Rock, Severian worked odd jobs and tried to keep a low profile for two or three years while bouncing around Cyrodiil and then Hammerfell.

In the aftermath of his expulsion and subsequent adventuring, Severian found his way to Sentinel, where he entered the service of the Forebears faction as a retainer and agent. In those tumultuous years, he fought in several engagements during the civil war against the Crowns. Eventually, the Blades network in Hammerfell recruited Severian into their ranks and set him to work conducting counter-espionage operations against the Thalmor in the desert province. So far his track record has been successful enough that he has been selected by the Elder Council for a new mission of utmost secrecy.


RP Sample: U know me tho
Last edited by Rodez on Thu Nov 09, 2017 4:17 pm, edited 2 times in total.
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The Ik Ka Ek Akai
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Scandinavian Liberal Paradise

Postby The Ik Ka Ek Akai » Sun Oct 29, 2017 1:29 pm

Verica Sparrowheart


Race: Breton (Reach)
Gender/Sex: Female
Age: 18-20
Appearance: If you need a picture this is the best I can find honestly. Maybe make the eyes brown.
Class: Spellsneak
Attributes: Speed, agility, willpower
Skills:
Light armor (Oh yes quite proficient at wearing things)
Sneak (A tricky little bugger)
Blade (Not the first choice, would rather avoid combat, but a good backup for when it happens)
Athletics (A long tribal life has given this character a hardy and hearty constitution0
Obligatory destruction (Good for setting traps, keeping enemies at bay, and so on)
Illusion (For buffing/debuffing, it's more a secondary support to actual combat)
Persuasion (Honor and honestly, plus the Reachmen have a habit of being charismatic despite their circumstance)

Occupation: Cultist
Equipment: Other than the traditional clothing of the Reachmen, which is itself a type of armor, in her possession was a Forsworn Sword lined with sharp fangs like a saw. A few bits and baubles of jewelry were also present, though they had no seeming purpose other than decoration. Among these, apart from bracelets and necklaces, are feathers and strings for decorating the hair. Several potions of naturally-originating poisons were in her leather satchel. In her current state, however, the clothing is all she actively possesses, the rest being held under imperial lock and key until such a time as she is released. Well, everything except a shiv. The strangest item found among her baubles was an enchanted dining fork. After many tests, it was found to have an affinity towards damaging Nords.
Weaknesses: Her weaknesses are not concentrated in one strong field, but scattered all over. In terms of combat, her style relies on heavy use of magicka and stamina, both of which can be depleted and leave her relatively helpless apart from wild swinging. Speaking of wild swinging, she is quite headstrong and aggressive- though she does recognize the great use for sneaking as well, her people primarily use such a skill to lay ambushes and instigate rather than to avoid conflict entirely. Simply said, she is very good at what she does, but not so much at other fields, nor at prolonged and sustained combat.
Bio: Born to a clan of Reachmen, she lived what is often said to be a fairly typical life for them. Growing up, she saw with her own eyes the general brutality of the Nords, and the bloody struggle between the people of the Reach. The first instance of this was when many Nords assaulted their encampment. Through a bloody struggle, the Nords were repelled, and the village elders began planning a retaliation attack. Only six years of age, she watched with curiosity and confusion through the whole thing. When the warriors left, a quarter of them never came back.

Raid after raid began, sometimes brief skirmishes where nobody got hurt, many times only minor injuries, but all through the years there was bloody conflict. As she and the children of the clan grew, it seemed fewer and fewer warriors began to return home. This was not her concern, though- the elders pointed her toward the hagravens that occupied the camps. From these, she was to learn her training. To become a hagraven, one must have excellence in the Old Magics, and so even if one was not destined to become such a bird, they were excellent tutors. She trained, day and night, for years under these beastly beings. It was at the age of 10 that she first saw a Briarheart, "the most dedicated" she was told, "the strongest and bravest martyrs". These were an inspiration, if a bit grotesque.

When she came of age, she began raiding alongside her brethren. It began simple, as setting alight Nordic crops. Sometimes there was security, but it was sparse and few enough that she need not worry. These simple raids sometimes met with retaliation, where she would use bows and arrows to pluck off enemies from a distance. She was told, as were the other younglings, that she was the future of the tribe and had to stay back until she was a more experienced fighter. While disappointed, she understood that the word of the elders was just and wise, and so followed their orders as best as she could.

Things began to escalate around the age of 15, when she got involved with more violent conflicts. These were fighting bandits, robbing travelers, generally becoming a marauder. Her first hand-to-hand combat experiences came from this time, at least, the first ones in reality. All the training she had endured would not be put to waste wounding foes, and she felt her first kill at 16 years of age. Reaffirmed by her peers and the elders insisting it was a good, clean kill of a vile enemy, she began to enter increasing amounts of combat.

At age 18, she learned of the Oblivion Crisis. She began to ponder why the Old Gods were not worshiped by all, and why of all Daedra, there was only one that was scarce spoken of. Why, she pondered, when such a Daedra seemed to fit their cause so well, did they abandon him? She got the answer- this Daedra was a monster, far worse than any Nord. The Elders described the events, and it became clear why, even if the Reachmen were to do such violences against the Nords, it was motivated and honorable- nothing like the dreaded Daedra who sought to destroy the world on his very whim alone.

A few more years of fighting ensued, culminating in a large attack on an Imperial force marching along the roads of the Reach. Swooping from the hills and cliffs, the tribe left many of the enemy force wounded before beginning their retreat. In such ambushes, the goal was never to destroy, only to send a message through as many killed or wounded as possible, and furthermore to weaken the presence of enemy authority against them. After all, with a weaker local authority, the freedom of the tribes to reclaim their hunting ground was all the greater, the security against raids the smaller, and the retaliation attacks much less effective. In the retreating phase, however, Verica was captured. Many brave and cocky recruits ignored the orders of their superiors and began chasing the Reachmen lines down. The tribe was faster, more agile, and able to dodge incoming strikes, but the (relatively) inexperienced Verica ducked into a cave that led to a dead end, hoping to hide, only to be cornered.

A prisoner for a few months, she has become dirtied. Her once beautifully-braided red hair has become undone, reverted to a curly, slightly tangled mass falling far down her back. The war-paint that once terrified foes has faded into nothingness, replaced by patches of the dirt lining her imperial cell. Kept as a hostage, for while the Reachmen are known to make martyrs, they care for those of their tribes, she also holds a position of relative status within her tribe. Their raids have become fewer since her capture, and she is left to dwindle and wither. That is, until a new mission was issued. The fate of the empire, they say. It was a lonely day of fiddling with the locks of her chains when she was approached by an important-looking man seeming to sneer at the sight of her. He informed her that she had an opportunity to earn pardon if she were willing to undergo a simple mission, one distant from the Reach that would have no negative bearing on her clan. When questioned why she was chosen, it was said that the fear she had inspired in the legionaries and the tales they told of the battle made her seem a fit enough candidate, and that the incentive offered, a net loss for the empire the man added, was enough to keep her in line if the various other loyal servants of the empire did not.

She accepted, and now is hauled to meet her new companions.

RP Sample: I dunno

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The Armed Republic of Dutch Coolness
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Founded: Dec 02, 2012
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Postby The Armed Republic of Dutch Coolness » Sun Oct 29, 2017 2:42 pm

Apps accepted and character list updated, excellent!
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Sarejo
Minister
 
Posts: 3143
Founded: Sep 01, 2014
Father Knows Best State

Postby Sarejo » Mon Oct 30, 2017 12:33 am

Gurash gro-Morgul


Race: Orsimer
Gender/Sex: Male
Age: 48
Appearance: Glorious Mananaut.
Class: Sorcerer
Attributes:
  • Intelligence
  • Willpower
  • Endurance
Skills:
  • Alteration (Master)
  • Alchemy (Expert)
  • Mysticism (Expert)
  • Restoration (Journeyman)
  • Heavy Armor (Apprentice)
  • Conjuration (Novice)
  • Destruction (Novice)
    Occupation: Mananaut
Equipment:
  • Steel Cutlass
  • Mananaut Helmet
  • Mananaut Voidsuit
  • Tuning Gloves
  • Amulet of Julianos
Weaknesses: Although Gurash is large, being an orc, and has some knowledge of melee combat, he is not particularly a great or even a good fighter, and as such prefers to hang back or avoid fighting. He also knows little in the way of offensive spells, mostly just knowing magics that would aid him in his studies of the Void and Aetherius.
Bio: As is clear to even the most ignorant residents of Tamriel, Gurash is not your typical orc. He's still large, yes, but definitely on the smaller side of the scale for his race. His hands are softer than your typical orcish beserker, he's more educated, well-spoken, and he generally gives off the air of a scholar much more so than a warrior. Gurash was born in the Morgul Stronghold, located in the mountains of the Reach, just around the turn of the era, right after the end of the Oblivion Crisis.

He was the only child of his father's youngest wife, and lived in the shadow of his other half-siblings until his father was killed when he was young, and his half-brother, the eldest of his father's favorite wife, took over the mantle of chief, but was weak of will. He drank and slept around, leading the stronghold to ruin, and so Gurash and his mother fled to the nearby city of Evermor, where Gurash grew up for the rest of his childhood.

Being taken out of the harsh environment of the stronghold allowed the softer, more scholarly nature of Gurash to shine, and his mother encouraged the intellectual development of her child, and he was so successful amongst his peers that he was personally invited by the Archmage to study further at the College of Winterhold in Skyrim. There he studied the arts of Astronomy, Alteration, and Alchemy, receiving a diploma from the College as a "Magister of Astronomy", and shortly afterwards he joined the Royal Imperial Mananauts, an organization dating back to the time of Emperor Reman, whose members had walked the stars and even colonized the very moons of Nirn, on the backs of grand, majestic Megalomoth Vessel-Fortresses, also known as Voidships. They knew the planes of Mundus better than anyone else on Nirn, and their mission and dedication to the studies of Aetherius and the Void particularly attracted Gurash.

After many decades as an dedicated and exemplary member of the Mananauts, Gurash has been selected as a member of a group formed to protect the interests and security of the Empire from a new threat, one that as of yet was still fairly unclear.
RP Sample: 'Ere you go.
Cheers mates.

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Sindrya
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Posts: 4155
Founded: Jan 06, 2015
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Postby Sindrya » Mon Oct 30, 2017 2:30 am

Tags deployed.

Will Dark Brotherhood characters be able to play a part in this?
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Pilarcraft
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Founded: Dec 19, 2016
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Postby Pilarcraft » Mon Oct 30, 2017 2:35 am

OOC: 4E 35, right? so is this after the Dominion is formed, but before the Dominion becomes a legit threat (night of green fire) or does the timeline mix up for the sake of the story? (Also, what's the premises of the RP, just D&D?)
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The Armed Republic of Dutch Coolness
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Founded: Dec 02, 2012
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Postby The Armed Republic of Dutch Coolness » Mon Oct 30, 2017 3:14 am

Sindrya wrote:Tags deployed.

Will Dark Brotherhood characters be able to play a part in this?

Wouldn't work very well at all - considering it's about a group working in service to the Empire on a super special mission!

Pilarcraft wrote:OOC: 4E 35, right? so is this after the Dominion is formed, but before the Dominion becomes a legit threat (night of green fire) or does the timeline mix up for the sake of the story? (Also, what's the premises of the RP, just D&D?)

4E35, yes. Convenient link to the timeline. The Dominion has been formed and has already gone radio silent. Night of the Green Fire hasn't happened yet, but the Dominion was already a legit threat before that (in the two novels, set in 4E40, the Penitus Oculatus are already waging a shadow war against the Dominion and suspect them of the assassination of the Potentate in 4E10).

As has already been hinted at (I would hope!) the RP will follow a group specially formed to combat a rather specific threat that will be revealed more about as the RP goes on (although the RP's title is already a pretty clear hint as to what it's related to!). The D&D comparison works in that the RP focuses on a band of characters travelling all over the place to stop a certain threat (or big bad guy, as it usually goes!). I've a certain storyline roughly lined out, but with more than enough room for things to go differently.
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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Tue Oct 31, 2017 2:49 am

I'll be putting up the IC later this week - probably best to get your apps finished before then, since although the RP will remain open t may e a bit harder to introduce characters!
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Theodosiya
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Founded: Oct 10, 2015
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Postby Theodosiya » Wed Nov 01, 2017 10:43 pm

Reynaud Bellamont


Race: Breton
Gender/Sex: Male
Age: 27
Appearance: Rather muscular and unusually tall for Breton standard, with scars and bruises adorning his body. Most of the time he hide his face either with cloth or protective mask with the helmet, only leaving his green eyes open. They who've seen him face to face described him as a rather ruggedly good looking guy, with one or two scars on his face.
Image

Class: Knight-Crusader-Spellsword hybrid.
Attributes:
-Strength
-Personality
-Endurance
Skills:
-Blade (Quite skilled, with good understanding of different techniques)
-Heavy Armor (Been conditioned to wore heavy armor ever since his childhood. Understand about the strengths and weaknesses of many types of armor and the weakspots)
-Athletic (He could run pretty fast in heavy armor, and could climb in it.)
-Destruction (Not as skilled as with blade, but still very deadly. Often prefer to use fire magic, sometimes backed up by frost. Occasionally, he'll use lightning)
-Restoration (He's a pretty capable healer, better than average people and skilled enough for serious wounds)
-Speechcraft (Pretty smooth talker and persuasive too. More than enough to gather intel, and somehow attracted girl attention, much to his displeasure).
-Block (Being a warrior, he's definitely more than capable to protect himself. Coupled with the large kite shield he use, he's pretty much unbreakable, although he definitely won't last forever)
Occupation: Penitus Oculatus Veteran Agent/Warrior with lots of adventuring experience.
Equipment: He wore a skull cap with padding that covers the back of the head and cheeks, over it a steel mail coif topped by a Orcish helmet that have Fire-resistant enchantment. He wore a long sleeved shirt made from silk and linen, over it a thick long sleeved gambeson made from wool, linen, troll fur & skin, topped by a short mail shirt made from steel with long plated sleeves, and a orcish breastplate with frost resistant enchantment. His leg are protected with pants made from leather, fur and silk, orcish greaves, thigh guard and boots made from leather, fur and orichalcum, enchanted with lightning resistance . He's armed with a bastard orcish sword, long bladed orcish spear, throwing darts and a kite-shaped large shield made from wood, leather and orichalcum, enchanted with resist magic. He also wore an amulet of Akatosh, a huge leather and fur backpack an bandoliers of pouches containing small pickaxe, cutting axe, survival equipment, bandages and herbs, potions, parchments, ink & quils, a great coat made from fur, linen, wool and leather and few books.
Weaknesses: His sense of self preservation are lower than his willingness to commit his duty or to protect the others. While he would do things carefully and tactically, he would put himself in danger to fulfil his tasks, and if necessary, sacrificed himself so others would survive, or the task given fulfilled.
Bio: Violence is something that Reynaud pretty familiar with, if not really like. The third son of a landed Breton minor noble from Bangkorai has seen and involved in many skirmishes with Reachmen clans hostile to his family. Yet sometime, it's his family force that got driven off allied land. The young Breton thus grow up in a unique situation that "force" him to have a flexible mentality. While this doesn't mean he's without sense of morality, he would break his morale code if what task he would done calls for it , even if he didn't like it.

As a Penitus Oculatus agent, he developed his own unorthodox way to do his missions. While most Penitus Oculatus agents worked in the dark and closely shadow their target, Reynaud would instead worked both in open and in darkness. He'll both carefully watched his target from distance , and also approach them in the open, without divulging his true identity. While it was riskier, it pays off as he managed to commit one task after another successfully, before he finds out that his preferred targets are bandits and marauders. He then got the one of the largest share of the bandits and marauders target, which he promptly annihilate groups by groups and individuals by individuals. Along the way, he discovered that an alarming number of the criminals group have link with the Thalmors, which he found pretty unsettling. He advised to his superiors to increase the numbers of internal security agents, to combat the increasing number of Thalmor infiltration. It's also how he came across the selection for the top secret mission. Intrigued, he volunteered, hoping to both secure the Empire, and possibly uncover more links between Thalmor and the criminals group he ecountered and destroyed.

RP Sample: Supposed to be the event where he got his current gear. Due to error, I lost it and simply too angry to write it again. :mad: :mad:

Basically, he ambushed a bandit & marauder group led by an Orc, by himself. He then duels the Orc and after a lengthy battle, managed to kill him and strip the Orc gear.

-Few Elder Scrolls RP
-Two XCOM RP
-Few other I can't remember
Last edited by Theodosiya on Sat Nov 04, 2017 3:31 am, edited 12 times in total.
The strong rules over the weak
And the weak are ruled by the strong
It is the natural order

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Arvanon and Vortes
Spokesperson
 
Posts: 174
Founded: Oct 08, 2017
Ex-Nation

Postby Arvanon and Vortes » Thu Nov 02, 2017 10:05 pm

Sisk'r Galthees


Race: Argonian
Gender/Sex: Male
Age: 23
Appearance:
Sisk'r Galthees is notably quite short, even for an Argonian. He has dark green scales, which many say look like the leaves of the trees in Black Marsh. He has a long snout, with a wide mouth. His eyes are wide and friendly, unlike many Argonians seen in the lands of Tamriel.

Class: Assassin
Attributes: Agility, Speed, Strength
Skills:
  • Master Sneak
  • Expert Marksman
  • Expert Light Armor
  • Journeyman Blade
  • Journeyman Athletics
  • Apprentice Acrobatics
  • Apprentice Security
Occupation: Owns a fruit stall in Cyrodiil, off-and-on member of the Penitus Oculatus, currently has been on leave for a few years.
Equipment: Bow and arrows, steel sword, steel dagger, Penitus Oculatus or rogue shadowscale armour.
Weaknesses: Honourable combat, taking a large number of hits, tact, dishonesty (he is really honest, rather surprisingly. But he can still keep secrets well enough.)
Bio:
Sisk'r Galthees was born to the wealthy Galthees clan, recently made small landowners in Cyrodiil. His father is Geellius Galthees, a self-made Argonian with a skill for bartering and trade who owns an apple farm just outside of the Imperial City. His mother is Gilmlz Galthees, née Peleesh, who was from the outskirts of Gideon, and was a painter. Sisk'r was the youngest of three siblings. His elder brother, Tee-Jasaiin Galthees, a strong and independent child, gained most of the good looks, and as well as being the tallest, also showed himself to be a natural warrior. His sister, Wushalg Galthees, proved to be a beautiful child also, skilled at debating and became quite influential in the courts around Cyrodiil as one of the first Argonian diplomats. And then there was Sisk'r. Sisk'r gained neither the handsome looks of his brother nor his sister's charisma. Throughout most of his childhood, he sat in a corner enjoying his own company. His parents tried to teach him, but often mourned that he was unteachable thanks to his antisociality. It stayed this way until he was eleven years old, and he recalled to his parents many lessons that he had learnt on the streets of the Imperial City. It turns out, while his parents believed that he had stayed in the corner, he snuck out to learn from beggars, followed thieves around the streets (half the time without their knowledge) and even had a brief run-in with the Dark Brotherhood. Through all of these events in his life, he had learnt some fairly major tips and tricks about stealth, even going so far as to be able to leave the house, steal some money, buy some food and return within the space of an extended conversation between, for example, his father and brother, allowing the appearance of simply materialising food, at one point even going so far as to inadvertently convince his brother that he had been learning magic without his knowledge. (Though this fell apart when Tee-Jasaiin asked Sisk'r about it, and Sisk'r, being pretty awful at lying, tried to say that he could create mammoths out of magic too, which obviously did not work.)

When he came of age, he joined the Penitus Oculatus, the group of assassins and agents working for the Emperor. However, with a severe distaste for authority and a rather independent style of working, usually involving a very relaxed approach to assassinating targets and doing agent work (including bringing an apple into work with him), he irked many members of the organisation. Thus, while he is even now still on the payroll of the Penitus Oculatus, he has a relationship which allows him to take leave when he is not actively needed, allowing him to run the family fruit stall in the Imperial City while his brother and father run the company, his sister is away on diplomatic business and his mother works on housekeeping.

RP Sample: Link!

Also, a little written sample...

The Argonian sat on top of the roof, looking down at the many people bustling below inside the Imperial City. As he sat on high, the sun of Cyrodiil beating down on him, he ran his eyes over the crowds, likely trying to find his mark. He had been working for the Penitus Oculatus on and off for many years, with his jobs including assassination and thievery, as well as information gathering. After a short time, the mer he was looking for became apparent - a young Bosmer. The Penitus' information gathering wing thought that this one could have been a spy of the "Aldmeri Dominion", that new group formed by the Thalmor of Alinor. Sisk'r did not know the in-depth politics of their group, but knew that this particular Bosmer was his target. He knelt, his tail wrapping around a chimney to keep him balanced. He brought out his bow, and took an arrow from his quiver. He nocked the arrow as this Bosmer looked over his shoulder. Sisk'r had a clear shot. He hesitated. Holding the nocked arrow in place, he cut the apple in his hand with the knife on his sleeve.

"Ah," he sighed, the sweet taste of apple sliding down his gullet, "Better."

He drew the arrow back, the bowstring pulled taut, the feathers bristling against his fingers. He waited once again. The Bosmer turned a corner down a street. Sisk'r fired. The arrow whizzed through the air. A direct hit. The Bosmer fell like a stone.

"There we go then."

Putting up his hood, he jumped down from the roof into a cart filled with hay. He rolled out of the cart, and ran towards the backstreet where he had downed the Bosmer. He saw the elf there, laying quivering on the floor, an iron arrow sticking out of his shoulder and a small amount of blood seeping out. Sisk'r produced a large apple sack from somewhere. Emptying the apples into a barrel, he knelt down next to the Bosmer.

"I'm sorry to have to do that, friend. Paralysis poisons are not fun. At least I didn't kill you, eh? You should learn to be more defensive. In any case, welcome to His Imperial Majesty's service."

Placing the quivering Bosmer's body into the bag, he tied it and placed it over his back. A number of people looked at him with confusion on their faces. He began to whistle, and pointed with his other hand.

"Apples."
Last edited by Arvanon and Vortes on Thu Nov 02, 2017 10:58 pm, edited 3 times in total.
PRO: An-Xileel, Ebonheart Pact, Argonians, Confederacy of Independent Systems, Galactic Republic, Alliance to Restore the Republic, Grey Jedi Order, House Arryn, House Stark, House Tyrell, Rick C-137, Morty C-137, Bird Person, Krombopulos Michael, Meridia, Legate Rikke, Daenerys Targaryen, Jon Snow, Robb Stark
NEUTRAL: Cyrodiilic Empire, Daggerfall Covenant, Citadel of Ricks, Khajiit, Merethic Races, Human Races, Galactic Empire, Jedi Order, Squanchy, Hermaeus Mora, General Tullius, Stannis Baratheon, Renly Baratheon
CON: Aldmeri Dominion, Stormcloaks, Council of Ricks, Hutt Cartel, The Sith, Jerry Smith (any dimension), Molag Bal, Mehrunes Dagon, Ulfric Stormcloak, Galmar Stone-Fist, Joffrey Baratheon, Balon Greyjoy

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The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Fri Nov 03, 2017 2:58 am

Arvanon and Vortes wrote:Sisk'r Galthees

Neato, I'll add you to the roster shortly!

The IC will be up today as well.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
Arvanon and Vortes
Spokesperson
 
Posts: 174
Founded: Oct 08, 2017
Ex-Nation

Postby Arvanon and Vortes » Fri Nov 03, 2017 3:02 am

The Armed Republic of Dutch Coolness wrote:
Arvanon and Vortes wrote:Sisk'r Galthees

Neato, I'll add you to the roster shortly!

The IC will be up today as well.

Hurrah! All of this is good news!
PRO: An-Xileel, Ebonheart Pact, Argonians, Confederacy of Independent Systems, Galactic Republic, Alliance to Restore the Republic, Grey Jedi Order, House Arryn, House Stark, House Tyrell, Rick C-137, Morty C-137, Bird Person, Krombopulos Michael, Meridia, Legate Rikke, Daenerys Targaryen, Jon Snow, Robb Stark
NEUTRAL: Cyrodiilic Empire, Daggerfall Covenant, Citadel of Ricks, Khajiit, Merethic Races, Human Races, Galactic Empire, Jedi Order, Squanchy, Hermaeus Mora, General Tullius, Stannis Baratheon, Renly Baratheon
CON: Aldmeri Dominion, Stormcloaks, Council of Ricks, Hutt Cartel, The Sith, Jerry Smith (any dimension), Molag Bal, Mehrunes Dagon, Ulfric Stormcloak, Galmar Stone-Fist, Joffrey Baratheon, Balon Greyjoy

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