Warhammer 40k Forum and Wargaming Forums banner

A Smuggler's Tale (an Elder Scrolls RP)

7K views 98 replies 10 participants last post by  Septok 
#1 · (Edited)
Here it is People

The year is 4E 172, the year after the beginning of the great war between
The Empire of Tamriel and the Second Aldmeri Dominion of Alinor and Valenwood.
Cyrodiil, the heartland of the Empire is in turmoil, Leyawiin has been taken by Aldmeri forces
and Bravil is under siege from the Invaders and a force has made its way into the deserts of Hammerfell.
With the arrival of war comes lawlessness and plenty of people to take advantage of it. None foremost than the
Smuggler band of Dreyva Arrivayn, taking advantage of the sudden demand for product across the shattered Empire.
Whether it be fine Altmer wines, Breton cuisine, weapons,Skooma or even people willing to pay the price; they'll bring it.

Now in Anvil's Flowing Bowl inn, you gaze upon an advertisement. It states that a Dunmer smuggler and his band seek new talent
for their ranks. Whether its with blades, magick or stealth, it matters not. You then turn around to see a Dark Elf and his lieutenant staring intently
at you, as well as the others examining the advert, with his ruby red eyes. He smiles, "come for the job eh? so here's what we have then, tell me
your names and your skills". The Dunmer examines you once more and laughs "no need to tell me of your race...a little background would be apreciated
though, let's me know if you are good for the job". He glugs down the bottle of mead, "so lets get to the introductions then, I have no doubt
you know who I am, but what about everyone else​
?"

So basically this is an rp for a band of smugglers, there will be certain unique positions to be included.

  • One character shall be Dreyva's lieutenant and partner-in-crime
  • If a player wishes to make an Altmer or Bosmer character, only one may choose to be a Thalmor dissident...this will play a part in the storyline.
If you need some quick information regarding the races, background and skills here are some links:

http://www.uesp.net/wiki/Skyrim:Races

http://www.uesp.net/wiki/Skyrim:Skills

http://www.uesp.net/wiki/Lore:Fourth_Era

http://www.uesp.net/wiki/Lore:Places

http://www.uesp.net/wiki/Lore:Daedric_Princes

http://www.uesp.net/wiki/Lore:Aedra

http://forums.uesp.net/viewtopic.php?f=30&t=27306 (as there is no clear lifespan for the races, here is a thread that discusses lifespans of the races as well as other factors)

Standard RP rules apply here, no godmodding, and no claiming to be the Champion of Cyrodiil or the Nerevarine...they already have their own stories.

Perks
The system is simple, your character starts off with 100 points to invest in different perks, each having their own cost. These perks are indicators of what you are capable of...how you manifest them is entirely up to you

Magic

Destruction

Pyromancer (2 points): Having worked with flame spells for so long, you wield it as an extention of your rage and therefore yourself.

Chryomancer (2 points): Such is your mastery of Ice magic, the Frozen winds of Skyrim are your chief rivals.

Electromancer (2 points): The Storms of the Heavens flow through your fingertips like your very life essence.

Solar Embrace (3 points): The very light of the sun flows from your very palms, making you the bane of Vampire kind.

Master of Elements (5 points): The elements answer to your beck and call, as a result you favour all and not just one of them.

Leechmaster (7 points): The vitality, magicka and stamina of your enemies are yours to take like a thief in the night.

Lord of the Runes (5 points): Whether or not you care about one element, you can easily tease their forms into traps.

Restoration

Advocate of life (5 points): Life is your duty to preserve, the energies of magicka serve this purpose through the healing of wounds and the purging of toxins and diseases.

Wardmaster (7 points): All but the most powerful spells can be blocked by your skill in wards, and you can tease the energy from them to power your own spells.

Maker of Guardians (5 points): Restoration allows you to shape the world, allowing to heal allies and scorn the unholy when such zones are created

Bane of Undeath (3 points): The dead fear your power, your turn undead spells are such to frighten the most powerful of Liches.

Magic-bound (2 points): Such is your connection to Aetherius, you can use more magicka than other Mages could.

Embodiment of Life (10 points): Such is your skill at the school of restoration, you can save yourself from the point of death.

Illusion

Master of the mortal mind (3 points): You can comprehend the gears that are the minds of mortals, allowing you to easily manipulate them with your spells

Beastkin (3 points): Such is your attunement with the animals of the world, you can easily shape their primitive thoughts to your will.

Shaper of Realities (5 points): Such is your skill at illusion, you can easily make others see things that do not exist or warp their perception of Nirn itself.

Invisible Prince (10 points): Sometimes people wish to be invisible...you can do just that.

Mind of the Unearthly (10 points): Your mind can easily match that of the Undead or worse....Daedra. Your Illusion spells will affect them like mere mortals.

Terror incarnate (3 points): Sometimes your enemies need only see the power in your eyes to run in sheer terror

Shadow spells (3 points): Subtlety is your nature, it is therefore seen in your spells as your enemies cannot hear them.

Conjuration

Necromancy (5 points): The dead answer your will and serve to your every whim.

Prince of Oblivion (10 points): The Daedra are your servants, for to them you are a prince and can therefore summon them with ease.

Daedra-kin (5 points): Opposing Daedra will see you as their own...with the right spell and talent.

The Manifestation of blades (5 points): Your reach in Oblivion is indeed deep, allowing you to manifest any weapon that your mind can comprehend.

Master of Souls (3 points): With the right soul gem, the souls of the dead shall heed your call.

Binding blade (5 points): The weapons that have answered your call can ensnare the souls of the dead and strike fear into them.

The Undoing (7 points): With your power, the Daedra will be pulled screaming back into Oblivion, whilst the undead shall be lain once more to rest.

Alteration

Mage Armour (3 points): The forces of Alteration can make the softest of fabrics as strong as the purest Ebony

Living Stone (5 points) Such is your knowledge of Alteration, you can make the flesh of your enemies like stone, freezing them in the process.

Master of Light (2 points): Light acts according to your whim, manifesting from your very hands.

Arcane senses (2 points): With the right spell, the living and the undead become known to you, even behind the very walls.

Arcane aura (10 points): You are infused with with the power of Alteration, allowing you to resist and absorb hostile magics

Shaper of Nirn (10 points): Such is your mastery over reality, you can make yourself breathe underwater, turn iron into gold and manipulate objects or even shape your life-force into magicka at the risk of your life.

Enchanting

Elemental touch (5 points): The Elements will shape themselves inot the very thing they are bound to

Corporeal blessings (10 points): With the object, no augmentation to the wearer is off limits.

Twin blessings (10): Such is the enchanter's insights, he can bind two effects into a single object

Combat

Archery

The Piercing arrow (5 points): Even from a distance you can see the flaws in the opponent's armour, allowing you to penetrate it with ease.

Deadly Shot (10 points): You know the right places to shoot to bring down your enemies swiftly.

Storm of Arrows (10 points): Such is your accuracy, you can fire arrows at great speed while they hit flawlessly.

All seeing eye (3 points): You can hit the furthest targets that you can see.

Crippling shots (3 points): You know just where to hit to cripple your enemies.

Clear thinking (3 points): Nothing can impede your concentration when shooting.

One-handed

Blademaster (5 points): The sword is much a part of you as the metal is of it.

Anvil of rage (5 points): The mace is an extention of your very rage.

Manhewer (5 points): The axe is your best friend and your means of communicaton.

Master of Three (10 points): You know the ins and outs of each weapon, and know just how to use them right.

Dance of Death (10 points): Each blow you make is deadly, none shall survive your blade.

Storm of blades (5 blades): Two weapons can be used in perfect harmony.

Two-Handed

Paladin (5 points): The greatsword is where your talent lies, wielding it with little effort

Hammer Smashed Face (5 points): The hammer is as light as a feather in your hands, such is your skill.

Heres (insert name here)!!! (5 points): Your skill with a battle axe is so great that it is terrifying.

Master of Three (10 points)

Deathmarch (10 points): See dance of death.

Heavy Armour

Dwemer's Gift (10 points): Like the Dwemer before, your armour is no impediment to your movements.

Steel Flesh (10 points): Your armour is in tune with you, granting you more protection from hostile attacks

Blocking

Phalanx (5 points): Your shield is unyielding, all but the blows of a giant will where you down.

Wall of blades (10 points): Your skill at blocking with a weapon is such, that you can easily strike when your enemy has struck.

Bladebreaker (10 points): You know the strongest parts of your protection and the weakest parts of your enemy's weapon, allowing you to break it upon the defence.

Smithing

Master of the Forge (10 points): Any material can be shaped into armour and weapons by your hand, just as dough is shaped by a baker.

Arcane hammer (5 points): The intrinsic nature of magic is no match for your hammer, allowing you to temper and repair enchanted weapons.

Eye of metal (5 points): Such is your keen eye, you can easily see where veins of metal lie in wait.

Stealth

Sneak

Shadowkin (10 points): All your life you have been in the shadows, now you are shrouded by it.

Sweet Silence (5 points): No one can hear your movements (can't be taken with Heavy Armour).

Assassin's blade (10 points): You prefer death from the shadows, striking when your enemy has turned his back.

Swift Shadows (5 points): Night falls quickly in Winter, so why can't you creep quickly in the darkness?

Lockpicking

A Living Key (10 points): You know the ins and outs of every lock that has ever been invented.

Replica (5 points): Even thieves have their perfect permanent targets, so easy access is a must

Hands of Shadow (5 points): Such is your skill, no-one can notice you picking a lock.

Ebony picks (10 points): The very picks you use are forged of the finest ebony, meaning they can never be broken

Pickpocketing

Ghosthands (10 points): No-one will notice your hands in their pockets

Under their noses (5 points): So great is your skill, you can easily steal weapons and jewellery from your targets.

Thief's intuition (5 points): You know exactly who to steal from and who not to.

Master of Deception (3 points): You can easily conceal what you have taken...or plant it on someone else.

Light Armour

Second skin (5 points): Having acquainted yourself to the lightest of armours, they pose no obstruction to you.

Light as a feather, hard as steel (10 points): Such is your skill with light armour, you can easily make it rival that of heavy armour.

Alchemy

Snake-kin (5 points): Like a snake, you are skilled in making the deadliest poisons in Tamriel.

Apothecary (10 points): A knowledge of life-giving and augmentative tonics helps greatly.

One with the forest (5 points): Such is your knowledge of plant life, you know what to avoid and what to pick to achieve the right effect.

Speech

Silver-tongued (10 points): So good are you at persuasion, anyone can easily believe you or be persuaded.

Merchant's flair (5 points): Any price is good for those you deal with, but low prices are better for you.

Inspiration (5 points): Your words inspire the meakest to arms.

Character layout

Name: Dreyva "Arri" Arrivayn

Race (only the 10 playable ones please): Dunmer (Dark Elf)

Age: 167

Birthplace: Vivec city, Vvardenfell, Morrowind

Physical Appearance: Like any average Dunmer, Dreyva has grey skin (with a tinge of blue), red eyes, long crescent shaped ears, high cheekbones and a strong muscular and lithe build. He sports little to no facial hair and his long black hair is either often tied back or braided (he has a thing for Nord hairstyles). Dreyva's face is also tattooed with the symbol of his family (a flame with a handprint in the middle) and has several scars dating back to the Red Year. Most distinctive of all, as a result of brush with Vampirism but ultimately cured of it, the Dunmer still possesses slightly longer than normal canines...a little quirk from the method used to cure him. His choice of clothing extends to an elegant mage's robe, though modified to accomodate a pair of Dwemer guantlets and boots.

Religious beliefs: Traditional Dunmeri ancestor and Daedra (primarily Azura) worship, but is quite secular, due to his line of work.

Personality: A person of duality, Dreyva could be looked at as an enigma. Most of the time he is jovial, issuing jokes (especially dirty ones) at random and is very approachable, often leading others to underestimate him. However, all this changes when he is completely drunk; Dreyva becomes a bitter, depressive person. In this state, he may rant and rave about how much the god's hate him since they let him survive the eruption of Red Mountain while the rest of his family were killed and breaks into tears, but this is done in private. Outside of this duality, he is cunning and wary...a necessary trait that one needs in the line of smuggling and distrusts those who those who have yet to prove themselves in his employ. Due to his previous line of work, he is a skilled businessman and has a talent for haggling. Due to formerly being a Vampire, Dreyva has a severe dislike of their kind who take too much pleasure from their curse's morally wrong habits and has developed quite a bit of knowledge on how to deal with them.

Background: Born to a wealthy noble family in Vivec city, Dreyva had certainly lived a life of privilege. However this was balanced with being brought up with honour and respect for life, the Daedra and the ancestors of his family, meaning that the Dunmer noble knows of how others live and understands their individual predicaments. Throughout these years, he had developed a healthy interest in magic and swordplay; talents that his father further encouraged him to explore. In his adolescence, Dreyva was introduced by an old friend of the Arrivayn family to a beautiful Dark Elf girl named Aaliyana; the two immediately fell in love and their marriage was arranged three years later when they came of age.

Dreyva and Aaliyana's marriage was a happy one, their families' coffers were filled with even more gold from Dreyva's business dealings and adventures throughout Vvardenfell. It was one such adventure where he found his signature Dwemer blade, gauntlets and boots. However the adventuring side of his career had to be halted with the birth of their first children, a pair of boy and girl twins who they named Sursil and Veridia. This was an even happier time for the couple, both children had inherited their father's magical talent and the inherent good looks of their mother...they had plans for potential suitors. It was three days after the birth of their third child when the eruption of Vvardenfell ruined their happiness. The family raced for the nearest docks and Dreyva was able to convince the Ashlander captaining the ship to take them away, but there was not enough room for him so he stayed behind. However this would give him no solace, as a fireball from the burning mountain smashed into the ship, he screamed at the heavens as what remained of the ship sank beneath the tumultous waves. As if waiting for the end, wasn't enough, a lone Khajiit crazed with hate for the Dunmer, attacked the grieving noble. In a fit of rage, Dreyva slew the cat-person only for an enormous tsunami to smash into the docks, he hoped he would be reunited with his family.

However, fate would not be so merciful as the Dunmer was washed onto the the southern most parts of Morrowind's coast. Unconscious, Dreyva was plucked from the ash-strewn beach by a not so beneficial benefactor, a group of Aundae Vampires. Instead of using him as a meal, the fiends had something more sinister in mind for their new acquisition. They gave him their disease...and instead of welcoming him into their ranks they used him as an experiment, how long Vampires can go without feeding before they lose their sanity. Only one took pity on him, slipping him a vial of blood when the others weren't watching, but this wasn't enough to slow his descent into madness. One night, whilst suffering deeply from the pains of hunger, Dreyva saw the spirits of his wife and children, urging him to stay strong and live on, then they can rest in peace. When the morning came, fate finally smiled upon him; for the Vampire who took pity upon him opened his cell, revealed she had locked the others out in the sun and slipped him his weapons and a vial containing a black liquid. The Dunmer partook of the vial's contents, he felt his bloodthirst slip away and so did the feeling of insanity. Elated, Dreyva asked the Vampire her name and how long he spent as a Vampire. She replied that her name was Lucille and that 50 years has passed. Still filled with joy, Dreyva wasn't shocked at the revelation. Before he could truly thank her, a blade pierced her heart from behind, rendering her body to dust. It seems one of the other Aundae had survived, the other Vampire proceded to hurl bolts of arcane lightning at Dreyva, only for the Dunmer to counter with fire. After a long protracted fight, the fiend was significantly weakened and the nobleman finished it off by beheading it. After finally gazing upon the sun after 50 years, Dreyva vowed to live his life to the full...but still he grieves for his family, never having the proper opportunity to do so during his captivity. Today, along with his partner (the only person who knows about his ordeal at the hands of the Vampires), he runs a succesful smuggling ring and with the onset of the war with the Aldmeri dominion, more business opportunities have arisen for his smugglers...but are they worth the risk?

Skills (Choose eight to specialise in):

One-handed
Blademaster

Destruction
Master of elements

Solar Embrace

Illusion
Shaper of Realities

Invisible Prince

Shadow Spells

Mind of the Unearthly

Restoration
Advocate of Life

Alteration
Mage Armour

Living Stone

Enchanting
Elemental touch

Twin blessings

Speech
Silver tongued

Merchant's flair

Sneak
Sweet silence

Equipment (you can only have one magic weapon and one magic object; armour, clothing and jewellery fits here):

Istngraz: A Dwemer sword, enchanted with life-draining magicks.

Lucille's Torque: A memento of the woman who saved him in his time of need, Dreyva wears her torque always in his way to honour her. This piece of jewellery allows him to use more Magicka.

Dwemer Gauntlets and boots: 'nuff said

Traits (as well as race traits, include 2 other unique traits of your own making...nothin too over the top please)

Dunmer blood: Resistance to fire

Elixir of Lucille: With the Elixir still coursing through his veins, Dreyva has an Immunity to Vampirism.

A lifetime of adventure and tragedy: As a result of his life, Dreyva can easily interact with members of other races and certainly knows his way around. However he still grieves for his family.

So then sign up and enjoy!!! :biggrin:

Note: Santaire's character will be Dreyva's lieutenant, but the position of Thalmor Dissident is open.

Characters

Farseer Ulthris-Dunmer-Dreyva Arrivayn

Malochai-Bosmer-Gelebros 'Greenwood' Benoch

Noise Marine-Dunmer-Redras Raven-Eye

son of Azurman-Khajiit-Dar'Furtim

DestroyerHive-Imperial-Captain Eugene Blackheart

Septok-Altmer-Tullahvul
 
See less See more
#59 ·
well the cathay raht are jaguar men and are known for their agility and thievery compared to the tiger men who are massive brutes but saying that ill probably be changing mine anyway as the breed doesnt match my character
 
#60 ·
I've read through and I think Jo'Ravar is more of a normal 'cathay' than the bigger ones :p
 
#61 ·
I'd have my CS up already, but am stuck on what to have as a second magical item and what to call it.
 
#64 · (Edited)
Name: Arvena, though she cannot remember her surname. She goes by the nickname Shade normally

Race: Dunmer

Age: 154

Birthplace: Balmora, Morrowind

Physical appearance: Possessing the grey skin and red eyes typical to her race, Arvena appears to be just a normal Dark Elf. Her long hair is so dark a brown as to be almost black and normally bound back so as to not impede her vision though when in safety she sometimes releases it, allowing it to fall freely. She is lithe but not muscular, slim at the waste and the shoulders. A few scars decorate her torso, none of them deep enough to have cut muscle and so impede movement. They are the scars of a swordswoman whose mistakes have been infrequent and small. Her face could be termed beautiful, if her eyes were not so hard. She wears her ebony sword, the Liche Blade in a scabbard at her left hip and a dagger at her right. Her armour is black died leather, the joints softened to allow silent movement. The gauntlets of her armour are fingerless to allow greater dexterity and also to allow her ring to touch the skin and thus convey its enchantment. Over her armour she wears a hooded black cloak, though normally she does not use the hood. She walks with the predatory grace shared by skilled assassins and Blademasters alike

Religious Beliefs: Traditional Dunmeri ancestor and Daedra worship

Personality: Similar to Dreyva, when Arvena is sober she tends to be friendly and approachable, if more wary than her lover about what she says when others might be listening. But when given a task she is serious and focussed on it, whatever it may be and she expects others to be just as focussed. This makes her a demanding leader, but it is also reassuring. It is the leaders who don’t focus that miss details and it is the leaders that miss details that die and get their followers killed into the bargain. She is not above drinking with other of the smuggling crew; indeed sometimes she is the one to suggest doing so. When drunk her mood can swing from jovial to bitter in a heartbeat. Such is the suddenness that experienced members of the crew tend to avoid her when she’s drunk, all save Dreyva for he alone shares her bitterness. She is the only person to see when he breaks down in tears at his loss and even had the others seen it, there is no doubt that she is the only one who has the courage to comfort him. She is the only person in the crew to know of Dreyvan’s ordeal and she shares his hatred of the undead. She loves him fiercely and wishes she could rid him of the nightmares that wake him close to screaming.

Background: Born into a relatively rich family of nobles in Balmora, I was taught the honour and respect for life, the Daedra and the ancestors that watched over my family. My main interest was in swordplay, an interest my family were happy to endorse. So I trained, trained long and hard until I could cross blades with the finest and come out on top. The sword was my weapon of choice and still is, though I was capable of wielding maces and axes in equal measure. Through the many years needed to reach such a high level of skill I dabbled in the magics, but found that though I did have talent in magic I did not have the patience to learn to wield the powers of Aetherius.

Also, something quite apart from my official training, I learned the ways of the smuggler, the thief and the outlaw. I could cross the rooftops with the best of them, pass unnoticed by the wider world with barely a thought and slip items past even the most astute of guards. All this I learned, but not to break the law. To hunt those that did. At that time, I believed in the law above all. In the death of the criminal. So I hunted them across Vvardenfell. I was a bounty hunter, one of the most feared by criminals. I refused to give a name and it was those I hunted who bestowed upon me the name Shade. For I was one with the shadows and those I hunted never survived for long.

But tragedy can change even the purest, and I was never pure to begin with. The destruction of Vvardenfell while I watched from the far shore shattered me.

There are no words to describe the anguish that seized my heart as she watched the red mountain erupt, raining fire over the isle. For the next fifty years I wandered, my soul shattered and my mind half crazed by grief. I butchered all who got in her way, not caring whether they were human, Mer, Khajiit or Argonian. All died before her blade. It was the Thalmor who first found me and at first, they were pleased. That was until I killed the men sent to bring me back with them. But through all this, I did not grow stronger. I wasted away, losing all that was left of what once I had held dear. It was during this time that I came upon the Liche Blade, before I became wholly crazed. It was the possession of a vampire whom I deprived of Undeath. I took his weapon as my own and continued my wanderings.

It was Dreyva Arrivayn who healed me. He was the one person I never beat, but then I never wanted to. He came upon me in the dark of night, stumbling into her camp in hope of a place to sleep. There we fought, the fire shining upon our spinning blades. I took apart his defence and stood over him, sword tip at his throat. But I never drove the blade home.

He was at my mercy but for all I wanted to do it, I could not be the one to place the killing blow that took Dreyva from this life.

And it was he who won, magic crackling around his palms. The lightning leapt to my sword and from there rocketed into me, throwing her back across the clearing to land dazed and nearing unconsciousness. Dreyva’s face was the last thing I remembered from that night before darkness took me to a place where all the horrors in my life had never taken place, a place where I could have been married and had children and the red mountain would never erupt.

Surprisingly, I woke up and when I did I gazed upon the world with new eyes. Dreyva’s explanation was simple. It had not been grief that had driven me insane, or at least not only grief. The Liche Blade had been slowly feeding on me, taking away all positive emotions and leaving only mistrust, hatred and grief. My memories of the time since even before I first picked up the weapon are hazy still, a bi-product of the weapon’s ancient curse. Dreyva had cleansed my soul of the curse, but if she was ever to wield the Liche Blade again then more permanent measures would have to be taken to protect me from the arcane energies that coursed through it.

It took years of travelling together and more than a few narrow escapes to amass the materials needed to create such an item but eventually it was all gathered.

Being both a better enchanter and the man who had cured me of the curse in the first place, it was Dreyva who worked magic to create the blocker. A ring, forged of silver and yet the colour of polished ebony, was what he produced. Upon slipping it over my finger I felt a searing heat emanating from it and what was once black now shone with light. But the flare of ethereal light lasted only a moment. Upon picking up the Liche Blade however, the ring shone like a firebrand. But it was a firebrand in the face of a thunderstorm and the blinding brightness slowly diminished until it was only a faint glow.

Dreyva explained it that night while I gazed at the ring. It would hold back the curse, prevent it from touching me. However it would take a much more powerful mage to cleanse the sword entirely, the ring only halted its progression. This also caused a build up of the curse and Dreyva was very clear on the fact that should an unprotected person attempt to wield the sword, their minds would be gone in an instant.

I stayed with him and followed him into smuggling. I was in love with him, even then. The smuggling ring we built up relied no small part on trust but while Dreyva was the subject of our fellows admiration, there is little doubt that I was the one they feared. Particularly after a fool tried to steal the Liche Blade and, driven insane by its curse, slaughtered half the smugglers in our camp before I met him blade to blade before the fireside. I knew that sword better than he ever got the chance too and I knocked it from his hand with a few carefully placed blows. He died with a blade through his head and I was feared ever after, more because of the way the sword had driven the thief insane than my swordplay. I didn’t care. I loved Dreyva and he loved me and there would be more smugglers and always more thieves. Better they fear me and the sword and avoid both than fear me and be driven insane by the sword.

The history of the Liche Blade is a long and grim one, but it is too long to tell here. Settle for my tale...


Skills

One-handed:
Blademaster
Master of Three
Dance of Death
Storm of Blades

Blocking:
Bladebreaker
Wall of Blades

Light Armour:
Second Skin
Light as a Feather, Hard as Steel

Sneak:
Shadowkin
Sweet Silence
Swift Shadows

Lock-picking:
Ebony Picks

Speech:
Inspiration

Total: 100


Equipment:
The Liche Blade: An incredibly ancient weapon, forged of ebony and bound with a terrible curse. Those struck feel their very vitality slipping away from them and fear freezes their hearts, turning even the bravest into a coward
Amulet of Kynareth: An amulet blessed by a priest of Kynareth, it conveys increased speed and stamina to the wearer
Leather armour: Lightweight, form-fitting and black leather armour, the joints of which have been oiled so that they make no sound as she moves
Dagger: Made of steel and sharpened to a razor sharp edge
Cloak: Hooded and black, falling to her ankles. When infiltrating she discards it so that the cloth does not rustle on the floor as she moves

Traits:
Dunmer Blood: Her Dunmer Blood gives her a resistance to fire
The Void: When fighting Arvena can push aside all emotion, becoming untouched by anger or fear. She thinks faster and clearer and it is her mind that dictates her actions, not her emotions.
Soul Guardian: The ring forged by Dreyva to protect Arvena from the curse of the Liche blade. It also cleanses poisons and diseases from the wearer and prevents Sanguinare Vampiris from taking root
 
#65 ·
oooooo better get you two a room
 
#66 ·
Oh and yeah, I might put up the history of the Liche Blade in original works at some point
 
#69 ·
well thats one less beardy guy with rum breath to carry home on a night
 
#71 ·
Drinking himself to death, as in he's just drunk that drop too much and he keels over with an awesome line
I don't think this would be possible, as he had over 90 years to perfect his alcohol resistance, whereas Eugene only had 50-something, not counting childhood :).
 
#72 ·
whens this starting
 
#78 ·
List of problems here:
-This is 4E 172. The Empire is controlled by the Mede Dynasty, not the Septims, as you seem to suggest was in progress or to come;
-The Second Empire was a long way before this, it spanned parts of the 1st and 2nd eras, none of the 4th;
-Uriel Septim didn't unite provinces, nor did he found the Second Empire.

It appears you have read the Second Aldmeri Dominion as the Second Empire (of Cyrodiil), and been a bit confused on the Septims, which is fully possible, given that there are a ton of them.

At any rate, Septims would still have value within Cyrodiil and the provinces that are still loyal to the failing Empire. Plus, the situation is, if anything, worse during Skyrim, a game which suggests that the Septim is still the most common currency.

And Ulthris: Could we get an ETA on the Action thread?
 
#79 · (Edited)
Damn it, thrust myself back into the time of the OTHER Aldmeri Dominion -_- And I meant the Third Empire, which Tiber Septim (the Septim I meant) founded when he united Tamriel. I swear I read the opening post as starting in 2E ... My mistake =\ THAT is where all the wrong things started creeping in

Honestly, I do know what I'm talking about ...

And the Action thread is up, by the way ...

http://www.heresy-online.net/forums/showthread.php?t=120639
 
#81 ·
Here is my entry to the roleplay hope he is alright. Any changes just ask>




Name: Abryick Moorton

Race: Breton

Age: 65 ( is this alright? I imagine with the Breton’s elvish blood they would live far longer than a human and as such this would be the prime of his life.)

Birthplace: Skingrad, Cyrodiil

Physical Appearance: Abryick has the skin of a normal Breton. He has ordered brown hair that reaches his shoulders. His face seems to be permanently covered in dirt apart from the rare occasions he manages to wash himself. His face is unscathed and untouched by the passing of time apart from three faded lines that mar the left side of his face, his reward for an unfortunate encounter with a bear. His eyes are a pale blue that borders on grey with pupils that becoming almost unseeable when he enters battle. He often wears a blue robe when not in combat and it is clear that he seems to have some affinity with this colour as he wears it whenever possible.

Religious beliefs: Like many Bretons he is not particularly religious. He has spoken to a few of the Daedra first hand and and believes that none of them are worth worshiping. He has respect for Magnus and Julianos yet none he truly worships.

Personality: Abryick is a friendly character who tries to avoid conflict wherever it is possible. He will always try defend someone who is being downtrodden as he knows too well the pain it causes. However he is often seen as silent to those that do not know him as he has trouble starting a conversation. Yet he is a very lively character amongst those he regards as friends. He is not a large drinker but does enjoy elvish wine.

Background: Abryick was born in Skingrad in 4E 107. His family where mages who had decided not to join the two guilds formed after the dissolution of the mages guild. They trained him mainly in the arts of Conjuration and Restoration and he proved an apt learner. He rarely travelled out of town and as such had very little idea of the failing empire he inhabited. However when Abryick was fifteen a summoning spell gone wrong unleashed a crazed daedroth onto the streets of Skingrad. Though it was eventually dealt with it maimed many guards and resulted in the destruction of a house. To the people that lived in Skingrad this was all the proof they needed to drastically change there opinions of the Moorton family. Under increasing pressure from the town guards Abryick and his family left Skingrad to Bruma.

Having tasted first hand the damage that magic caused the people of Bruma where not welcoming to the arrivals however Abryick’s mother and father had already decided that they would stop using magic so that they could live the rest of there life in peace. This frustrated Abryick immensely yet he still practiced in solitude (not the city) summoning imps and many other of the lesser Daedra. His control of the Daedra began to grow greater and greater. He began to converse with these Daedra and began to understand them far greater than his parents.

Eventually Abryick decided that he wanted to leave Cyrodiil and train at what he viewed as the last bastion of magic: the College of Winterhold. When he discussed this with his parents his dad remained silent but his mother raged. She forbid him to go stating that she could not see her only son fall into peril. This only convinced Abryick more and a week later he had prepared a few weeks provisions and a some pairs of clothes and left. Just before he reached the front door his farther confronted him. He told his son that he had to this or he would regret it and the father gave Abryick 2000 septims and the amulet of their line.

Luckily for Abryick there are many sell-swords in Tamriel. He hired two to escort him to the college of Winterhold and paid them 750 septims each. However the journey there was fraught with danger and only Abryick managed to stumble to Winterhold holding his ragged clothes and the amulet his father gave him. He entered the College with no troubles and began to master his chosen skills.

After five years he left the College feeling he had learned almost all he wanted to know about magic. It was the return journey that shaped Abryick. Feeling far safer than when he had joined Abryick did not buy protection, instead he walked alone. He felt safe knowing that his magic would protect him. Unfortunately the bandits that saw Abryick where well versed in fighting wizards and stalked him for a day before deciding to attack.

The first thing Abryick knew of the attack was a poisoned arrow pierce his flesh and sever his connection with magic. He was defenceless as the Bandits looted his body stealing everything he owned and left him for dead. Yet as luck would have it Abryick found a warrior, dead, buried in the snow. His magicka still gone he put on the plate armour. He picked up the great sword and vowed he would claim his amulet back.

It was weeks before he was ready. Suddenly his belief in his invulnerability had been shattered. He realised how foolish he had been for taking his life so lightly and only wearing cotton to protect it. He combined his skills in magic and the armour he was wearing and through great struggle he reclaimed he amulet. Sadly the sword that had helped him was all but shattered and most would have left it. Not Abyrick he understood that he could combine it with a summoned sword and the blade would cleave through armour.

Abyrick returned to his mother and father and lovingly returned to them for a week before he set of in search of riches and fame. He journeyed for many years before he arrived at Anvil and saw the sign at the inn.

Skills:

Conjuration
Prince of Oblivion
Daedra-kin
The Manifestation of blades
Binding blade

Two-Handed
Paladin
Deathmarch

Heavy armour
Dwemer’s Gift
Steel Flesh

Alteration
Mage Armour
Arcane senses

Restoration
Magic-bound
Bane of Undeath
Maker of Guardians
Embodiment of Life

Enchanting
Elemental touch
Twin Blessings

Equipment:

Kattermars: A shard of a sword that does no damage on its own. When coupled with a summon daedric sword spell however it gains the ability to ignore armour.

Vesira: Family heirloom it is a blue jewelled amulet that fortifies both Restoration and Conjuration that Abryick values with his life.

Ancient plate armour

Traits

Magic Resistance

Dragonskin

Quick wit: even as a young child Abryick was clever. After years on the road this wit has been sharpened to a razors edge.

Strong Honour: Abryick will not partake in events that he feels our morally wrong due to the fact that his conscience makes him feel maddeningly guilty.
 
#82 ·
Terribly sorry, but I think I'll have to delay my post until the weekend, because school started and I'm very busy this week.

Captain Blackheart will be with you shortly!
 
#86 ·
Just for reference to everyone, as Yru0 pointed out to me, Tullahvul arrived a long time before the others and was just standing there, invisible. Well, nearly invisible. If you had a really good eye, I guess you could see him from the little light that would get through his light reflection field.
 
#90 ·
Me if my computer can run it
 
#91 ·
Me and my friends have already sorted out races,roles,names,backstories and the name of our warband which will raid farms,ambush caravans and maybe when it comes to the imperial city aid in the sieges.
 
#92 ·
If the game works for me I might see if I can join you SOA ;)
 
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top