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:
(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.
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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
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.
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.
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?
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
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.
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.
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.
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.
Name: Dreyva "Arri" Arrivayn
Race (only the 10 playable ones please): Dunmer (Dark Elf)
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):
Master of elements
Shaper of Realities
Mind of the Unearthly
Advocate of Life
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!!!
Note: Santaire's character will be Dreyva's lieutenant, but the position of Thalmor Dissident is open.
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