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Discussion Starter #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
 

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I'll just go ahead and reserve a spot. I've been looking for a friendly RP to participate in during the break.

By the way, if you're thinking of doing a pirate captain, you're too late :p
 

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ill get a sheet up as soon as possible and you said eight to specialise in is it just me or i that a bit much i mean maybe like 5 or 6 is enough but eights seems like your an all around champ cause i mean like you could split it between being a good fighter good mage and good rogue guy when they usually don't exist
 

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Discussion Starter #4
I'd generally assume that a person would go with whatever build they prefer...some like to keep to class roles....or perhaps I could initiate a perk system like they have in Skyrim
 

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I might, but a character will take a long while to be written and posted
 

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I will see if I can put together a Bosmer character together. Will start tonight but it probably won't be finished until tomorrow ...
 

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finised my character accept for personality and half of background
 

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Name: Gelebros ‘Greenwood’ Benoch

Race: Bosmer (Wood Elf)

Age: 164

Birthplace: Silvenar, Valenwood

Physical Appearance: Gelebros has skin which is tanned from spending most of his life outside. His thick hair is chocolate brown and flows to his shoulders, but he is clean shaven, and his eyes glimmer like emeralds, so green are they. As is the norm for the -mer races, his ears are long and pointed, and his cheekbones high.
He has always valued stealth over strength and as such his build is thin and lithe with taut muscle, but he still doesn’t appear lanky at six feet exactly. He does have several small scars on his chest, from numerous encounters with the creatures of the Valenwood, but they are not conspicuous, and a large, knotted scar on his chest from the attack he led on the Thalmor.
His typical choice of clothing is close-fitting leather armour, boots and gauntlets, of a rich brown, with a long cloak of deep green and a hood that hides his face.

Religious beliefs: A follower of Y’ffre, the Forest God, as well as Jone and Jode (the moon gods)

Personality: Gelebros is, in general, a bosmer who tries not to take the world seriously when he doesn’t have a job to complete - he likes nothing quite so much as sitting in a tavern or around a fire with his comrades and drinking the fine wines from all across Tamriel - especially the Summerset Isles (renamed Alinor) - but he can be quite sarcastic and thus doesn’t come across as friendly. However, when he is working, he changes, becoming extremely serious. He refuses to talk about the Aldmeri Dominion.
However, when extremely deep in his cups, he can become morose and lament the loss of his former comrades, but he never tells anyone which comrades how they died. His happiness is essentially an extremely well-practiced facade.
Gelebros is also extremely loyal to his friends, once a friendship has been established - something he can struggle to do due to his often sarcastic nature - and will fight to help his friends. The gods, whilst meaningful to him, do not play a major role in how he lives his life, as he believes that once must do what they must to survive and so he will do what it takes to stay alive - for once one is near death, amends can be made. 

Stance on the Thalmor/Aldmeri Dominion - Gelebros dislikes the Aldmeri Dominion and the Thalmor administration, as he knows of the First Aldmeri Dominion, and believes that Valenwood was truer before and their system was effective as it was, before the Thalmor took over the near non-existent government. He does not voice his dissent, but it is a true hatred and dislike.

Background: Gelebros was born into a normal Bosmer family in Silvernar, deep in the heart of Valenwood, and as with all of his race is preternaturally skilled with a bow. He, however, has taken it further and has practiced with his bow almost to the exclusion of all other weapons when he was a child, and by the time he was an adult the wood elf was a brilliant shot, able to kill from extraordinary ranges and with extreme accuracy.

However, when the Aldmeri Dominion was re-established in 4E 29, he left Valenwood, despising the new Thalmor authority, and left for Cyrodiil, confident that the centre of the Empire would be the safest place from the new rulers. He stuck to his mantra of ‘Do what is necessary’, and became a mercenary, selling his skills with a bow to the highest bidder and making for himself quite a name. He forgot that life when the Thalmor invaded Cyrodiil and became part of a guerilla force who harassed the back of the Aldmeri Domion’s soldiers, causing great disruption. He had hidden his relative wealth before he took to this fighting, when he went to recover it to help aid his fight against the Aldmeri Dominion, he found the hiding place empty, devoid of even a single coin. In a rage, he rejoined his guerrilla band and led a raid against a camp, killing many, but in the end he was the only one who managed to survive, badly wounded, and retreated to hide in the Blackwood east of Leyawiin - not a place he would have frequented by choice, but needs must. Once he had recovered enough, he made his way to Leyawiin, earning himself gold as he could, but willing to take most jobs to get it.

Magic
Illusion

Beastkin (3)
Invisible Prince (10)

Combat
Archery

The Piercing arrow (5)
Deadly Shot (10)
Storm of Arrows (10)
All seeing eye (3)
Crippling shots (3)
Clear thinking (3)

Stealth
Sneak

Shadowkin (10)
Sweet Silence (5)
Assassin’s Blade (10)
Swift Shadows (5)

Light Armour
Second Skin (5)

Pickpocketing
Ghosthands (10)
Master of Deception (3)

Speech
Merchant’s Flair (5)

Skills:-

Invisible Prince
Merchant’s Flair
Sweet Silence

Equipment:

Aetwar (a Bosmer bow, enchanted to absorb the stamina of those he shoots)
Long, curved-bladed knife (steel)
Leather armour, gauntlets and boots (rich brown)
Necklace of Life (necklace with a ruby set into gold enchanted with a spell to detect life)
Cloak (deep green)

Traits:

Beast Tongue: Animals will temporarily do as Gelebros (Race trait)

Sense of Direction: Having grown up deep in the heart of Valenwood, with barely even tracks linking the settlements, Gelebros has developed an intuitive sense of direction and is able to find his way with little difficulty

Outdoorsman: Again, having grown up deep within Valenwood, Galebros is an outdoorsman who is quite capable of surviving in the wilds without aid.

Farseer, I hope this is OK! Any changes, just let me know ...
I will add some more to the background tomorrow, but this is, at least, a basis


 

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Does Enchanted Object include armour?
 

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As with Septok, I too will not have my character sheet up for a small while. Maybe late tommorrow.

Anyway, if shotguns are the rule here, then consider the Imperial off-limits :)
 

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I'm creating a character sheet now, it should be up sometime today! This looks like fun.

I'd also like to take the Thalmor dissident character option -if it's still open. Either that or I can take an Altmer or Dunmer.
 

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Discussion Starter #19
I'd expect most to be completely neutral or at least disagree with their values...especially if they were born outside of the current Aldmeri territories. The Dissident here is someone who actually spoke out against the Thalmor...whether or not they were a member is up to them.
 

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Name: Redras Raven-Eye

Race: Dunmer (Dark Elf)

Age: 97 years old

Birthplace: Erabenimsun Tribe Territory, Morrowind

Physical Appearance: Having spent the earliest years of his life under the perpetual fog of Erabenimsun territory, Redras’ red eyes and greyish skin are slightly paler and more sensitive than those of your typical Dunmer. His white hair is worn closely cropped, completely shaven on either side and around the back while the hair on top is worn slightly longer at about 2 inches and worn to the left –picture one of the so-called “SS” haircuts. His face is both stern and kind at the same time, with a complete lack of facial hair or scarring and a surprisingly noble bearing for an Ashlander. Redras stands at a relatively tall 5'10" with a lithe yet muscular build.
On his head, a fine tri-corn grey-black hat sits –unless he’s inside. He wears a fine, yet rugged grey-black overcoat that cascades down his form well past his knees with little hint of ornamentation beyond the black iron buttons and pale grey trim which almost seems to glow. In addition to this, he wears a pair of black leather gloves, knee-high black boots, a white swashbuckler’s undershirt, and black pants. He wears a thin ebony rapier on his right side, with which he is completely ambidextrous and a shortsword of the same make and thickness on his right.
All of this gear is of obviously expensive make, yet it has all seen much use and smells faintly of brine and salt water.

Religious Beliefs: Redras loosely follows Clavicus Vile, valuing money and commerce above most other things.

Personality: A swashbuckling pirate by trade, Redras has a special affinity for all things gold. If he can make money at it, cutting down a few civilians won’t get in the way. A loud and sometimes boisterous drunk, he’ll be the first to break out into song when the opportunity strikes and loves nothing more –except for gold of course- than a bawdy wench and several tankards of ale or anything else alcohol related on hand. Somewhat of an alcoholic, he drinks heavily throughout the day -which he claims helps him focus.

Though typically a self-serving bastard, heroics aren’t entirely beyond him and he’s not averse to a good fight if he sees any worth in it –money related or otherwise. Redras has a certain code of honor he lives by, though it is by no means a rigid code, on some matters he will not budge.

Background: Born into the purely warlike Erabenimsun tribe, Redras has lived a rough life. Cast out of his tribe at the young age of 26 when it was found he possessed the “cowardly” attribute of invisibility and being an undisciplined alcoholic –kleptomania was just icing on the cake as far as the elders were concerned. Disgraced, he was branded an outsider and thrown to the inhospitable lands on the outskirts of his village with nothing but his bare skin and a kitchen knife to keep him alive. Such a fate should have been considered a death sentence. However, he fell in with a group of outcast Mabrigash and from them he learned much of the different schools of magic.

Before long he was driven out of his native land by an Erabenimsun hunting party and forced to migrate to other parts of Morrowind at large. He travelled like this for years, preying on travelers when he could and hunting other bandits for their loot and the bounties on their heads. Redras never stayed in the same place twice but, eventually the authorities caught up with him in Solstheim. He was thrown into the dungeons of Fort Frostmoth to await execution for his crimes. On the day of his hanging, the Imperial jailer came to take him from his cell, however, when he arrived Redras was nowhere to be seen and would not answer his calls. The guard opened the cell door and Redras, using his powers of invisibility, slipped past him and incapacitated him, leaving the guard naked and hogtied in the cold cell.

Quickly, he stole what he could and bought passage on a pirate vessel mere moments before it left. Well acquainted with the arts of thieving, subterfuge, and murder, he offered his services to the ship’s captain and was quickly accepted. For years, piracy was his trade, eventually he became captain of his own ship, accruing wealth and items. Tragedy struck for Redras when his ship was sunk off the Golden Coast and he washed ashore near Anvil, strangely, he hadn’t lost a single thing he’d had on him. His ship sunk and his crew dead or taken into Imperial custody, Redras had little choice but to go into town and hope he hadn’t become a figure of infamy in the region. He currently lays low in the Flowing Bowl where the story begins…

Magic:

Destruction:
Leechmaster (7 points): Steal lifeforce from your enemies.

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
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.

Alteration:
Arcane senses (2 points): With the right spell, the living and the undead become known to you, even behind the very walls.
Mage Armour (3 points): The forces of Alteration can make the softest of fabrics as strong as the purest Ebony.

Combat:

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

Stealth:

Sneak:
Swift Shadows (5 points): Night falls quickly in Winter, so why can't you creep quickly in the darkness?
Sweet Silence (5 points): No one can hear your movements (can't be taken with Heavy Armour).
Shadowkin (10 points): All your life you have been in the shadows, now you are shrouded by it.

Pickpocketing:
Under their noses (5 points): So great is your skill, you can easily steal weapons and jewellery from your targets.
Master of Deception (3 points): You can easily conceal what you have taken...or plant it on someone else.
Ghosthands (10 points): No-one will notice your hands in their pockets.

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

Skills:

One-handed:
Blademaster
Destruction

Illusion:
Shaper of Realities
Invisible Prince
Shadow Spells

Restoration:
Mage Armor
Alteration

Sneak:
Sweet Silence

Equipment:

Swordfish: An ebony rapier, typically coated in nightshade poison.

Stingray: An ebony short-rapier, typically coated in nightshade poison.

Captain Raven-Eye's Longcoat: Pirate captain's overcoat, increases stamina.

Captain Raven-Eye's Boots: Enchanted boots, increases movement speed.

Black cloth pants and gloves: Nothing special.

Black Tricorn Hat: Nothing special.

Black flask: Contains some of the strongest rotgut known to man and mer.

Traits:

Dunmer Blood: +50% fire resistance.

Drunken Sailor: Stamina and movement speed increase while drunk.

Sea Legs: More coordinated onboard ships, stamina and movement speed increase.
 
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