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Thread: The Elder Scrolls: Voice of the Sky (OOC)

  1. #1
    Krogan Hasashin Dervish's Avatar
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    The Elder Scrolls: Voice of the Sky (OOC)

    The Elder Scrolls: Voice of the Sky
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    A Dervish production

    Voice of the Sky chat room, courtesy of WittyReference!

    5 years after the Dovakiin slain Alduin and dragons had started to disappear almost as quickly as they had reemerged from their graves, the Stormcloaks defeated and Jarl Ulfric slain. During this time, Emperor Titus Mede II was assassinated by the reinvigorated Dark Brotherhood in Skyrim, and a new Emperor, Felix Mede, has taken the throne in Cyrodiil.

    While initially, promises of peace and prosperity rang true, each province still loyal to the Empire finally enjoyed economic and military support, support as well as equality for all races and cultures. For the first time in living memory, men, mer, and beast races enjoyed proper representation in politics and those long oppressed for their race finally had the opportunity to live out the dreams and aspirations they longed for, even if racism and oppression lingered in some people’s hearts. A sudden change in law and regulations does not negate centuries of prejudice and hatred, after all. People didn’t even pay much attention when the Dovakiin disappeared, figuring he was either killed on some fool’s quest or having outlived his fame, faded into obscurity. The legend lived on, as if the man had never really existed.

    But something strange has been happening in each of the provinces, even ones not controlled by the Empire anymore; seemingly random people in noticeable numbers have disappeared and a mysterious aurora appears in each province’s sky, so brilliant it can even be seen faintly in the daylight. While hypnotizing and undeniably beautiful, people everywhere can agree something feels strange about it, almost overbearing. Those who travel from province to province had even noticed that each of the curtains dancing in the sky seemed to be pointing in towards Cyrodiil. Those in the province undoubtedly noticed they all seem to be pointing towards the White Gold Tower in Imperial City.

    As the weeks go on, the prosperity and joy of the various provinces has seemed to have faded and more and more, people from all walks of life seem to be becoming staunch Imperial supporters and speak of the Emperor as if he were a God, some fanatics whisper he is greater than any of the Aedra or Daedra deities. Those expressing their displeasure at this notion are facing increasingly hostile people, neighbours and friends included, who are declaring them a plethora of unpleasant things. In the provinces closest to the capital, beatings and sometimes even kidnapping is starting to become more and more common. Once amiable Legionnaires and guards are becoming increasingly cold and inflexible towards the people they swore to protect. Even the smallest transgression is being dealt with harshly, even if the guard in question used to be very forgiving before. One thing people can agree on, everything was different when the skies changed.

    You were one of the few who were outspoken about the changes you’ve seen around you, enduring abuse and adversity for not following the norms. For some reason, whatever got into everyone else hasn’t affected you. But that’s when you were approached by a strange man in a black and red robe who warned you that your life or your loved one’s life was in grave danger, and you needed to come with him immediately. He also told you he thought he figured out what’s been happening to people. Partially out of concerns for safety and partially out of curiosity, you follow this man, only to lose him in the woods. The next thing you remember, you woke up in a dark cell with little to no light. It doesn’t take you long to figure out the man tricked you and captured you, locking you in the cell with nothing more than the strange robe with faintly glowing runes in various places. The few times he’s passed by, you try anything you know to get him to let you go, or at the very least tell you what’s going on. Each time, he simply says, “Soon.” Even though his mouth always has a smile, his eyes are filled with malice and ambition. Whatever he has planned, it certainly isn’t good.

    With no practical light, and no way to tell the time, it seems like days pass when you are awaked to the sound of something picking at your lock. The dark, barely visible silhouette of a hooded man is in the dark before you, but before you can determine if he’s friendly or hostile, his raspy voice whispers. “If you still own anything, it will be in a chest in a room down the hall to the left. Follow the wall. When you are ready, meet me the opposite way down the hall and to the right. We do not have time to waste.” And like that, he is gone, leaving the cell door open, and nothing between you and freedom.

    Something tells you he knows what’s going on, and at the very least you resolve to meet with the man after you go and see if your belongings are really still there after all. Regardless of if you wanted to get involved with anything, you have a feeling you no longer have a choice.

    _____

    Hello everyone, and thank you for having a look at this RP! The basic premise of this story is the Emperor is responsible for the magic that is beginning to change people and the auroras are connected. The Dovahkiin is long missing and presumed dead, and the dragons are all but wiped out, except for a few that have been enslaved. Your character has been kidnapped for reasons unknown to you, but it isn’t what your character’s done with their life that caught the mysterious cult that took them, but it’s what they are. Other things to note, the Empire has control over Skyrim after winning the civil war, the Dark Brotherhood rose once again to glory only to have the Dawnstair sanctuary discovered, raided, and the Night Mother taken, and the current Emperor is the grandson of the one that was assassinated outside of Solitude by the brotherhood 40 years ago.


    As mentioned, this will take place 5 years after Skyrim, so the setting, characters, events, and organizations should be familiar, and if not, I'll make sure you're up to speed!

    I'll state this now, posting requirements are high casual and posts should be proof-read before posting. This is not a speed posting, 3 line per post RP that belongs in Free, this is a multi-paragraph on average RP with character development and hopefully a long, rewarding journey. I ask that you be the type of person who sticks with RPs if you wish to join, as I would like this to go through until the end.

    I’m also going to try something a bit different than usual with RPs. One thing I notice is that unless an RP takes off right away, interest fades and people are lost within a couple weeks. I don’t want that to happen, as well, as if you’re interested in this; please be the kind of person who sticks things out. This story will hopefully be pretty fast paced with a lot of unpredictable events, and those events are going to be largely guided by you, the players.

    For instance, periodically I will private message a random player, or one that I think would work well for a situation, and ask them a question about their character, or something related to the plot. Depending on the answer will depend on how the event that’s going to happen is going to shape up and players will have to respond to it. Kidnapping and death are possibilities, although I don’t intend to treat those things lightly.

    Ultimately, the choices you make as a player can affect the entire group, and it’ll be more than just simply reacting to what the GMs throw at you and follow a trail that’s set out. It may even be the group splits, although I wouldn’t recommend it. Forces are hunting your characters and certain figures can see you plain as day, even in a crowd. They want you, and the repercussions are not pleasant. Likewise, if someone is caught or gets separated, does the group or individuals try to find and save them?

    In the end, there will be things that will divide the players, and choices to make. Not all of it will be simple, and everything will have its repercussions. When the time comes, what path will you choose?

    RULES
    1. No Godmodding or power gaming of any kind. We're telling a story, not having a competition to see who is the biggest badass. Not to say you can't do awesome things when it comes around time for combat, but know your limitations. Failure to comply will force you to be set up to an arranged marriage to a Hargraven.
    2. The writing standard is High Casual. Read what you wrote over before you post, and ensure you have acceptable spelling and grammar. That said, I'm not a perfectionist, and mistakes are made by everyone. Just make an honest effort and we'll get along just fine. Posting expectations are at least 2 detailed paragraphs per post, probably more. Short paragraphs or Talos forbid, single lines, will result in your character being dragged off by trolls and terrible, unspeakable things done to their bodies.
    3. No speed posting. This means give other people a chance to post before you do. There won't be a strict posting order, but if I notice the same two people posting back and forward in a short time span, there will be hell to pay. You will be banished to the Shivering Isles and made into the Gate Keeper's playthings. Space things out, focus on quality, not quantity.
    4. If you are away for a few days or whatever, let us know. We're not going to boot you out of the RP. We understand you have lives outside of the Guild (I sincerely hope you do!), and things come up. Your character will be treated as an NPC until your return. If you plan on dropping, let us know. We'll write off your character, no harm, no foul.
    5. If you disagree with contents of someone's posts, don't turn the OOC into some horrible flame fest. We're all hopefully mature enough to settle disagreements through logical discourse. If things start to go into flame war territory, I will warn the players. Failure to STFU will lead to your banishment from this RP with nothing more than an angri faec to accompany you.
    6. If you want to do something, and you aren't sure, ask in the OOC so it can be discussed. Or, if you want it to be a surprise, PM the GMs. If it's a good idea, we'll work it into the plot. We're flexible like Cirque de soleil performers.
    7. If you have questions or ideas for events, PM the GMs. Your input will help keep you not only invested, but make things a lot easier for us to keep this thing fresh like Will Smith.
    8. As heavy and srs business as this may all seem, the point is to have fun and build a good comradery with your fellow role players. There will be inappropriate screwing around in the OOC, and people will be off topic quite a bit. This is normal. This is fun. It's also a great place to shoot around ideas and discuss how things are going. Keep invested in this and I promise it'll stick in your memories as one of the best damn things you've done on this webpage.
    9. If you feel the need to start a romance between characters, that's cool. This isn't exactly a rated role play. I personally like to graphically describe violence and swear quite a bit, but if you feel the need to indulge in smut, please take that stuff to PM. 4 pages of graphic sex isn't going to save the world, it'll just cause everyone else to feel really awkward and need a cold shower afterwards. It is known.
    10. Gary and Mary Sues will have a Dark Brotherhood contract put on them that they will never, ever escape from. Probably because their legs will be eaten by ice wraiths and their body horribly maimed by hordes of angry hornets before the assassin gets to you. He's a local, and his name is Joe. He will ruin your day, Mr. or Miss. I Have No Flaws and Everyone Loves Me.

    Game Related Rules
    1. Equipment limitations are as follows:

    -Iron, steel, and leather are all very common and easy to come by and easy to afford.

    -Elvish and Orcish gear is somewhat easy to come by, and both have their unique advantages. They both happen to be quite pricey and finding an elf (elvish gear originates from the Thalmor) or an orc in Skyrim isn't exactly a common occurrence. If you have weapons or armour like that, explain how you obtained them.

    -Dwemmer, or dwarven, gear is relatively common in Skyrim if your character has been in the ruins. Most of their machines and defenses are still working, so chances are, your character is brave and tenacious if they got their hands on this stuff. Stores would sell limited stocks at pretty marked up prices considering how hard it is to obtain it.

    -Ancient nord: Really old weapons that somehow hold up over the years, they're crude and quite common in ancient nord temples, tombs, and ruins. The only problem is you usually have to deal with the drauger. And obviously, they're not nice zombie people. Stores wouldn't sell this stuff (it would be like going to a gun store and asking for a Brown Bess when there's the newest Remington rifle on sale).

    -Falmer and Forsworn: Both sets of weapons are crude but effective, and Falmer gear usually has poison chambers due to being constructed from Charrus chitin and other parts. Forsworn stuff is built out of raw materials from nature, much like how a native American would. You'd only ever obtain either by killing a Falmer or Forsworn, and even then, would you really want it?

    -Glass and Ebony: Both of these are high-end, expensive, and extremely well made weapons and armour that you'd be lucky to ever find. Ebony gear originates in Morrowind, so it would be found among the rich and powerful there, and likewise, Glass gear comes from the Aldmari Dominion and is usually only found on their elite soldiers. While some examples find their way into Skyrim and Cyrodiil, it's very uncommon and you are a very attractive target for having them. Would you walk around with a rapper's amount of gold chains around your neck at night in a dark alley? Kind of the same thing.

    -Dragon: Dragons are all but extinct, and whatever remains are enslaved or in hiding. As such dragon scales and bone are extremely hard to come by. You can only find this in Skyrim, but as such, much of it has been confiscated by the Empire for archiving, equipping their own elite soldiers, or as museum pieces. It is extremely hard to work with dragon scales and bones, so even if someone obtained them, they'd have to be among the best to do anything with it. You very likely will never possess dragon materials.

    -Daedric: The Oblivion crisis ended over 200 years ago, and as such, the presence of the daedra in Tamriel is so rare they may as well be myths to most people, and the few that do manage to cross dimensions certainly aren't going to hand it over. Even harder to obtain than dragon materials, a master smith would be hard pressed to find a daedra heart, and likely wouldn't know the process to create daedric metals and shape it into armour and weapons. You very much won't have possession of these, at all.

    Any enchantments: Possible, but you'll need to find the soul gems to charge them. Also, they're expensive as hell if you're trying to buy them. Best become friends with an enchanter if you're poor.

    -Daedric artifacts: No. Just no.

    2. You can only carry so much on your person at a time. Think of real life, are you going to be carrying a bow, a claymore, 3 daggers, a staff, 400 arrows, just as many potions and scrolls, and every book out of the public library? Keep it reasonable, keep it realistic. Collecting loot should never be your goal.

    3. No matter how strong, talented, and experienced your character is, you're still only mortal. If you're running into 15 bandits, your odds don't look good. A troll is going to be the fight of your life. Herd of mammoths? Run like hell. You sustain injuries, you may die if you encounter a situation that is suicidal. (I'm lenient, I'm not going to kill your character off without your permission, unless you break one of the cardinal rules above).

    4. Potions take time to work in most cases, so you're not going to get gutted by an axe and then look brand new by chugging Tamriel Energy Drink. It'll help your body mesh the wounds and heal you, and it takes time for it to eliminate poisons and disease. In short, be careful. On that note, chugging potion after potion isn't going to happen unless you happen to be a whale with the body mass to do so.

    5. Scrolls take time to read, so if you're reading one in combat to cast something, make sure you have someone watching your ass and there isn't a group of Falmer looking to rip your arm off ten feet away.

    6. Damage is realistic(ish), if you're hit by an ice spike or an arrow, you're going to need some serious medical attention if it hits something vital. But since this is Elder Scrolls, and potions work in ways that a platypus would say, "that's fucked up."


    Now that the rules are set, let's get to getting you people to make your undoubtedly awesome and memorable characters that you've been thinking about for the past 24 hours!

    _____
    Character sheet
    Name: Character's name and any alias they may go by
    Race: What race they are
    Family Origins: Where was your character born and raised? This may affect their cultural outlook.
    Appearance: A detailed description of what your character looks like and a picture, if possible. Please, for the love of The Nine, no anime.
    Age: How old your character is. Age brings wisdom, youth brings strength and energy. Keep in mind elves tend to have longer live spans than men and beast races.
    Equipment: Weapons and armour. As you fill this out, ask yourself, if you were your character, would you be able to carry all of this stuff? More stuff= more encumbered. Less stuff= less encumbered, but less resources at your disposal.
    Miscellanea: Things like lock picks, food, smithing materials, scolls, potions. The weight thing applies as well.
    Favored Skills: This section gets a bit more complicated. Using the main skills of the game (two handed, smithing, destruction, illusion, lock picking, pick pocketing, shield, et cetera) things are rated by proficiency. You may have 1 highly proficient skill, 3 moderately proficient skills, and 3 somewhat proficient skills. You may, however, move up a class at the expense of another skill of the level below it (e.g. you pick 1 highly proficient at the cost of 2 moderately proficient). Likewise, you can gain more skills if you downgrade a skill (1 moderately proficient becomes two somewhat proficient, for example). Explain why your character is good at each skill in a brief sentence.
    Background and a "brief" history: Explain your character's back story, how they came to be who they are, and so on. Please make this fairly detailed as it really fleshes out who your character is supposed to be. This also will help determine if I think your writing quality is satisfactory for a High-Casual requirement.
    Fighting Style: Explain how your character approaches combat and their particular skills and talents. This will help the group decide who is best suited to deal with particular situations.
    Personality: Explain what your character's personality is like, including quirks, faults, and so on. The goal is to make a believable person, not a Mary or Gary Sue. There's a special place in hell for those kinds of characters.
    The Wiki Page for everything Elder Scrolls related






    Approved Characters

    Zaveed, Khajiit - Dervish Zaveed
    Urzoth Gra-Magul, Orc - Robeatics Urzoth Gra-Magul
    Semedar, Khajiit - amberillusions Semedar
    Wysteria (Wyst) Ber'chell, Dunmer-Redguard – FMAlchemist Wyst
    Shavi, Argonian - Mosis Tosis Shavi
    Cub, Orc -Witty Reference Cub
    Sevari, Khajiit - O|NoSoul Sevari
    Az-nari, Argonian - Draexzhan Az-nari
    Ash Radke, Bosmer - Slim Shady Ash Radke
    Marassa, Khajiit - Dervish Marassa
    Kyra, Khajiit - Silver Fox Kyra
    Gorzath the Wanderer, Orc - Rtron Gorzath the Wanderer
    Merilis, Nord - NikkiNoNo Merilis
    Quilh Astaldar, Nord - Sanquin Quilh Astaldar
    Hralvar Fire-Blade, Nord - Psyker Landshark Hralvar Fire-Blade
    Rashid Al-Sajid, Redguard - JerkChicken Rashid Al-Sajid
    Sir Kilian Syrell, Breton - Voltin Sir Kilian Syrell

    Last edited by Dervish; 01-24-2013 at 04:51 PM.

    A special thanks to Vanquished for the sig!
    And another special thanks to Tick for the avatar!
    Roleplays I GM

    The Elder Scrolls: Vengeance of the Deep (Co-GMing with O|NoSoul)

  2. #2
    Fire and Blood Vanquished's Avatar
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    Name:
    Murie

    Race:
    Altmer

    Family Origins:
    Born in the Imperial City, spent most of her childhood in the Summerset Isles.

    Appearance:

    Murie is 6'4", slim, and lacking in muscle tone. Golden skin toned, with bright green eyes, and with pale blond hair that she keeps braided back.
    Age:
    Born in 3E421, 227 yrs old (if my math is correct)

    Equipment:
    -Brown robe of heavy wool, with a matching cowl
    -leather moccasins
    -leather armor*
    -fur boots*
    -fur gauntlets*
    -glass dagger
    -staff of fear

    *In her possession while travelling

    Miscellanea:
    -3 lesser soul gems, 2 common soul gems
    -2 potions of magicka
    -3 capture soul scrolls
    -1 book on the study and worship of Talos

    Favored Skills:
    Highly Proficient: Illusion
    Moderately Proficient:alchemy, alteration
    Somewhat Proficient:Enchanting, destruction, restoration
    Background and a "brief" history:
    Born in 3E 421, twelve years before the Oblivion Crisis, or the Great Anguish. Her father was an enchanter in Cyrodil. When the Emperor was murdered, and the Oblivion Crisis struck, the small family returned to Summerset Isle with haste. They returned home only to find that they were no safer there. The Crystal Tower was attacked, utterly destroyed. Word eventually arrived that the crisis was over because of one man. Martin Septim, heir to the throne, had taken on the avatar of Akatosh and had destroyed the evil of Mehrunes Dagon.

    Murie, young and impressionable, delved into the history of the Septims, and from a young age, became a devout follower of the nine-particularly Talos. This was a sore spot of contention with her peers and elders. With the re-formation of the Aldmeri Dominion in 4E 29, Talos worship on Summerset Isles was banished. Murie, not yet half a century old, ran from her family and home to return to Cyrodil.

    For the next century,she studied at the various Guild Halls and finally the Arcane University in the Imperial city-her home for the first decade of her life. She was enthralled with the remnants of the fight against Dagon-particularly, the statue form of Akatosh taken by Martin Septim. She could often be found at the temples, and frequently made trips to the Talos wayshrines. Peace could not last for long, and war began anew in 4E171.

    Murie decided to stay, to not run, at first. She prayed daily to Talos to guide the empire to safety. A year before the sacking of the Imperial City, she was called away to study an ancient text. She learned of the attack on her home while away. Though the Empire bowed to the Thalmor, Murie felt the gods had spared her.

    With the signing of the White-Gold Concordat, she fled once more. She refused to deny Talos, and so she sought communities that still worshipped him. She moved in large groups, often seeking the company of priests. While, she had always been a scholar, and a devout worshipper of the gods, she had never before considered becoming a priest. With Talos worship now banned, it was a dangerous path to take. With guidance, she was directed towards Skyrim, Windhelm.

    In 4E180, she found herself settling in to the life of a priest. She offered various other services still-enchanting, alchemy, but she was first and foremost a scholarly priest. She sought out tomes and texts to better explain the nature of Talos. She wrote several of her own to he distributed amongst those who still believed.

    When the stormcloak rebellion broke out, many expected her to support them. She surprised many by supporting the Imperials. Yes, she would say, the empire allowed the Thalmor to ban worship of Talos. But, she would continue, to work to leave the empire that Tiber Septim made with his own sweat, blood, and tears, was worse. The empire and Talos were tied so deeply to Murie, she couldn't support the stormcloaks, even with their reasoning.

    A few years back she was offered personal protection due to often putting herself into dangerous positions. While she was not happy about it, she accepted the meat shield.

    More recently, she began to notice many were becoming fanatical about the emperor and empire. At first, she did not feel anything odd about it-she herself endorsed the empire. However, mixed with the odd auroras, and the fanatical support of this particular emperor and not the idea in general, Murie grew quite wary, and left windhelm with her bodyguard, to go to a secluded cabin in the forest.
    Fighting Style:
    Support, Murie is well versed in spells from the illusion class of magic, she is also able to offer small healing services, and can lob the occasional fireball if needed.
    Personality:
    Although Murie is fervent in her devotion to Talos, a human-made-god, and abhors the Thalmor, she is an Altmer. She views herself as being more advanced than the other races. To describe it better, her world viewpoint would be similar to "white man's burden." She can work with other races, but subconsciously pities them, or wishes to improve their lives.

    She is studious, and devout-bordering on fanatical. This has only increased as she has aged. While she is often engrossed in a text, she knows that the road to information is littered with proletarian she needs, and as such, is a gifted speaker. She tends to know what to say, and when to say it-as long as it achieves her goal.
    Last edited by Vanquished; 05-24-2012 at 06:13 AM.

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  3. #3
    Fuzake n Na! FMAlchemist's Avatar
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    Name: Wysteria (Wyst) Ber'chell

    Race: Dunmer / Redguard

    Family Origins: Born in Morrowind (Dunmer mother and Redguard father) - raised in Hammerfell

    Appearance:

    Wysteria stands at 5'11 and maintains a well-toned, strong, but lean appearance, resultant of her constant, self-disciplined training regime. She has has dark, troubled auburn eyes often which reflect her many sleepless nights and a less-than nutritious diet. She often appears exhausted, no matter how well rested she actually is and appears much older than she actually is, in part due to her curly/wavy silver-white hair, which is often very unruly and ends just below her chin. She retains the pointed ears of the Dunmer and has light, slightly bluish, gray skin.

    (Some Rough Sketches)
    (IN COLOR~ )

    Age: 27

    Equipment:

    Glass Dual Swords - (From her father when he fought in the war. He'd originally forbidden her use them, but after she stopped going out looking for fights all the time, he finally gave them to her- arguing she was skilled enough to handle whatever mediocre bandits came her way- not to mention Leonce would be there accompanying her always, so there was no harm.)

    Steel Horned Helmet (ties neck strap to belt when not in use) (Link)
    Steel Pauldrons (Like this w/out the neck piece)
    Steel Arm Bracers
    Leather Breastplate (Similar to this.)
    Knee-Length Leather Tassets (Similar to this.)
    Leather Greaves
    Leather Boots
    Elvish Dagger

    Miscellanea:

    4 Small Potion Viles (full of medicine)
    Small Moleskin Journal
    1 Health Potion
    300 Septims

    Favored Skills:

    Highly Proficient:

    One handed (dual swords) : Trained by her father and in a high-class academy in Hammerfell- many of her moves she has also invented, being exceptionally good at improvisation.

    Moderately Proficient:

    Archery : Taught herself after her brothers death, believing she ought to learn how to use a bow because she may one day need it.

    Healing : Skills taught to her by her mother.

    Acrobatics : Taught at the academy and further developed on her own, she uses these skills often during battle.

    Somewhat Proficient:

    Destruction : Self-taught out of paranoia, once again. She might need it.

    Alchemy : Self-taught. She needed to know enough to make her medicine, which her mother originally taught her, but later decided to read into it a bit further. She might need it.

    Smithing : Well, her father was a blacksmith, after all. Besides- .... she might need it.

    Background and a "brief" history:

    Wysteria lived a somewhat sheltered life in a middle class household well provided for due to her father's decent success as a blacksmith and renowned swordsman. She was born in Morrowind, but because of the imposing threat of the argonians in Vvarnfall, her father decided to take his family and return to his homeland all the way in Hammerfell, where he continued his work and Wysteria spent the remainder of her youth. She had a reasonably normal childhood at first, growing up with her older brother, Cashmir. Their father, who had also served as a soldier until an injury sent him home, taught them everything he knew of battle and sent them to an academy to further their knowledge of swordplay, which they enthusiastically attended. He ran his household and conducted their training sessions with a military-esque sort of discipline. Their mother, a mage, also taught them of healing magic. Wyst and Cashmir sparred often, playfully challenging each other to improve their skills. Her brother dreamed relentlessly of the glory of war and becoming a hero of legend- a dream which Wyst, in great admiration of her brother, wished to join him in although she herself was not of the adventurous type, much too fearful of the land beyond their town. Regardless, she remembers those days with Cashmir as her happiest times.

    As a child, she was very eager to befriend people and creatures from all walks of life, but this was often conflicted by her timidity and an indescribable wariness she held towards strangers. Her mother, in an effort to balance out her husband's constant military routine and instill some sort of artistic quality in her children, enrolled Wyst in violin lessons. She was naturally gifted and quickly advanced as a prodigy of sorts. She came to love playing and found it often calmed her mind, unaware of how remedial the music really was. Signs of her inner illness at the age of 8 were, however, foreboding. Her parents paid no mind at first to the signs of her symptoms. They failed to realize the gravity of the issue when Wyst told them on multiple occasions that she was probably a Wood Elf and could "hear the animals whisper and scream."

    As her odd behavior seemed to escalate with her growing age, her parents grew concerned. Her mother, with her knowledge of healing, did some research and discovered a potion made of simple ingredients which would help keep the "voices" and often disorganized thoughts to a minimum. This was done in addition to the violin, which, her mother discovered, seemed to act as a natural stimulant- managing to keep her rooted to reality more than anything else. All seemed well for a while....

    At age 15, however, her brother (who was 18 at the time) was found dead in the backyard of their estate early one morning. Wysteria was the first to discover him and, becoming absolutely hysterical at the sight, the image of her brother, his skull split by an axe from the shed, left her mentally scarred. It proved to be just enough to unlock the dormant illness inside her and she felt her life sink into a dark depression full of sleepless nights and fueled by an abnormal amount of paranoia.

    Her parents and investigators were able to conclude it was the work of a thief that must have been trying to break in when Cashmir tried to confront him. Wysteria refused to believe it. For the following years, she began to train harder than ever before- obsessively "preparing" herself for the murderer she knew would come back for the rest of her family. She soon overcame her stagnant depression, also completely forsaking the violin and many other activities she once enjoyed, in order to completely dedicate herself to her training.

    It was only after, at 16, she started throwing irrational murder accusations at her parents that they realized her renewed "dedication" to swordplay was not a positive sign of her "overcoming Cashmir’s death"- as they'd originally thought. They realized she had been neglecting to take her medicine based on the suspicion that it was poisoned. Her mother had been suffering from depression at the loss of her son as well (genetic, apparently) and had been having trouble with eating and sleeping. Because of her weakness, she found she did not have the energy to monitor Wyst's increasingly dangerous behavior as she looked for more extreme ways to improve her battle skills, whilst also growing more and more frustrated with her inability to control what was happening in her mind.

    Every spar she participated in soon started to become extreme- as if Wyst was fighting for her life and would not stop until her opponent was deader than dead. Finally, the instructor, who had had to put a stop to each of the blood thirsty spars, notified her family that he had had enough. Her father was forced to take her out of the academy and forbid her from sparring with anyone- for the safety of her colleagues. The timid, fearful child of her younger years had blossomed into a raging, bloody, monster which seemed always to be running with adrenaline levels over 9000. She became restless and moody, aggravated that she had no real way to test her skills without someone to spar with and still tormented by her illness. This soon led her to seek out other, more dangerous, means of training- such as walking along empty roads late at night with bags of money in plain sight of any who dared try and extort her. Her parent's soon became desperate.

    That was when she met Leonce. Leonce was a good natured farmhand a few years older than Wyst who had been a good family friend for a number of years. He was exceptionally talented with speech, fairly good with a sword, and ultimately hired by the Ber'chell's to befriend and look over their daughter as often as possible. Since then, Leonce has acted as Wysteria's best friend and, in part, baby sitter. She came to trust him over the following year and often confided her innermost thoughts and feelings to him, the crucial of which he then relayed to her concerned parents.

    Thanks to his influence and over time, Wyst came to learn how to better control her mind and blood-thirsty rage, although paranoid whisperings and screams still plague her from time to time. She resumed taking her potions at the advice of Leonce, but continues to suffer from lack of sleep- instead taking short naps at various intervals throughout the day.

    With her plight more or less behind her, she felt as if she could finally, perhaps, relax and wished to learn more about the lands outside Hammerfell, other than her fathers many war stories. Still obsessively training, spending time with Leonce, learning skills from her father, and, on occasion, picking up her violin, Wyst was just back to living a relatively easy-going life when the disappearances began. With Felix Mede on the thrown of Cyrodiil and more strange things happening around Tamriel, Wyst's paranoia has left her especially on edge lately. Her suspicions have only risen as her parents begin to talk abnormally of their sudden "admiration" of the Emperor. She is confident that Leonce is still on her side and sane, as he has assured her of this multiple times, but the whisperings in her head seem to be growing in ferocity....

    And so she waits, not fearfully, but with bloody ambition, for whatever it is that has gotten into her parent's heads to show it's ugly face so she can tear it to shreds... As a victim of her own mind all her life, the strange happenings have left her out raged and eager to kill....


    Fighting Style:

    Wyst relies heavily on speed and power. Her dexterity with her swords is unmatched and her goal in each battle she encounters is to strike without giving her opponent the chance to strike back. She uses a barrage of powerful swipes and jabs, coupled with agile rolls, flips, turns, and kicks. She is known for breaking back fingers, severing limbs, pulling hair, and other such excruciatingly painful and dirty tactics when fighting that will well disable an enemy. Her paranoia gives her an air of over confidence, but also dictates the true meaning behind every battle she faces. No matter how big or small, every encounter, to her, is a matter of life or death, and she fights like it- holding nothing back. Her defense, consequentially, is greatly sacrificed for this and she is known to over-exhaust herself before admitting defeat and trying to run away.


    Personality:

    Wysteria is of, what most would call, a poor mental state. Paranoid Schizophrenia and perfectionist tendencies influence the majority of Wysteria's actions. She seems to believe that maintaining a high stress level is the only way in which to survive in the world around her. Of her symptoms, she often must fight to keep her thoughts organized, sometimes hears paranoid voices or unintelligible whisperings, suffers from insomnia, and her mood can, at times, be unstable.

    She lives by the philosophy of "Kill them before they kill you" which is often conflicted by her paranoia, which may tempt her to view an ally as an enemy with ill intentions. She has come to learn more about how to control and cope with most of her symptoms- more importantly her violent tendencies and paranoia in determining who is friend or foe, but if she deems one worthy of death, she will not hesitate to unleash her fury and works with all the speed and skill of the Dunmer and Redguard. Expect to be stabbed several more times than is necessary should you fall. She's also been known to compulsively dismember her attackers at the end of each battle.

    She often comes off as rushed, becoming restless easily and always wary of "wasting time". She has a sarcastic, but flat and often dark, sense of humor- often causing the majority of her attempted jokes to end badly. Needless to say, social grace is not her forte. Of her good qualities, she is an extremely hard worker, training and working adamantly (obsessively, even) to remain at the top of her game at all times. She compulsively works towards perfection in whatever else she finds reason enough to do- sometimes causing her to "over do" it or over exhaust herself. She rarely, if ever, lets her guard down- always tense. She is usually one of the more quiet members within a group, coming off as indifferent at times, but she does have a genuinely good moral compass and is very loyal and loving to her allies, even if she may not completely trust them.






    -----

    And do I get any fries with that McChanda? I certainly hope so.
    Last edited by FMAlchemist; 06-02-2012 at 05:51 AM.



    ☆☆Current Roleplays☆☆
    ~The Legend Of Zelda - The Imprisoning War~
    ~Pretty Much Dead Already~(hiatus)



  4. #4
    Tepid Fellatio Chanda's Avatar
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    Oh young jeezy! I think a little birdie named FM is a bit jelly that she didn't receive top billing.

    REVERSED!
    CHANDA

    YOU LOVE IT YOU WHORE

  5. #5
    Prince of Darkness Slim Shady's Avatar
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    One question before I make my CS..... Can we be part of the Nightingales, or is that too high up/soon? (And I just had to ask this, since I love the nightingales). And if not now, can I do this in some part of the game? (Also Reserved...?)


    CS:

    Name: Ash Radke

    Race: Wood Elf

    Family Origins: Ravenwood

    Appearance: Ash has a slim and lean outlook on himself. Not ripped, but make very quick and effective movements. Standing at a good "5'10-11", Ash is somewhat pale and keeps his hair on the medium side, his jet black hair barely touching his eyes. He has one red and one blue eye ,has no facial hair.





    Age: 29, although looks a couple years younger due to being an elf. Somewhere along the line of early twenties.

    Equipment: All leather armor, black in color, and wears a black cloak on top of this.
    Elven bow (Flawless)
    30 elven arrows




    Miscellanea: 15 lock picks, 3 red apples, 3 potent poisons, 4 potions of minor health.


    Favored Skills: Archery: Highly proficient
    Sneak: Highly proficient
    Alchemy: Moderately proficient
    Speech: Moderately proficient

    Background and a "brief" history: Ash was born in the quiet and somewhat peaceful town of Ravenwood, and had somewhat of an uneventful childhood. He did, however, was very fond of his dad, who worked as a huntsman and was the best at his game. He caught everything from wolves to foxes to deer, and he even killed a couple bears in his career. His family never ran out of food, and his house was decorated with the finest skins and head pieces. Ash's dad would also take him on his hunts some times, and teach him things like archery, how to hunt, how to sneak up on pray, hunting strategies, camoflague, nature and plant experience, and it also brought Ash good fitness. His mother, on the other hand, was a very kind a loving person, and always watched after Ash and showed affection towards him. This is was gave him his somewhat kind and compassionate personality.She had also taught him how to make poitions and poisons with Alchemy. Ash also had a kind and caring sister, named Cecile, that he had very much kept close to his heart. He would never let her out of his sight, and would protect her at all costs. She literally meant the world to him.

    At age sixteen, his father and himself started hunting together as pot of their jobs. Ash racked in a few extra coins, got to do what he loved, and also helped out his father. The only really eventful thing with his career as a hunter was once, Ash and his father had encountered a black bear, the first Ash saw. Him and his father dispatched the bear, somewhat easily with their skill in archery, and brought home the game. When the animal was skinned, Ash's father had given the skin to the smith their and his father presented him with this black leather armor, which was somewhat, but no alot, stronger than regular leather, and was just as light.

    Skipping around to when the "voice of the sky" started, his father was very much concerned with this dilema. After awhile of being abused by the imperials, his father built a strong hate on the imperials, and worked on killing imperials and ruining their plans every which way, for their crule and harsh rule. After sometime, once the imperials finally caught his dad, due to one of his dad's partners ratting him out, his father was brutually whipped, tortured, and killed. And this all happened right in the middle of Ravenwood, right where Ash, his mother, and his sister watched horribly.

    From that day forward, Ash had swore to himself that he would avenge his father, and help end what had come upon the great province of Skyrim, and wherever else this might be happening. He left his home at the age of twenty-one to seek out this desire, and he started by killing the general that slaughtered and massacered his father. This took a few weeks of planning, but once he got the general to where he wanted, he put one of his arrows clean through his head, in his own home. Inside, Ash found his father's bow. This bow was crafted to the upmost perfection, and Ash took this bow, and used it to try to end what his father had try to end before with the very same bow. (Tried to keep it brief...)


    Fighting style: Ash almost always strategizes his attacks before making them, when possible. Once completed, he usually takes to a somewhat safe hiding place, usually at some distance away, and waits for the right moment before letting a arrow glide through the air with the utmost accuracy. He often uses poisons to help take down foes that won't come down with just one arrow. Ash hardly uses close combat, since he only has a bow, and likes the long-range position instead. Although he plans out all his attacks, that does not mean he can't put an arrow into the skull of someone who suddenly charges him by surprise in a matter of mere seconds.

    Personality: Ash is very serious when it comes to an important task and combat, and refuses to loose his cool or screw around in any means. He will only talk when needed, and only has the task at hand in his mind. Outside of this, Ash is a somewhat layed-back person. He's calm, content, and is able to be compassionate and social when outside of dire situations. He's not very outgoing, but he's not be very untalkative and an uncaring person either. Somewhere in the middle.
    Last edited by Slim Shady; 09-28-2012 at 03:47 PM.

  6. #6
    Krogan Hasashin Dervish's Avatar
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    Name: Zaveed

    Race: Khajiit

    Family Origins: Elswyer, but had been based out of what was left of Riften for the past several months

    Appearance: Zaveed is a lean, athletic male with quick, powerful muscles. While he doesn't have the brute strength of the Nords or Orcs, he is agile and his frame reflects that at 5'08". Both his ears are pierced with gold hoops for good luck, and he keeps his mane in a mohawk. His fur is dark grey with black lines, and white in some areas. He has intelligent pale blue eyes, and very sharp claws.




    Age: 24


    Equipment:

    Elvish Dagger, sapphire pommel
    Imperial bow
    Steel arrows (15)
    Thieves Guild leather armour, no sleeves, grey in colour
    Imperial Light Boots
    Leather Bracers
    Silver Ring with sapphire
    Two Ebony war axes

    Miscellanea:
    30 lock picks
    Aldo wine
    Leather
    Leather strips
    Venison

    Favored Skills

    One Handed: Highly proficient (Zaveed favours dual war axes)
    Archery: Moderately proficient (All crew members on the Iron Reaper needed to be able to use a bow to defend the ship)
    Sneak: Moderately proficient (Being a khajiit and being able to see at night made it natural for him to be able to avoid detection during several raids)
    Smithing: Moderately proficient (learned how to maintain and repair equipment on a ship)
    Light armour: Moderately proficient (prefers leather, doesn't wear a helm)
    Lock picking: Somewhat proficient (can only open locks he can unlock quickly)

    Miscellaneous:

    Background and a "brief" history:
    Zaveed was born to a family he doesn't remember on Elswyer, and he doesn't remember the home he came from. When he was three years old, ship-born raiders, clients of the Thalmor, attacked his town and he was one of the children taken by the crew to be raised on the Iron Reaper as a thrall. The crew was made up of various races of Tamreil, including an Orc captain who grew rather fond of Zaveed. Over the next several years, Zaveed was raised and conditioned to a life at sea, at first fetching food for the crew and cleaning the decks, to eventually being taught how to mend armour and weapons, to being shown how to use various weapons and fight. He was a quick study, and enthusiastically took to it. It wasn't long until he had completely forgotten Elswyer and the family he was torn from.

    Although he was living on a corsair ship, raiding settlements along the Empire’s provinces’ coastlines, he was taken under the wing of the 1st Mate, a kindly Breton who taught him how to read and write, as well as various educational crash courses that he and the other children were instructed in. Even after the 1st Mate was killed during a raid, Zaveed continued to read and better himself when he wasn't sparing with other crew members, repairing damaged equipment, or cleaning the ship.

    Zaveed was 12 when he was sent on his first raid in The Black Marsh, and subsequently killed his first man. The captain, Grogash Brudher, had a few simple rules about raiding: You never kill anyone who doesn't pose a threat, you only take what is valuable, you leave enough for the victims to be able to survive off of, and you show honour to the foes you fight. The captain's logic was that while they were doing violent, illegal acts against innocent people, if you kill them all, then not only will the settlement likely be abandoned, making it harder to conduct raids, but if you did return, the people remaining would fight to the death knowing they have no chance at life, instead of being afraid and submissive.

    Zaveed was given a crude iron war axe for this first raid, and while attempting to break into a house, he narrowly dodged having his head caved in by an argonian with a warhammer. Using his agility, and in a panicked luck, he struck a lucky blow into the argonian's neck when he raised the hammer for another blow. Zaveed used the hammer to break the door's lock, and found himself in a wealthy manor of Hist Tree Plantation owners. He grabbed every bit of jewelry and gold he could shove into the pillow cases he stole from the bed, and came back just in time to catch the ship leaving, as the argonian soldiers had begun to arrive. This elevated him from a thrall to a full blooded crew member, signified by the sapphire encrusted silver ring he received for his contribution to the ship, and the elvish dagger with the sapphire pommel for his first kill.

    No longer responsible for cleaning, he continued his studies and had free choice of whichever weapons he desired, and he began to train with two steel axes and an Imperial bow. He trained hard for the next seven years, in which the Iron Reaper had moved on from the Black Marsh to Morrowind. It was during a daring raid on a large Dunmer town that Zaveed came across a well reknown blacksmith shop, killed anyone who took up arms against him, and grabbed his most prized possessions; two Orcish War axes he called Masser and Secunda after Nirn's moons.

    Months later, reaching Skyrim, the Iron Reaper's luck had run out when an Imperial naval patrol had finally located the ship and attacked, causing it to sink off of the eastern coast of Skyrim near Windhelm. Most of the crew was slaughtered by soldiers or drowned in the attack, and Zaveed was able to escape by swimming under the ice and resurfacing for air. His crew mates who preferred heavy armour over his leather sank to the bottom and drowned.

    Shivering, wet and cold, and a few kilometers from the shipwreck, he set down to die in an old ruin when a Nord couple found him and brought him back to health. After recovering, the couple took him to the Ratway in Riften. The couple turned out being members of the Thieves Guild, who quickly accepted him due to his skills gained as a corsair, and in turn, he found refuge in a strange land along with a source of income.

    However, his new found freedom and a desire to see his homeland saw him making plans to take his earnings and leave the guild behind him to charter a ship back to Elyswer, a home he’d never known. It was around this time that he started noticing people across the province acting strangely when the auroras never went away, and he quickly began to flee towards Solitude to find a ship to get him out of the province when he was taken by fanatics and imprisoned.

    Escaping with a bosmer and his current traveling companion named Milbereth, the pair have stumbled across a disturbing revelation about the auroras and the Emperor, and find themselves on a path to try and stop the twisted plot before it’s too late.

    Fighting Style: Zaveed is a fast, ferocious fighter who welds two war axes as well as most warriors can weld one. Conditioned from a life of hit and run attacks, quick and brutal skirmishes, and getting what he wants as quickly as possible, he has developed a knack for quickly disabling foes and finding weak spots in their defences. He has incredible endurance and does not tire easily. He is proficient with a bow, although it is not his choice weapon and has no attachment to it.

    Personality: Zaveed is an approachable, charming, and surprisingly loyal individual to anyone he accepts as a companion, and he makes a point to respect their belongings, despite his background. He makes a point to appear indifferent to most situations, and he often hides his true feelings behind a sense of humour. He has a certain pride of his past, despite it being forced upon him, and he isn’t above being ruthless and violent if it means doing what needs to be done.
    Last edited by Dervish; 10-06-2012 at 09:44 AM.

    A special thanks to Vanquished for the sig!
    And another special thanks to Tick for the avatar!
    Roleplays I GM

    The Elder Scrolls: Vengeance of the Deep (Co-GMing with O|NoSoul)

  7. #7
    Krogan Hasashin Dervish's Avatar
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    I'd say no to the Nightingales for now because in my eyes, that's a lot like being at the top of a guild and I think since there's only 3 of them, your chances of making a really unique character are kind of slim.

    I mean, my character's a corsair. You aren't going to find that as a faction in the game.

    A special thanks to Vanquished for the sig!
    And another special thanks to Tick for the avatar!
    Roleplays I GM

    The Elder Scrolls: Vengeance of the Deep (Co-GMing with O|NoSoul)

  8. #8
    Prince of Darkness Slim Shady's Avatar
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    Ok, I kinda figured..... So yeah, I'll start making my character now. Thanks =)

  9. #9
    Krogan Hasashin Dervish's Avatar
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    No worries! Be creative!

    I mean, Chanda decided to make a lab accident. How often does THAT happen?

    I still don't get it.

    A special thanks to Vanquished for the sig!
    And another special thanks to Tick for the avatar!
    Roleplays I GM

    The Elder Scrolls: Vengeance of the Deep (Co-GMing with O|NoSoul)

  10. #10
    Secretly Kamikirimusi Flower Maiden Cheza's Avatar
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    Hm... Someone made a Kajhiit already.

    But should I do a Dunmer Spellsword, or a Kajhiit Shadowstalker (Which is basically: Restoration, Illusion and Alchemy. The rest is your typical Thief/Assassin fare).
    Sig Pic by Noel:



    Random stuff. Open at own risk.
    Spoiler

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