Cyrodiil is in chaos. The Emperor Uriel Septim VII and his heirs have been slain by the Mythic dawn, a cult devoted to the Daedric Prince Mehrunes Dagon. The Dragon fires, magic created by the God Akatosh and sustained by a Septim Emperor wearing The Amulet of Kings to seal the barrier between Oblivion and the mortal plane, have been extinguished. Gates to Oblivion have opened all across the land and continue to appear, expelling Daedric servants and creatures into the world to slay and pillage. The Empires Legions stand firm against the onslaught but with no Emperor on the throne and the Dragon Fires cold it is only a matter of time before the endless waves of Daedra overwhelm them.
Jauffre, Grandmaster of the order known as the Blades, knows of a secret heir to the Septim line and sends a would be hero to retrieve him from the city of Kvatch. Martin Septim and the hero barely escape Kvatch with their lives as the city was laid to waste by the Daedra. Even now, the Blades seek to undo the work of the Mythic Dawn and place Martin on the throne to end this nightmare.
Your place in this has yet to begin. As of now you are criminals, scum of the empire sentenced to death in the arena. Despite the chaos of the world the citizens of the Empire still seek entertainment in the form of blood. They lose themselves in the violence in a futile attempt to continue life as they knew before, trying not to think about the creatures of Oblivion that will soon be at their doorstep.
Races
Altmer
Also known as High Elves, the Altmer are the masters of magic. Of all the races they are the most adept in all forms of Magic however, they are also the most vulnerable to it. They are tall and fair skinned and more often than not look down on the other races as inferior.
Argonian
Argonians are a lizard like race, covered in scales with reptilian faces and tails. They specialize in light armors and stealth with a natural resistance to poisons.
Bosmer
The wood elves are the smallest race in physical stature but that should not be taken as a weakness. Bosmer are the finest bowmen in all of Tamriel and are quite adept at stealth tactics.
Breton
Bretons are accomplished tradesmen, with unparalleled speech craft and social skills. They're also handy with the non destructive magics. Bretons are human in appearance.
Dunmer
Dark Elves come from a society based on tribes and Noble houses. Their skin is anywhere from Dark green, grey, to almost black. Dunmer have a natural resistance to fire and their skill in destructive magic is unparalleled.
Imperial
Imperials are the natives of Cyrodiil and the most common human race in the region. The vast majority of the Imperial Legion is comprised of these. Though well rounded, they make better front line warriors than anything else.
Khajiit
Khajiits are humanoid felines with tails and ears to match. They are crafty, masters of stealth and all things subtle. Their claws are excellent weapons in the absence of steel.
Nord
Nords are the haughty folk of Skyrim, a land of ice and snow. They are resistant to cold and are the largest of the human races. Great warriors and skilled armorers.
Orsimer
The Orcs. Though brutish in appearance the Orcs are a people centered on honor, courage, and skill in battle. They are the only race that can match Nords in brute strength. Orcs have the ability to go berserk in combat, making them very dangerous foes.
Redguard
The dark skinned humans from the desert take pride in their weapon craft, often peerless in the use of one handed weapons. Prideful warriors with skill to match.
Each player may select 10 skills. 5 Major skills that they are proficient in and 5 minor skills that they are good at but not masters of.
Skills
Acrobatics and Athletics: This skill governs your Characters agility in combat, speed, and how high they can jump.
Alteration: Magic governing the use of barriers and magical shields. Also magical light.
Two handed weapons: Any weapon requiring great strength to wield. IE: battle axes and war hammers
One handed weapons: Lighter weapons requiring only the use of one hand. Able to dual wield.
Block: The use of shields in conjunction with one handed weapons.
Conjuration: Magic used to summon undead or daedric minions.
Destruction: Magic used to harm an opponent directly using Fire, Frost, Lightning, or poison.
Hand to hand: unarmed combat.
Heavy Armor: The use of heavy armors such as plate mail. Heavy Armor as a major or minor skill prohibits the player from having Acrobatics and Athletics as a skill. Magic is restricted to minor skills.
Medium Armor: Medium armor allows the player to have Acrobatics and Athletics as a minor skill and magic as a major skill. Less protective than Heavy armor.
Light Armor: With Light Armor the player may have Acrobatics and Athletics as a major skill. Spells are more proficient with lighter armor.
Unarmored: No armor is recommended for pure magic users. While Heavy, Medium, and Light armor all hinder spell casting, Unarmored does not and spells will be at their highest power. This also means virtually no physical protection.
Illusion: Magic dealing in concealment and deception.
Lock picking: Picking locks and disabling traps.
Marksman: Use of bows, crossbows, and thrown weapons such as knives and darts.
Mercantile and Speechcraft: This skill governs ones social graces, allowing for better interactions with people for information or better prices at shops.
Mysticism: Mysticism spells shape and focus otherworldly forces to bind souls in gems, teleport the caster's body, manipulate the world with telekinesis, or sense unseen objects at a distance.
Spears: Use of spears and other pole arms, such as staves.
Sneak: Moving undetected, silent and unseen.
Restoration: Magic used to heal wounds and revitalize the body.
Crafting skills
Crafting will not be a major part in this but i'll not deny you the possibility. These skills require the appropriate tools and work space, thus cannot be done in the depths of a dungeon unless said dungeon contains them.
Forging: Craft weapons and armor as well as repairing any damaged gear.
Alchemy: Use gathered herbs and other ingredients to craft potions and poisons.
Enchanting: Using Soul gems, an Enchanter may imbue an item with spell effects from his or her own arsenal of spells.
Character sheet
Name:
Race:
Age:
Appearance: (description or picture welcome)
Five major skills: (your most prominent skills)
Five minor skills:
Class name: (what you feel you character would be classified as. IE Warrior, mage, rogue, ext…)
Brief history: (doesn't have to be anything fancy, just explain the crime that warranted the death penalty)
All characters will begin with crude iron versions of whichever weapon they choose. Opportunity for better equipment will present itself.
Standard guild rules apply. This is a Free RP designed with beginners in mind but i would appreciate an attempt at something more than one liners. Use this opportunity to build your own skills.
Accepted characters
Katrina- Valkyr
Henry- Heinrich
Brogan- Scoutas
Inactive Characters
Kiba Stormcloak- The Slenderman
Daric Maul- Quadrophenia
Rias- Saekogami
Karnog the Unbound- Pathfinder
Syndus Pineshade- Arowne97
Aurora Evadeen Horateh- AliceZaru
Jauffre, Grandmaster of the order known as the Blades, knows of a secret heir to the Septim line and sends a would be hero to retrieve him from the city of Kvatch. Martin Septim and the hero barely escape Kvatch with their lives as the city was laid to waste by the Daedra. Even now, the Blades seek to undo the work of the Mythic Dawn and place Martin on the throne to end this nightmare.
Your place in this has yet to begin. As of now you are criminals, scum of the empire sentenced to death in the arena. Despite the chaos of the world the citizens of the Empire still seek entertainment in the form of blood. They lose themselves in the violence in a futile attempt to continue life as they knew before, trying not to think about the creatures of Oblivion that will soon be at their doorstep.
Races
Altmer
Also known as High Elves, the Altmer are the masters of magic. Of all the races they are the most adept in all forms of Magic however, they are also the most vulnerable to it. They are tall and fair skinned and more often than not look down on the other races as inferior.
Argonian
Argonians are a lizard like race, covered in scales with reptilian faces and tails. They specialize in light armors and stealth with a natural resistance to poisons.
Bosmer
The wood elves are the smallest race in physical stature but that should not be taken as a weakness. Bosmer are the finest bowmen in all of Tamriel and are quite adept at stealth tactics.
Breton
Bretons are accomplished tradesmen, with unparalleled speech craft and social skills. They're also handy with the non destructive magics. Bretons are human in appearance.
Dunmer
Dark Elves come from a society based on tribes and Noble houses. Their skin is anywhere from Dark green, grey, to almost black. Dunmer have a natural resistance to fire and their skill in destructive magic is unparalleled.
Imperial
Imperials are the natives of Cyrodiil and the most common human race in the region. The vast majority of the Imperial Legion is comprised of these. Though well rounded, they make better front line warriors than anything else.
Khajiit
Khajiits are humanoid felines with tails and ears to match. They are crafty, masters of stealth and all things subtle. Their claws are excellent weapons in the absence of steel.
Nord
Nords are the haughty folk of Skyrim, a land of ice and snow. They are resistant to cold and are the largest of the human races. Great warriors and skilled armorers.
Orsimer
The Orcs. Though brutish in appearance the Orcs are a people centered on honor, courage, and skill in battle. They are the only race that can match Nords in brute strength. Orcs have the ability to go berserk in combat, making them very dangerous foes.
Redguard
The dark skinned humans from the desert take pride in their weapon craft, often peerless in the use of one handed weapons. Prideful warriors with skill to match.
Each player may select 10 skills. 5 Major skills that they are proficient in and 5 minor skills that they are good at but not masters of.
Skills
Acrobatics and Athletics: This skill governs your Characters agility in combat, speed, and how high they can jump.
Alteration: Magic governing the use of barriers and magical shields. Also magical light.
Two handed weapons: Any weapon requiring great strength to wield. IE: battle axes and war hammers
One handed weapons: Lighter weapons requiring only the use of one hand. Able to dual wield.
Block: The use of shields in conjunction with one handed weapons.
Conjuration: Magic used to summon undead or daedric minions.
Destruction: Magic used to harm an opponent directly using Fire, Frost, Lightning, or poison.
Hand to hand: unarmed combat.
Heavy Armor: The use of heavy armors such as plate mail. Heavy Armor as a major or minor skill prohibits the player from having Acrobatics and Athletics as a skill. Magic is restricted to minor skills.
Medium Armor: Medium armor allows the player to have Acrobatics and Athletics as a minor skill and magic as a major skill. Less protective than Heavy armor.
Light Armor: With Light Armor the player may have Acrobatics and Athletics as a major skill. Spells are more proficient with lighter armor.
Unarmored: No armor is recommended for pure magic users. While Heavy, Medium, and Light armor all hinder spell casting, Unarmored does not and spells will be at their highest power. This also means virtually no physical protection.
Illusion: Magic dealing in concealment and deception.
Lock picking: Picking locks and disabling traps.
Marksman: Use of bows, crossbows, and thrown weapons such as knives and darts.
Mercantile and Speechcraft: This skill governs ones social graces, allowing for better interactions with people for information or better prices at shops.
Mysticism: Mysticism spells shape and focus otherworldly forces to bind souls in gems, teleport the caster's body, manipulate the world with telekinesis, or sense unseen objects at a distance.
Spears: Use of spears and other pole arms, such as staves.
Sneak: Moving undetected, silent and unseen.
Restoration: Magic used to heal wounds and revitalize the body.
Crafting skills
Crafting will not be a major part in this but i'll not deny you the possibility. These skills require the appropriate tools and work space, thus cannot be done in the depths of a dungeon unless said dungeon contains them.
Forging: Craft weapons and armor as well as repairing any damaged gear.
Alchemy: Use gathered herbs and other ingredients to craft potions and poisons.
Enchanting: Using Soul gems, an Enchanter may imbue an item with spell effects from his or her own arsenal of spells.
Character sheet
Name:
Race:
Age:
Appearance: (description or picture welcome)
Five major skills: (your most prominent skills)
Five minor skills:
Class name: (what you feel you character would be classified as. IE Warrior, mage, rogue, ext…)
Brief history: (doesn't have to be anything fancy, just explain the crime that warranted the death penalty)
All characters will begin with crude iron versions of whichever weapon they choose. Opportunity for better equipment will present itself.
Standard guild rules apply. This is a Free RP designed with beginners in mind but i would appreciate an attempt at something more than one liners. Use this opportunity to build your own skills.
Accepted characters
Katrina- Valkyr
Henry- Heinrich
Brogan- Scoutas
Inactive Characters
Kiba Stormcloak- The Slenderman
Daric Maul- Quadrophenia
Rias- Saekogami
Karnog the Unbound- Pathfinder
Syndus Pineshade- Arowne97
Aurora Evadeen Horateh- AliceZaru