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    1. TTNoobs 9 yrs ago

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Hey I haven't been on in a while, but is this still happening? Hopefully this post can let some more people see this thread, I'm really interested in this. I'm coming up with some ideas for characters in the meantime, I'll try and post it soon so we can entice some more people.


I do hope so, however, I feel I'll need a large player base, around about 8 or so, to really make any progress, and that may take time to garner.
@PajkaNight Ah - thank you, but please don't bump the thread - I find it's a bit obnoxious for other users, and a little undemocratic for these boards. If people aren't interested, then I'll make my peace with that. It would take a drastic turnaround, seeing as this RP necessitates a large player-base.
Since there's some unfortunate inactivity going on, I was just wondering something. What do you think would be the bare minimum amount of players we need?


More that we currently have - at least 3 more CS's. I'm hoping, since 8 people expressed interest, we'll be able to hit that target soon.

EDIT: I really think RPs like this are as much a matter of timing as quality. People tend to want to see a couple of CSs already up before they post one, and if it slips off the first page, it's unlikely to survive. I found that with my attempt at a Fallout RP. Then again, perhaps for certain fandom-RPs, these boards do not have the population.
This is reallllyyyy interesting. I want to most definitely be apart of this, there is still room left... right?


Yup, the more the merrier!
Phew, finally done. Mostly done anyway. Here's my CS.



Accepted. I like the idea of an embittered and begrudging guard.

Allow me to introduce Tss'lelis.



Accepted. I quite like the group of less-than-entitled residents that will nonetheless help to save the city. This looks great.

Anyway, you can both put you characters in the character section. Obviously, you don't need to bother with hiders.
@MrSkelton@Valkyr@Haeo@UrbanEvolution@Adamina

Here's the thread, if you would like to post CSs
DUCORACH METRICK


AGE: 43
RACE: Breton (Reachman)
BIRTHSIGN: The Warrior
APPEARANCE: Much like the rest of his ilk, Ducorach's features strike a weathered, wilder line than those of his High-Rock cousins. Where a Breton from the west might be carved of aquiline nose and ears that threaten on the elven, Ducorach's facial extremities droop and come to rounded and more wind-beaten tissue. His face wears the marks of a life spent on the trail, or on the brine of the Abecean and the Ghost, discoloured some in splodges that swivel around sunken eyes, ridged by calloused wrinkles yet, half-covered with his wet-mopped black hair, Ducorach cuts just south of handsome. From the lofty perch of 5'11", Ducorach stands quite-the height for a Breton, too, and coupled with the practiced arms of a sea-hand, you could be forgiven for thinking that he was the runt of Nordic stock.

PERSONALITY: For most of his adult life, Ducorach has found himself amiable, almost chirpy. Perhaps spending 10 years on an Imperial galley engenders a certain socialised demeanour, but Ducorach has always been the first to gather around the hearth, or the campfire, or simply a good cup of mead (some of the Nord-culture has rubbed off on him), eagre to swap meaningless, and all-too-often fictional tales of, in equal measures, valour and heriroic, and self-deprecating hilarity, with all company present.

However, he is not without his scars. Having grown up a Reachman in Nordic Markarth, Ducorach clangs with the paranoia that he is an outcast, without a home, destined to peek into the lives and dwellings of other peoples only to wander on again after his welcome has passed. Perhaps it is this sense that has driven him to wandering, first in his life as a sailor, and then as a petty-merchant peddling wares to skip-borders with as much haste as possible.

Over his travels, Ducorach has found music to be an excellent leveller, and as such, has taught himself to play the lute, cataloging all sorts of regional tunes.

BACKSTORY: Ducorach was born in 4E158 to a Bretic serving-class family, his father a cook in the Jarl's kitchens, and his mother a bookkeeper for the Silver-Blood family and their eponymous identured prison-mine. Owing to his mother's position, a cataloguer of a prison-population that, essentially, comprised the indebted, downtrodden Reachmen to whom their family belonged, Ducorach found scant friends among those of his kin who could afford to remain free. To the mind of a child, arbitrary notions of race mattered little, and, pragmatically, he began to draw his friends almost entirely from Nords.

From his youth, all the way up until he entered his eighteenth year, Ducorach scarcely noticed the shackles that bound people like he, even as all the skilled traders selected their aprentices solely of the Nordic stock of Ducorach's friends, or as the Warrens swelled with displaced Reachmen taxed, selectively, by a Nordic collector seeking favour with his friends and he himself was left to scrape pans in the house of the Jarl. These injustices seemed to pass him by - he was a model of integration, his nord-friends saw Ducorach, and not some wild-Bretic-youth here to cause trouble, and any misfortune on his part was put down just to that - fortune.

That was until the Great War, when soldiers filled out by their thousands, and within two years, some mad-men from the hills had overthrown the Jarl, and anyone with even a hint of Breton, in the end, became lamented and despised.

For two years, Ducorach lived under the rule of his own people, and it was a peaceful one, not in the least because his mother, as someone with extensive knowledge of the city's life-blood, Cidnha-Mine, was given care of its upkeep, along with a tidy commission which saw their coffers fill. The family ate at tables the father had once catered for, and though some Nord's seemed displaced, even as downtrodden as the Reachmen once were, Ducorach could not help but turn a blind eye, especially in the face of their new-found riches.

However, it was not to last. In 4E 176, Ulfric Stormcloak came riding into the city, swept away two years of industry by Ducorach's people, and exacted terrible venus cd for their "crimes". Out of nothing more meaningful than fear, many of Ducorach's former friends headed Ulfric's call-to-arms, and when they were through, turned Ducorach and his family over to the Nordic authorities. It was in Ulfric's mass killings that Ducorach lost his mother, along with a host of Nords too moral to participate in such an act.

Following the Markarth incident, Ducorach felt the need to flee Markarth, the petty dichtonomy of Nord and Reachman, one which never ought to have existed, as he was proof to. Heading for Dawnstar, Ducorach signed on with the Imperial Navy. For two years, he worked as a petty laborer, but the vacuum left by the Great War soon became his boon, and Ducorach was afforded every opportunity for improvement. Owing to his race, he was given basic-battlemage training, and within 5 years could conjure a healing-spell poweful enough to save a life endangered, a firebolt to help raise a galley or a ice-blast to make-brittle even the best of Legion steel. Swordwork, too, he learned, though he was no natural fencer, his magical skills gave him enough to compensate. Ducorach loved the Navy - patrols, after the war, were quiet, uneventful, save a handful of pirates in the calm of the Abecean, and each many and woman on the crew had a different story, a different tale, fundamentally far-flung from any told around them. Somewhere he could blend in.

But then, after 17 years of sailing, at 35, Ducorach was dumped with a pension, in some pissant port near the Imperial city, bristling with skills he no longer had a use for. There was mercernary work, sure, but the thought of a band of fighters camped out in the hills stoked too many memories of his losses in Markarth. So, instead, Ducorach threw in with an enterprising Khajiti friend, eagre to start a trade route, and pretty soon he was traipsing all across Tamriel, half-heartedly peddling trinkets in return for a chance to glimpse the wondrous provinces of the continent. It was in these days he became quite the adept wordsmith, to talk his way around checkpoint and guard and toll.

After eight years of wandering, the hollowness of his journey was made manifest when a letter arrived, dated and signed by the steward of Markarth himself. Ducorach's father, whom he had kept from the Warrens with coin from the legion, but scarce seen in all the years, had passed away. Ducorach realised it was time to return to Markarth, to make his peace with his past.

ARMOUR: Mismatch, patchwork leather plates stretched over slight-rusted legion chain mail. Fur lined boots, and thin fur-gloves for dexterity.

WEAPONS: Steel Shortsword, Fire and Ice Magic, Restoration and magelight

SKILLS: One Handed, Destruction, Restoration, Speech, Light Armour
EDIT: Reserved
THE ELDER SCROLLS - THE PLAGUE OF MARKARTH




Introduction


The twisted and bitter Falmer have, in their hatred for the nords who now occupy their land, made a pact with the pestilent Daedric Prince Peryite. In return for the fiefdom his concoctions provide, Peryite has gifted them with a lethal disease, one which bloats its victims into spores who with each choking, sporadic breath exude a crimson miasma, which engulfs and infects anyone who it touches. After only a few weeks, Markarth hold has been cordoned off by the Empire, who's legion man the borders, fearfully slaughtering any of Markarth's citizens who venture threateningly towards the supposed safety of the outside world.

Within a month, the line of corpses leading up to the hall of the dead runs torrential, pyres, piece-meal and smoking, dot the walls as thick as the torches of guards consumed in equal measure by the pestilence once did. Markarth reeks at the setting of the sun, cast it-seems eternal in the umber-haze of fire and the green-tinged-smog of decay.

Where life still clings on, it is like the ivy or the thorn, twisted and protruding from cracks too-well trodden to be noticed. In the Warren, the city's underbelly, the community forged in destitution survives when it crumbles elsewhere. Here, the city's poor give refuge to the sick, who's affliction means exile, network food among the thievery, and generally thrive.

But it is still not enough. With each day, the town's miasma tightens its girdle, thickening and choking out even this last bastion of humanity. With the outside world refusing to extend a hand in aid, Markarth's salvation can only come from within...

What is this RP?


The Elder Scrolls - The Plague of Markarth, is a adventure/horror RP set in The Elder Scrolls universe, contemporary with the setting of TESV:Skyrim. Participants will take the role of survivors of a pestilence which has been, and is, plaguing Markarth, under the direction of the Falmer.

During the course of the RP, our characters will be tasked with finding a way out of the decaying city, which is quarantined with all the might of the Imperial Legion and Thalmor forces active in the region. From there, we will venture into the only known Falmer dwelling in the hold, Nchuand-Zel, desperately trying to find and hault the cause of the pestilence they seem to be distributing.

But sadly, Nchuand-Zel is no back-beat encampment, but a sequestered keep of the enigmatic dwemer, a race who's famous emnity has yet to follow them to the grave, living on in rusted scythes and sadistic fire traps that sit, dormant, ready to unleash one final measure of its creators sadism on anyone who disturbs the keep's slumber...

Rules and Guidelines


The forums already give pretty clear codes of conduct, so I won't bother repeating the tired "no god-modding, no explicit content etc." mantra. However, I will make a few things clear:

Regarding post-length: Whilst I've placed this in the advanced section, since this is an Action RP, I do not expect each post to exceed 3-4 paragraphs. I would like to encourage character interaction and development, and any downtime (which there should be a regular amount for) in the RP can be spent participating in lengthy exchanges and internal-monologues, however, in terms of practicality, having a small-chapter per-person in the middle of a fight may become obtuse.

Regarding Mortality: In this RP, it's possible your character will kick it. Bite the big one. Snuff it. Die. For this reason, I may allow multiple characters for people who demonstrate commitment, and for imaginative CSs. I will limit this at 1per person, with each character needing to be distinct.

It is important, then, that when faced with a scenario in which your character would be unprepared , that your behave as your character would. If your character is fat and slow, he or she won't be able to dodge a whirling scythe erupting from the floor at 3000rpm. I'm not going to be cruel about character-deaths, most encounters should and will result in minor-serious injury, but no more.

Regarding character archetypes: I will accept a wide range of CSs (probably all that come my way), however, keep in mind that this RP takes place in the middle of a plague. What kind of people survive in this environment? Please bear that question in mind before your write your CS.

Character-Sheet Template and Accepted CSs:


Please post character sheets in the OOC section for approval, before posting in the character section.

General Template (If you feel I've missed something, add away, but don't subtract):

Note One: I know my character sheet is quite long, but please don't feel you have to go that far. I can be a bit verbose, sometimes. 2 paragraphs for a backstory should be more than enough in most cases.

Note Two: Please bear in mind that Markarth is home predominately to Nords and Reachmen-Bretons. If you see that a few characters in the RP are from less abundant races, consider making a native character.



Accepted Characters

VALKYR -


HAEO -


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