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The Elder Scrolls VI: Valcia [Started/Accepting/PG-16]


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Long story short. You create a character. You then travel through the world taking on quests as you please. You make your own decisions and follow your own directive. However, you're actions are like a ripple effect across the world. Without even realizing it, you could very well start a chain of events that destroys or saves everything.

And of course I will be throwing in my own little twist to mix things up. ;)

The Co-Host is SSD.

IC - [url="http://forum.yugiohcardmaker.net/topic/274664-the-elder-scrolls-vi-valcia-icstartedaccepting-via-oocpg-16/"]http://forum.yugiohc...g-via-oocpg-16/[/url]

[spoiler=Map][img]http://art.ngfiles.com/images/75/auth_valcia-regional-fantasy-map.jpg[/img][/spoiler]

Credit for map - [url="http://www.newgrounds.com/art/view/auth/valcia-regional-fantasy-map"]http://www.newground...nal-fantasy-map[/url]

[spoiler=Plot]The main plot is quite simple. There is an all out war currently going on. The Orcs of the Freeland of Amerys have grown tired of the discrimination they have recieved from the other races. Thus, they fight to show they are a force to fear. They wish to destroy any sense of order so that they may go where they please.

The Duken, the humans inhabiting the Kingdom of Theikon, wish to control everyting. The Council (consiting of five Duken and three High Elves) believe they have the intelligence and the amition to lead every race to prosperity. But can only do that when they have full control. Like a dictatorship. The Kingdom of Theikon is also home to the High Elves, which explains their presence on The Council.

The Rothgards, the humans inhabiting the Kingdom of Isteroth, believe everyone needs to expand their trade and their land to unexplored areas in order to gain knowledge. They wish to send explores out to sea believing prosperity will only be achieved through whatever they find across the sea. Because of this, they have the best ship out of all the waring nations.

The Veirlons, the humans inhabiting the Kingdom of Erenon, believe everyone needs to just huddle in their own little corners and dig in. They fear that a great evil will travel from across the sea to assault their lands. Because of this belief, the Veirlons make the fewest offensives and play nearly defensively. Their lands are the toughest to storm into.

The Wood Elves care for only their forest. They mainly hold up in the Terithor Forest, killing any threats that come within the shades of the trees. Occasionally some may be seen outside of their home.

The Dark Elves are located underground. The only way to their land is through the Deregon Mines. Their only interest in the war at this time is to simply observe the carnage.

The Dwarfs are also located underground and can be reached through the Mavelow Mines, Kor Avaris, and the Guantrium. Before the war, they did extensive trading, mostly with the Verilons due to how close they were, and could be seen traveling the land. But with the war raging above ground, they have chosen to stay underground in their stone cities. However, their armies stand ready should they ever be forced to fight against any enemy.

ADD-ON TO THE DWARFS - The Dwarfs are the descendants of the same Dwarfs that disappeared from Skyrim and thought extinct by the people of Tamriel. As for why they left that land for this new one is yet to be known. Only the oldest of teh Dwarfs know the reason, but won't tell. When asked, their faces are quickly covered in fear. A sight rarely seen on a Dwarfs face.

No contact has been made between Tamriel and Valcia since the Dwarfs left oh so long ago. Thus, nobody knows about the Imperials, Dragons, etc.

The Gragarins, or Desert People for slang, and the Lucertole (plural for Lucertola which are the Lizard People) are the inhabitants of the Gragarin Desert. They merely wish to live and only fight when something threatens their life.[/spoiler]

[spoiler=Rules][b][u][u]RP Rules:[/u][/u][/b]
1: All YCM Rules apply within this RP, which includes the advanced clause.
2: My word is final. Co-hosts will have a say, but mine is final. Once again to stress it, my words is final.
3: This is a PG-16 RP.
4: The creation and usage of NPCs MUST be confirmed through me or my elected Co-Hosts.
5: Please, I cannot stress this enough when I say delete everything in parenthesis. It's annoying and it makes the app look untidy.
6: THIS IS NOT TAMRIEL!!! SO NO MAGES COLLEGE AND REFERENCES TO TAMRIEL!!! D:< All Mage studies are either passed down through the family, or taught at the capital of each Kingdom.

What race you choose will determine where you start out at.

I'm sure we all know how to act by now. If not, I will not hesitate to introduce your head to my Warhammer. *mean face*

To prove that you read this, post "I wuf u" in purple.[/spoiler]

[spoiler=Application]Name:
Race: (See the race tab for available races.)
Gender:
Age:
Appearance:
Biography:
Personality.
Equipment: (What is your character wearing armor wise, what weapons, etc. Nothing outlandish like full Daedric armor, etc.)
Abilities/Magic: (Does your character have any special abilities or can perform certain spells? Please list them if so. And be realistic.)

FIRST NOTE: We are looking for a leader of a mercenary group. If you wish to be that leader, say so in your application and why you should be chosen.

SECOND NOTE: If enough people join this, I may start allowing people to make character applications for leaders of a certain nation. Until then, SSD and I control them.[/spoiler]

[spoiler=Race Tab]Humans (If you choose human, please pick which nation or if you are part of the Desert People.)
Lucertola
Wood Elves
Dark Elves
High Elves
Dwarfs[/spoiler]

[spoiler=Accepted][spoiler=Aethyr]Name: Dagor Hlaalu
Race: Dunmer (Dark Elf)
Gender: Male
Age: 27
[spoiler=Appearance:]
Dagor is 6 ft. even, and suffers very pale skin from recovring from a severe from of Ataxia. Despite have nearly white skin, people still see him as a Dunmer, merely by seeing the eyes that have been bright red since the the earliest days of the Hlaalu family that migrated with other Dunmer. He also has quite a muscular body, with tattoos on both his left and right arm. His left arm has the words, "For the Nerevar, I give priase" and on the right: "For the Neverarine, I give praise". He also has a tattoo on his back with the words, "Under Moon and Stars, with Nerevar and the Nerevarine, I will fight those who oppress my people".
[/spoiler]
[spoiler=Biography:]
Half of the Hlaalu family from Morrowind migrated to various places, even to Valcia. Many years after the great migration, Dagor was born, and in his youth, he contracted Ataxia from an unknown cause. Recovering from this disease, he was forever cursed with a plae skin that would haunt him to his death, and scarred from this, he wanted to push his body to its limits, and destroy those limits. Later, in his younger teens, he learned of his native land, Morrowind, a land inhabited by Dunmer, his fellow race. Feelings for his native land, he sought out knowledge of his Morrowind cousins. He employed the knowledge his family had on the Morrowind Dunmer, as well as others across Tamriel, and learned of their ways. It was later that he learned of Nerevar and his Incarnate, and devoted his worship to him, despite how he is not a god. Later, he vowed to return to his native land, and learn more of his people.
[/spoiler]
[spoiler=Personality:] Strong and dedicated to his work, Dagor puts much effort and energy into his opinions, ideas, and beliefs. Normally able to become friends with almost anybody, it is rare for him to have a problem with him. However, should a problem arise, he tries his hardest to put it down, and return to the original relationship and standing before the problem arose. He's mostly content with his work, being that it's mostly big projects that he personally admires.[/spoiler]
[spoiler=Equipment:]He dual weilds two swords: in his left hand is a short glass blade, "Nerevar" which is highly adept in Fire Damage and Frost Damage. In his right is "Nerevarine", a long ebony blade, which was originally a family heirloom, he requested it to be enchanted with Fire and Shock Damage. He usually wears no armor, just high-end costly clothes that he inhereted from his family's fortune and name.[/spoiler]
[spoiler=Abilities/Magic:] His racial ability has been doused since the migration of his current family, and after learning how all Dunmer in different parts of the word has different racial abilites, he learned that the Dunmer of Valcia has the racial ability of summoning a weaker clone of themselves, but has the potential of acting as the same person. This power only lasts for an hour, or until the clone dies, and can only be used once a day, as per the usual of racial abilites.
He also employs a Conjure Ancestor Ghost, an ancient technique that normally a racial ability for the Cyrodilic Dunmer, it can be taught as a spell for Valcian Dunmer; also employed is the ever-favorite Firebolt spell: no special extra damage. Just the normal Firebolt.
[/spoiler]
[/spoiler]

[spoiler=Ongaku Matsuri]
[spoiler=Thar is applying for ze Elder Scrolls RP]
[color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Name: Thar Zon Monti[/size][/font][/color]
[color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Race: Dark Elf[/size][/font][/color]
[color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Gender: Male[/size][/font][/color]
[color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Age: 31[/size][/font][/color]
[color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Appearance:[/size][/font][/color][list]
[*][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]5' 10"[/size][/font][/color]
[*][font=tahoma, helvetica, arial, sans-serif][color=#5A5A5A][size=3]145 pounds[/size][/color][/font]
[*]Grey skin (cause I'm a dark elf.)
[*][font=tahoma, helvetica, arial, sans-serif][color=#5A5A5A][size=3]Hazel eyes[/size][/color][/font]
[*]Rather bony facial structure
[*][font=tahoma, helvetica, arial, sans-serif][color=#5A5A5A][size=3]Caramel brown hair hanging just touching his shoulders[/size][/color][/font]
[/list]
[color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Biography: Thar was raised in a village by Lake Alkomeht just shy deep northwest into Terithor Forest. There, he was raised by his family and close comrades, having a merry time participating in various contests like target practice, scavenger hunts, play sparring matches, and races around the forest. Until his mother had another son, Thar, as a teenager, felt rejected from his family. While his father was out on town watch, he would spend all his time practicing with his bow and blade, tending to himself by hunting for food and bathing in Lake Alkomeht while his mother tended to his new little brother. Pretty soon Thar noticed a change in his village. The people were in quarantine. His mother did not speak to him and his father was deployed far south to fight in the war. He felt no reason to cower in his home, so taking his bow and knife with him, he ran into one of the guards that stood watch in his father's place. The guard gave him a special rapier as a gift from Thar's father, saying it would be of good use to him in this time of war. Now well equipped and prepared, he set out to scout the world of Valcia and assist in the war as a shadow in the distance.[/size][/font][/color]
[color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Personality:[/size][/font][/color][list]
[*][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Cunning, strategic, and well-mannered.[/size][/font][/color]
[*][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Loves wild animals, clear lakes, tall trees, rough/high terrain, and sleeping under the stars.[/size][/font][/color]
[*][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Does not care for blood, dead bodies, hand-to-hand combat, horses, pollution, or ill-mannerism.[/size][/font][/color]
[*][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Always looks for new adventures, unseen areas, unreachable heights, and a battle to assist.[/size][/font][/color]
[*][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Has a quirky personality around other elves and some humans.[/size][/font][/color]
[*]Tends to look through the clothing of dead bodies for valuable items.
[*][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Gets humorous when in a battle.[/size][/font][/color]
[/list]
[color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Equipment:[/size][/font][/color][list]
[*][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Ebony longbow[/size][/font][/color]
[*]Silver rapier
[*]Stolen silver chest plate armor
[*]Stolen silver right shoulder plate armor
[*]Stolen silver right arm gauntlet armor
[*]Leather travel boots
[*][s]Sunder[/s] :3
[/list]
[color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Abilities/Magic:[/size][/font][/color][list]
[*][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3]Super Jump ability (30 seconds on self.)[/size][/font][/color]
[*]Invisibility (30 seconds on self.)
[*]Levitate (30 seconds on self.)
[/list]
[/spoiler]
[/spoiler]

[spoiler=Mako109]
[spoiler=Since I still have questions about everything but oh well LEEEROY]
Name: Roman Terrowin

Race: Human (Desert Person)

Gender: Male

Age: (23) 22-ish. He doesn't really know.

Appearance: He is a nice 5'11" in height, and an average build. He arms aren't exactly what you'd call buff, along with the rest of his skinny body. Due to living in the desert, he has darker skin, but not dark enough to be considered brown. His hair is normal brown, and has Hazel eyes. The only other interesting feature on his body would be a fresh scar on his right arm and in his back.

Personality: He is what you would call a Rogue. He is sly, cunning, and has a honeyed mouth. But with friends, he is a genuinely good guy. Always witty and always looking at the brighter side of things has gotten him into trouble with both enemies and allies more than once. When focused, he is careful, and very precise. Otherwise, he is a what one would call laid back to the extreme. Even then, he does take cautionary measures (although poorly), so you know the man is trying.

Biography: What he knows: He's a guy who woke up on the side of a lake, with an iron dagger stuck in his arm. He has no idea what he is doing there, and can only remember back to his 22nd birthday and beyond.

What WE know: Born and raised up to the age of 16 in the Gragarian Desert, his parents (poor as can be) raised him to be as smart and cunning as he could be, but also honorable in a sense. He lived in the slums of a small desert town with his family, making a living off of conning people and stealing. Eventually, the Warlord who commanded the town took his family while he was out on another thieving mission. Knowing the fate of those captured by the Warlord (their fate would be death by lions, for entertainment), he attempted not to rescue his family, but the make the life of the Warlord a living hell. At the age of 23, he enlisted and became a guard in the Palace in which the Warlord resided. Since then, items had been mysteriously disappearing and several attempts on the Warlords life had been made. Before the Warlord could realize who was responsible, Roman was already on his way out of the desert, with a camel full of gold and gems. However, mercenaries sent by the Warlord were sent after him, and they caught up with him near Lake Prin. After taking an arrow to the


back, his was mercilessly beaten and left for dead along the lake side, with nothing but the clothes on his back and a dagger that had been shoved into his right arm.


Equipment: For headwear, he totes a brown cloth piece similar to those worn by the Alik'r Warriors from Hammerfall to suit with the desert climate he lives in. In fact, most of the clothes he wears is what someone would wear in the desert. His clothes below the head are all light, cloth clothes, all brown in color. He has leather gauntlets around his arms, and leather boots. Weapon wise, he has an Iron Dagger in his arm and a Steel Arrow in his back.

Abilities/Magic: Due to his thin frame and rouge ways, he has abnormal agility, less for attacking and more for RUNNING.[/spoiler]
[/spoiler]

[spoiler=Hydra of Gentlemanliness]
[spoiler= Aduril Nythlesphane]

[b]Name [/b]Adurill Nythlesphane
[b]Race: [/b]Dwemer
[b]Gender: [/b]Female
[b]Age: [/b]Physical age 15. Mental age 72.
[b]Appearance: [/b]Like most Dwemer, Aduril is a grey-skinned tall humanoid with pointed ears wearing a variety of robes to cover herself- though of course, her youth prevents much of that mystique from shining through. Standing a few inches short of five feet, she is very tiny and her race provides her with a rather waiflike figure; combined with her ashen skin, 'moth' is a favored nickname for her.
She wears a mas covering all of her face at an above her nose, made of bronze with glass lenses by the eyes, marked with various dwarven runes, which also serves to tie back her long salt-and-pepper hair. Even for dwarves, she has quick hands and exceptionally jointed arms, which can appear bony or even broken if one looks at them without the robes. Her body is still very childlike, and she has yet to grow out exceptionally- even her legs are stubby, fit for a child even younger than her own age.
Significantly, Aduril has golden eyes- a rare eye color among the Dwarven people and a sign of good luck. Though usually invisible through her mask, certain functions will cause them to appear at a startlingly magnified size- and looking at her face without them will show they're usually pretty big anyway. Her face has a couple gaunt lines to it, signs she's been working too hard for a child, but she has a few nice crescents that bring out her very pretty eyes. Without her mask in place to hold her hair, it would fall back to about her waist.
[b]Biography: [/b]Aduril was born to the Seventy-Third Conclave of the Dwemer, a group of dwarves known for being eccentric even among the most eccentric of groups. Known for their odd perspective in regards to engineering and magical research, Aduril wasn't particularly unique in that she was experimented on shortly after she was born. Before, even- in an attempt to build a better dwarf, the magisterial crust of the Seventy-Third Conclave decided to take some Soul Shards, some unborn children, a bunch of mechanical bits and go wild- the fatalities and less than pleasant accidents were astronomical, of course, but the Seventy-Third weren't a particularly sane bunch had persisted in their strange experiments for a few good centuries. Aduril was one of the lucky ones, in that her soul was sealed in a Dwarven Sphere that regulated the magically encoded information of the Conclave's informational depot. For seventy-two years she percolated in the chamber, absorbing information latently through the information systems as well as seeing blearily through the eyes of the mechanical construct she was born to, until someone realized they left an experiment on the go and decided to pull her out. She was put into the body of a recently deceased Dwarf Girl -or just with an extracted soul, it got difficult to tell at times- and after a debriefing and short lecture on what being alive meant, she was left to her own devices.
It was an odd experience, but the Dwemer were an odd bunch. Aduril's story certainly wasn't unique- or heck, even particularly interesting compared to what had happened to other Dwarves.
Aduril, naturally, had a great talent with magic due to absorbing a library's worth of knowledge. She consolidated that by learning the ancient dwarven craft of mechanical construction, an engineering paradigm that they were unique for across all of existence, fusing the two rather quickly... though she had no patience for blacksmithing. Rather than learn the alchemidical methods used to create most of the metals she worked with, she figured using scraps was just as well. And it was definitely... something.
Eventually, Aduril came to a conclusion: she needed to leave and do things. Why? Well, she spent a lifetime seeping in the knowledge of the Dwarves, why should she spend another still there? She needed to collect more knowledge- and that meant going up onto the surface, where people were just plain crazy, she heard.
[b]Personality: [/b]Aduril is a rather nice girl who just happens to be very, very overly curious. She isn't very empathetic owing to her bringing up, but neither is she actually malicious- she doesn't really grasp the idea of lying in order to save someone's feelings, or the idea that people might not need or want certain types of information as it becomes relevant. She doesn't pick up on social cues very well in particular, leading to misunderstandings quite often.
While she is very analytically, Aduril can be startlingly childish in comparison to her otherwise adult demenear. She has a rather idealized version of good vs evil, and doesn't always understand that the ends don't justify the means. She is easy to annoy, either by picking on her height or by making fun of her in a way that she understands. She dislikes being ignored, and will try to make herself obvious whenever possible. She is not easy to frighten, but people should be careful if she is- when terrified, Aduril responds by attacking things as much as possible, not really stopping to take stock of her surroundings or modify her strategy.
[b]Equipment: [/b]Aduril wears a set of Dwarven Scout Armor, which is made from their special ore combinations, yet laced in such a way that it isn't very heavy armor. It would be very flattering on a more developed woman, given that it only covers the sides, neck and portions of the chest, but appears far more practical on her. Beneath that, she wears tough leather hide over her regular clothes, and robes above all that, giving her multiple layers to hide small items and gadgets and the like.
Her mask is a unique thing to herself, called her Library Glasses; a basic enchantment on them allows her to focus on information she learned while pre-infantile far quicker than normal, as well as call up other basic information she saw or heard while she had them on. Practically, the glasses also help her Mana restoration and allow her to aim her attacks better; they are also capable of taking a certain amount of 'mental pictures' at any time, tightening their focus in her memory forever, or detecting magical objects from a distance by putting a glowing effect over them.
Aduril also has a shortsword with a blunt age, made from dwarven metal and outfitted with gears. More of a tool than a weapon, it has notches that correspond to various engineering instruments; it has a tough enchantment on it that increases the efficiency of electric spells that are channeled through it, reducing their mana cost.
[spoiler= Abilities and Spells]
[b]Oblivinaut- [/b]Dwemer racial ability. Once per day, the Dwemer can reach out to the boundary between the material world and Oblivion to give themselves a similar status as Daedra. While it only lasts for a minute, lesser Daedra will not attack that Dwemer, constructs fueled by Soul Shards will not function when applied against the Dwemer (including weapon enchantments) and all spells that contact the dwarf's skin have 25% of their power absorbed as mana. As the Dwemer is using his internal mana to contact an alternate plane however, they do not passively regenerate mana while this is in effect.

[b]Assemble Spider Construct- [/b]Conjuration skill that summons a small mechanical spider servant for the caster for as long as the caster wishes. If the construct is destroyed, a Soul Shard (Lesser or higher) must be supplied to repair it, from whence it will pull its damaged parts back into their former positions.

[b]Assemble False Atronarch- [/b]Conjuration skill that summons a mechanical construct in the likeness of a Storm Atronarch for as long as the caster wishes. The Atronarch will cast electrical spells of varying potency at the target. If the construct is destroyed, a Soul Shard (Common or higher) must be supplied to repair it, from whence it will pull its damaged parts back into position.

[b]Assemble Metal Champion- [/b]Conjuration skill that summons a great four-armed mechanical construct with multiple broadswords. The Champion is exceptionally durable and is able to move its swords with great proficiency and power, becoming a veritable monster in combat in combination with its thick defensive plating. If the construct is destroyed, a Soul Shard (Greater or higher) must be supplied to repair it, from whence it will pull its damaged parts back into position.

[b]Assemble Bronze Lord- [/b]Conjuration skill that summons a mechanical construct infused with the essence of a Dremora Lord, forming a powerful mechanical beast that destroys its foes with powerful lightning magic in addition to dual-wielding two massive broadswords which, themselves, strike with electrified bursts. If the construct is destroyed, a Soul Shard (Grand) must be supplied to repair it, from whence it will pull its damaged parts and Dremora prisoner back into position.

[b]Bound Tool- [/b]Conjuration skill that summons a phantasmal tool that changes its shape to match the context at hand. Useless for combat, but convenient for use on other things.

[b]Bronzeflesh- [/b]Alteration skill that changes the user's skin to metal for a few seconds, granting a much higher armor rating temporarily.

[b]Telekinesis- [/b]Alteration skill that allows the castor to manipulate small objects with the force of their mind.

[b]Transmute- [/b]Alteration skill that transforms an ingot's worth of copper, iron, silver or gold into Dwemer Metal.

[b]Detect Souls- [/b]Allows to see souls, even through walls. This reveals not only living beings, but soul shards, constructs powered by them, and Daedra in the area.

[b]Sparks- [/b]Destruction spell that allows one to create a constant steam of low electrical charge. Useful both in combat and engineering applications, for a variety of reasons.

[b]Lightning Bolt- [/b]Destruction spell that allows one to channel a large amount of electrical charge into a single bolt of increased voltage. Useful both in combat and engineering applications, for a variety of reasons.

[b]Electrical Rune- [/b]Destruction spell that places a magical symbol on the ground. Disrupting the symbol releases a large amount of electrical power distributed through the break. Given that the symbol creates a circuit when unbroken, very useful both in combat and engineering applications.
[/spoiler]

[color=#800080]i wuf u[/color]
[/spoiler]
[/spoiler]

[spoiler=-Dharc-]
[size=4][spoiler=My App]
[color=#800080]I wuf u[/color]
[font=tahoma, helvetica, arial, sans-serif][b]Name[/b]: Grey Elias Faltren[/font]
[font=tahoma, helvetica, arial, sans-serif][b]Race[/b]: Human; Rothgard[/font]
[font=tahoma, helvetica, arial, sans-serif][b]Gender[/b]: Male[/font]
[font=tahoma, helvetica, arial, sans-serif][b]Age[/b]: 18[/font]
[font=tahoma, helvetica, arial, sans-serif][b]Appearance[/b]: Grey has straight, russet mid-length hair. He has large, youthful-looking chocolate-brown eyes with little flecks of yellow in them. Grey's skin is about average for people who live in the coastal area of Isteroth, as he has a slight bit of a permanent tan from the amount of sun he gets from being outside all day.[/font]
[font=tahoma, helvetica, arial, sans-serif]He stands at around 5' 11" tall. His build is not overtly muscular, but there is some definite muscle definition, as a result of working on the docks nearly all of his life. He weighs in at around 175 pounds. There is a scar on the right side of his chest from an incident involving a Slaughterfish that occured when Grey was young.[/font]
[font=tahoma, helvetica, arial, sans-serif]When not wearing his armor, Grey can generally be seen wearing rather plain clothing, generally consisting of a cream-colored tunic and dark pants.[/font]
[font=tahoma, helvetica, arial, sans-serif][b]Biography[/b]: Grey was born in Isteroth, in the city of Port Illin, to a dockworker father and a stay-at-home mother. Grey spent almost every day with his father, working on the docks of Port Illin, loading ships with ammunition, food, and other supplies. When Grey turned 14, he and his father were attacked by a slaughterfish. It caught them by surprise, so it managed to injure Grey and it killed his father. While the slaughterfish was preparing to eat Grey's father, he snuck up behind it and drove a knife into its head, killing it. After that point, Grey began alternating between working on the docks to support his mother and training in combat to be better prepared for an attack on him or his mother.[/font]
[font=tahoma, helvetica, arial, sans-serif]Finally, when Grey turned 17, he enlisted in the Isteroth military, and he was stationed on a massive ship known as [i]M.A.B. Serpentsbane[/i]. However, the ship was destroyed by a dragon, and a large portion of the crew died. However, Grey survived, and he managed to reach the shore. He returned home, only to find that his mother was killed by an Orc war party. Outraged, he vowed to protect the lands in the Kingdom of Isteroth and all people who live there, and to find the ones who killed his mother.[/font]
[font=tahoma, helvetica, arial, sans-serif][b]Personality[/b]: Grey [/font]is a youthful teen with an upbeat and carefree attitude, and at first appears rather childish. He also tends to be a bit stubborn, which often gets on people's nerves. He turns more serious when things get hectic, and despite his carefree ways, Grey conceals a more mature and caring persona. Grey is willing to protect anyone he considers a friend or anyone he feels deserves it, and will often go out of his way to make sure whoever he's involved with at the current point in time is happy.
[font=tahoma, helvetica, arial, sans-serif][b]Equipment[/b]: He wears standard military-issue Steel Armor, with no helm. He wields a simple iron sword, which he is very proficient with.[/font]
[font=tahoma, helvetica, arial, sans-serif][b]Abilities/Magic[/b]: Grey can cast simple Destruction spells, and is very effective at using Ice and Lightning spells especially.[/font]
[font=tahoma, helvetica, arial, sans-serif][/spoiler][/font][/size]
[/spoiler]

[spoiler=Admiral_Stalfos19]
[b]Name:[/b] Gelida Torrentis
[b]Race:[/b] Dark Elf
[b]Gender:[/b] Female
[b]Age:[/b] 19
[b]Appearance:[/b] Five slash marks appear on Gelida's left cheek. These slash marks are a uniform distance apart, like those made by a claw, but the cuts [i]themselves[/i] look as though they've been made by a sword. Gelida has many other battle scars of various shapes and sizes, including two deep cuts in her back that appear to be shaped as a crucifix. The only other features she has over the run of the mill Dark Elf is that she has icy blue eyes and shoulder-length blood red hair. Oh, and she also stands at 6' 1".
[b]Biography:[/b] When she was born, Gelida Torrentis was immediately abandoned by her birth parents, who believed that she'd been cursed. No other Dark Elf wanted to be near her either, and so the poor baby Gelida had to fend for herself... which was practically impossible. Eventually, she stumbled out of the Dark Elf lands and ventured through Deregon Mines, closer to the surface. It when then that Gelida had met a young, female Rothgard, who had been working in these mines to try to enough gold to live on. The Rothgard obviously had a weakness for children, especially ones as helpless as Gelida was at the time, and so she took her as one of her [i]own[/i] children. Of course, Gelida would occasionally return to the Deregon Mines themselves to accompany her foster mother, but she never went all the way back to her [i]true [/i]homelands ever again.

This time, however, Gelida had considered returning. After all, it had been 19 years since the day she left, and she had also intended to show the Dark Elf lands to her Rothgard foster mother. But Gelida felt that she best learn a few spells and combat techniques first... so she could protect the Rothgard. However, things didn't go smoothly in the beginning; first, Gelida had trouble fitting in with the other populace when even setting [i]foot[/i] in the Kingdom of Isteroth, where her foster mother lived, and the second problem was with the idealism the Rothgards had that young women shouldn't really be fighting. Gelida though, didn't care for this idealism, and began trying to teach [i]herself[/i] the ways of the sword. It wasn't until a Rothgard instructor had witnessed the effort she was putting into it that he decided to teach her what she needed to know.
[b]Personality: [/b]Gelida is a cold, dark and brooding person, who cares about not a living soul other than the Rothgard that took her under her wing. She [i]especially[/i] doesn't give a damn about any Dark Elves, as she feels that the whole lot of them have left her out there to die... and for that, she loathes them very much indeed. Gelida will give anyone a look of pure venom, and her voice always comes out as spiteful, even in the unlikely event that she means to be polite. Like the rest of the Dark Elves, Gelida is none too interested in which side is winning, and only cares to observe the carnage and bloodshed that the war itself brings. However, if either herself [i]or[/i] her Rothgard foster mother come under attack, that's where she draws the line! Gelida can be a little overprotective of the Rothgard, and will even threaten to kill anyone who touches her.
[b]Equipment:[/b] Dons Glass Armour that she has made herself. She has not perfected the art yet, and as a result the armour is approximately 75% as durable as normal. She also wields two basic swords.
[b]Magic/Abilities:[/b] Underwater Breathing: Allows her to breath underwater, as the name implies
Hydro Bolt: A basic Water spell that allows her to shoot a jet of water from her hand(s)
Scalding Rain: Droplets of boiling water fall from the sky and pelt enemies constantly
Glacier Barricade: Brings forth a wall of ice around her to protect her from projectiles and other spells
Frozen Spear: Freezes the air in front of her in the form of a spear, which she then fires. Basic Ice spell
Cold Flare: An Ice spell that is shot in a similar style to a raging inferno, but it freezes the enemy rather than burning the enemy
[/spoiler]
[/spoiler]

If you have ANY questions, PLEASE ask!

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Wait...I CAN'T be an Argonian? WTF IS THIS


But seriously. First, I'd like to know how this relates to the Elder Scrolls series. This is obviously before Skyrim and most other Elder Scrolls, due to the Dwarves presence. Flesh out the story more, and such! You know what I mean!

Either this, or I have no idea about the nation in question or any other of the Elder Scrolls...

Ugh. My head hurts. Could you please do some explaining?

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To be honest, this really has NOTHING to do with the Elder Scrolls series, but SSD demanded the name include Elder Scrolls. Thus, an Elder Scroll WILL be involved.

Also, this actually takes place AFTER Skyrim and such. The reason for the Dwarfs? Well, this is a new land. These people don't know about Tamriel and vice-versa. Also, the Dwarfs traveled across the sea to this new land a long time ago. I'll edit the Dwarfs for more information.

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I did not demand, I thought the name suited well for the type of RP, I suggested >_>
Skyrim is my first Elder Scroll's game, so my ignorance on how the story's in the games relate to one-another may be the result of the confusion *apologizes*

and you could have replied to the PM that it was up, I found it by chance >_>

Dude, the Lucertole ARE the Argonians, just called Lucertole here >_>

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[quote name='Mako109' timestamp='1327215313' post='5775369']
Ah! This isn't in Tamriel! Why didn't you say that in the first place!


But still. SCREW YOU I'M RESERVING AS AN ARGONIAN
[/quote]

...the Lucertola ARE the Argonian's. We merely gave them a new name...and they live in the desert. <_<


[quote name='Shooting Star Dragon' timestamp='1327215496' post='5775371']
I did not demand, I thought the name suited well for the type of RP, I suggested >_>
Skyrim is my first Elder Scroll's game, so my ignorance on how the story's in the games relate to one-another may be the result of the confusion *apologizes*

and you could have replied to the PM that it was up, I found it by chance >_>
[/quote]

I've only played Skyrim as well...and like twenty minutes of Oblivion. .-.

And I told you I was posting! D:<

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SSD's character is evil. Also, the Greybeards die.

As for the leaders, SSD and I will NOT be posting apps for them. We will mainly be using them to give you quests and stuff. So...not going to waste the time.

However, I am making an app for the King of Dwarfs...which I control...which will be awesome...because he is the Dwarven King. *cool face*

SSD, you start spamming...and I will kill you. .-.

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Name: From-Darkest-light (-other names- the daedric prince of hate, the dark-light lord, he who must not be praised)
Race: Lucertola
Gender: male
Age: 47
Appearance: black scaled Lucertole with a dwarvern mechanical eye replacing his left eye which is scared with magic burns with red warpaint
Biography:
History: was kicked out of the mages university at 23 after being caught practicing the unforgivable curses on other students and killing the arch-mage with the killing curse and stealing his staff known as the elder staff and used it to drive his son insane with the dementure curse, he is the leader of a underground organization known as the 'molag-julianos monks' who worship molag bal daedric prince of domination and julianos god of wisdome and logic, his and his followers goal is to dominate all of valcia and to destroy all those who oppose and shun magic, he is considered a hero to those who worship julianos and those opressed by magic haters, these are the two main reason why people join his order
Equipment: robed Daedric armor, daedric sword, the elder staff
Abilities/Magic: the unforgivable curses (five curses in total the dementure curse, the killing curse, the tourture curse, the persuasion curse and the , employs soul cloud which is used by all his followers to travel to places in a fast and small space in time without walking and can sommon demora and is capable of comunicating with molag bal through his elder staff

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There is so many wrong things in that application sir.

1: You make a character with a Daedric reference name and have him so powerful that he has already killed the arch-mage and gained possession of an amazing weapon. No.

2: He got caught killing other students and the arch-mage...and all they did was kick him out? *turns on Skyrim and starts killing students* ...yeah, doesn't work that way.

3: I already said this isn't Tamriel. So why are you mentioning a university? .-.

4: The Killing Curse? The Torture Curse? This isn't Harry Potter. <_<

All in all, not accepted.

*sighs and edits first post*

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Saw Elder Scrolls, read everything. Big fan here, woot woot!

Name: Dagor Hlaalu
Race: Dunmer (Dark Elf)
Gender: Male
Age: 27
[spoiler=Appearance:]
Dagor is 6 ft. even, and suffers very pale skin from recovring from a severe from of Ataxia. Despite have nearly white skin, people still see him as a Dunmer, merely by seeing the eyes that have been bright red since the the earliest days of the Hlaalu family that migrated with other Dunmer. He also has quite a muscular body, with tattoos on both his left and right arm. His left arm has the words, "For the Nerevar, I give priase" and on the right: "For the Neverarine, I give praise". He also has a tattoo on his back with the words, "Under Moon and Stars, with Nerevar and the Nerevarine, I will fight those who oppress my people".
[/spoiler]
[spoiler=Biography:]
Half of the Hlaalu family from Morrowind migrated to various places, even to Valcia. Many years after the great migration, Dagor was born, and in his youth, he contracted Ataxia from an unknown cause. Recovering from this disease, he was forever cursed with a plae skin that would haunt him to his death, and scarred from this, he wanted to push his body to its limits, and destroy those limits. Later, in his younger teens, he learned of his native land, Morrowind, a land inhabited by Dunmer, his fellow race. Feelings for his native land, he sought out knowledge of his Morrowind cousins. He employed the knowledge his family had on the Morrowind Dunmer, as well as others across Tamriel, and learned of their ways. It was later that he learned of Nerevar and his Incarnate, and devoted his worship to him, despite how he is not a god. Later, he vowed to return to his native land, and learn more of his people.
[/spoiler]
[spoiler=History:] Strong and dedicated to his work, Dagor puts much effort and energy into his opinions, ideas, and beliefs. Normally able to become friends with almost anybody, it is rare for him to have a problem with him. However, should a problem arise, he tries his hardest to put it down, and return to the original relationship and standing before the problem arose. He's mostly content with his work, being that it's mostly big projects that he personally admires.[/spoiler]
[spoiler=Equipment:]He dual weilds two swords: in his left hand is a short glass blade, "Nerevar" which is highly adept in Fire Damage and Frost Damage. In his right is "Nerevarine", a long ebony blade, which was originally a family heirloom, he requested it to be enchanted with Fire and Shock Damage. He usually wears no armor, just high-end costly clothes that he inhereted from his family's fortune and name.[/spoiler]
[spoiler=Abilities/Magic:] His racial ability has been doused since the migration of his current family, and after learning how all Dunmer in different parts of the word has different racial abilites, he learned that the Dunmer of Valcia has the racial ability of summoning a weaker clone of themselves, but has the potential of acting as the same person. This power only lasts for an hour, or until the clone dies, and can only be used once a day, as per the usual of racial abilites.
He also employs a Conjure Ancestor Ghost, an ancient technique that normally a racial ability for the Cyrodilic Dunmer, it can be taught as a spell for Valcian Dunmer; also employed is the ever-favorite Firebolt spell: no special extra damage. Just the normal Firebolt.
[/spoiler]

Yeah. I cheated. xD
I admit, it may need quirks and such. Also, I think that racial abilites should be standardized, hence they ARE racial abilities. Right?

EDIT: I FORGOT. D: [color=#800080]I wuf u[/color]

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History is suppose to be personality. Don't ask why I put history. .-.

As for racial abilities, some people may not know Elder Scroll, so please add racial abilities. Also, this gives people the chance to create their own if they wish.

And, so you know, there are no stats for this RP. To much work. xD

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[quote name='Dwarven King' timestamp='1327220317' post='5775418']
History is suppose to be personality. Don't ask why I put history. .-.

As for racial abilities, some people may not know Elder Scroll, so please add racial abilities. Also, this gives people the chance to create their own if they wish.

And, so you know, there are no stats for this RP. To much work. xD
[/quote]

History... Personality... right.

I just figured being a huge Elder Scrolls fan that racial abilities should be set. It would also be fun to see how people would use their abilites in certain scenarios and such. Gives them some thought exercise. But I see what you mean also.

And by stats, you mean the whole racial ability being hour long, use once a day, right? Yeah. Would consume time.

It's just been so long since I've been on here, and so long since I RP'd too. =I *sigh*

Alright, I'll edit the History/Personality.

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[quote name='Dwarven King' timestamp='1327220827' post='5775430']
By stats I mean, "You took 10 damage from the Orc's attack. Your attack missed. Your health is low." You get the gist. The once per day thing is fine. If we see you using your racial ability to much, we will say something. Basically, just RP like you normally would. ^^
[/quote]

So that's where the stats came into conversation. I was wondering where it came from. Don't worry, I don't plan on having stat-based battles. xD

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[b]Name:[/b] Gelida Torrentis
[b]Race:[/b] Dark Elf
[b]Gender:[/b] Female
[b]Age:[/b] 19
[b]Appearance:[/b] Five slash marks appear on Gelida's left cheek. These slash marks are a uniform distance apart, like those made by a claw, but the cuts [i]themselves[/i] look as though they've been made by a sword. Gelida has many other battle scars of various shapes and sizes, including two deep cuts in her back that appear to be shaped as a crucifix. The only other features she has over the run of the mill Dark Elf is that she has icy blue eyes and shoulder-length blood red hair. Oh, and she also stands at 6' 1".
[b]Biography:[/b] When she was born, Gelida Torrentis was immediately abandoned by her birth parents, who believed that she'd been cursed. No other Dark Elf wanted to be near her either, and so the poor baby Gelida had to fend for herself... which was practically impossible. Eventually, she stumbled out of the Dark Elf lands and ventured through Deregon Mines, closer to the surface. It when then that Gelida had met a young, female Rothgard, who had been working in these mines to try to enough gold to live on. The Rothgard obviously had a weakness for children, especially ones as helpless as Gelida was at the time, and so she took her as one of her [i]own[/i] children. Of course, Gelida would occasionally return to the Deregon Mines themselves to accompany her foster mother, but she never went all the way back to her [i]true [/i]homelands ever again.

This time, however, Gelida had considered returning. After all, it had been 19 years since the day she left, and she had also intended to show the Dark Elf lands to her Rothgard foster mother. But Gelida felt that she best learn a few spells and combat techniques first... so she could protect the Rothgard. However, things didn't go smoothly in the beginning; first, Gelida had trouble fitting in with the other populace when even setting [i]foot[/i] in the Kingdom of Isteroth, where her foster mother lived, and the second problem was with the idealism the Rothgards had that young women shouldn't really be fighting. Gelida though, didn't care for this idealism, and began trying to teach [i]herself[/i] the ways of the sword. It wasn't until a Rothgard instructor had witnessed the effort she was putting into it that he decided to teach her what she needed to know.
[b]Personality: [/b]Gelida is a cold, dark and brooding person, who cares about not a living soul other than the Rothgard that took her under her wing. She [i]especially[/i] doesn't give a damn about any Dark Elves, as she feels that the whole lot of them have left her out there to die... and for that, she loathes them very much indeed. Gelida will give anyone a look of pure venom, and her voice always comes out as spiteful, even in the unlikely event that she means to be polite. Like the rest of the Dark Elves, Gelida is none too interested in which side is winning, and only cares to observe the carnage and bloodshed that the war itself brings. However, if either herself [i]or[/i] her Rothgard foster mother come under attack, that's where she draws the line! Gelida can be a little overprotective of the Rothgard, and will even threaten to kill anyone who touches her.
[b]Equipment:[/b] Dons Glass Armour that she has made herself. She has not perfected the art yet, and as a result the armour is approximately 75% as durable as normal. She also wields two basic swords.
[b]Magic/Abilities:[/b] Underwater Breathing: Allows her to breath underwater, as the name implies
Hydro Bolt: A basic Water spell that allows her to shoot a jet of water from her hand(s)
Scalding Rain: Droplets of boiling water fall from the sky and pelt enemies constantly
Glacier Barricade: Brings forth a wall of ice around her to protect her from projectiles and other spells
Frozen Spear: Freezes the air in front of her in the form of a spear, which she then fires. Basic Ice spell
Cold Flare: An Ice spell that is shot in a similar style to a raging inferno, but it freezes the enemy rather than burning the enemy

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[quote name='Dwarven King' timestamp='1327265421' post='5776086']
75% as durable makes me think it's more likely to become brittle. Unless I completely fail at understanding glass armor. .-.
[/quote]

Not really. It's just 25% weaker than normal Glass Armor, which is usually the strongest Light Armor in the Elder Scroll games. Even if it's 25% weaker, it's gonna still be a strong set of armor.

Also, just a question, but am I accepted? You never took a position on that exactly.

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[quote name='Aethyr' timestamp='1327266224' post='5776100']
Not really. It's just 25% weaker than normal Glass Armor, which is usually the strongest Light Armor in the Elder Scroll games. Even if it's 25% weaker, it's gonna still be a strong set of armor.

Also, just a question, but am I accepted? You never took a position on that exactly.
[/quote]

I was waiting for you to set up your personality. :<

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