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11 mos ago
Current Quick everyone, PM Mahz with your wishlist for Guild updates and new features. The more the better. In fact, send him a PM about it every day. Make that every hour. Chop chop!
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1 yr ago
Welcome back, Hecate!
5 likes
2 yrs ago
To all the homies in Florida -- stay safe out there. Now is not the time to wrangle an alligator and surf it down the flooded streets. I know, it's hard to resist the urge.
7 likes
2 yrs ago
Calling all ELDEN RING players: roleplayerguild.com/topics/…
4 likes
2 yrs ago
I've logged into this site just about every day for the past fourteen years.
9 likes

Bio

On the old version of the Guild I was the record holder for 'Most Infraction Points Without Being Permabanned'.

My primary roleplaying genres are fantasy and science fiction. Big fan of The Elder Scrolls, The Lord of the Rings, Warhammer 40,000, Mass Effect, Fallout and others.

Most Recent Posts

@Peik You know, that's not a half-bad idea. Let's run with it. I'm going to write Sibassius' sheet right now and I'll definitely incorporate that in the history somewhere.
@Turboshitter Alright, about magic. I'm not a big fan of adapting the system of the games with clearly identified spells with codified effects to the art of prose. I prefer to leave the actual functioning of the magic a little more relaxed and vague; instead of "casting Wall of Flames", your character "sprays the ground with liquid flames that eat away at the rotting undergrowth fiercely, flaring up as tall as a man and forming a fearsome barrier of heat and light". Use the spells of the videogames as an inspiration for the kinds of things that can be done with any given school of magic. As for power levels; think no further than Expert-level stuff in the videogames. No blazing infernos and bone-chilling blizzards.

Two more things I want to note. Some things in the game don't make any sense when translated to the 'real world'. Being resistant to frost as a Nord doesn't actually help you resist the physical damage caused by being impaled with a spike of solid ice, but it could definitely help you shrug off less corporeal frost magic. Try to apply that kind of logic when determining what magic can and cannot do. The other thing is that I would like for healing magic to be less effective in this roleplay than in the videogames. In the heat of battle, Restoration can close shallow wounds, reduce severe hemorrhaging or set a dislocated shoulder, but it cannot mend broken bones or sew organs back together -- unless you have a team of dedicated Temple Priests at the ready or something like that. The same goes for treating illnesses. It always bugged me that everything can be cured with a single potion or a quick visit to a shrine. Why is there even a healer in Kynareth's temple in Whiterun? Stuff like that.

@Dismas Every group needs a coward. The only comment I have is to remember the cardinal rule: why are they with the group?

@Asura Yeah, expensive and rare materials are off-limits. Cultural equipment like elvish and orcish is allowed if it makes sense for your character to own it. An Altmer or a Bosmer is more likely to have an elvish blade than an Argonian. I'll judge that on a per-character basis.

@Peik Balen is more than welcome to make a return, but once again: why are they with the group? That matters most.

@Iuniper Your appreciation has been appreciated.

PS. I added Birthsign to the character sheet. Can't believe I forgot that.
@The Dow Dragon Don't bother finishing that sheet, your character is immediately rejected. We are not prophesied Heroes. None of our characters could slay a dragon. I know that the balancing of Skyrim makes it seem like just about anybody can do it, but that's for gameplay purposes and holds no weight lore-wise.

He's also far too powerful in general. I specifically said to restrain yourself and instead you have gone all-out.

@Turboshitter Good question. I'll get to that later.
Placeholder.




Name: Captain Hector Sibassius, sometimes referred to as the Left Hand of the Emperor by those who know & work with him.
Age: 46.
Gender: Male.
Race: Colovian Imperial.
Birthsign: The Lord.
Appearance: Tall and broad-shouldered, Hector is a man who takes pride in his appearance. He is strong and healthy, and his enthusiasm for physicality has not diminished with the years. Hector's body speaks volumes about his experiences in life; the myriad scars are souvenirs from his previous adventures, and his hands are the rough hands of a man who has to fight to make a living. The most distinctive disfiguration is found on his back, where a long, gleaming scar stretches from his right shoulder blade to his left hip, telling the story of a blow that almost disemboweled him.

Hector's face is expressive, sporting a strong jawline and pronounced cheekbones. His deep-set eyes are bright blue, glittering like sapphires in his eye sockets. Nord blood in his heritage has given him blond hair which he trims close to the skull in a military buzz-cut; an old habit from his time as a Legionnaire. A little grey is starting to seep into his temples. The only noticeable scar on his face is a small cut above his left eye, splitting his eyebrow in two. Usually, his expression is softened by a small smile playing around his full lips, creating the impression he is constantly mildly amused.

Biography: Hector Sibassius was born in Sentinel, one of High Rock's various city-states. His parents had moved from Cyrodiil to High Rock for financial reasons: both of them were tapestry weavers, and they discovered there was simply a bigger market for it in High Rock than in Cyrodiil. Someone has to create all the tapestries that decorate High Rock's many castles, after all. Perhaps out of inherent childlike rebellion against everything one's parents do, Hector had zero interest in learning the trade of his parents. Fortunately, that wasn't a problem: Hector had two older siblings who were both willing to take up the weaving craft and continue the family business. As such, Hector was allowed to pursue his own interests.

Unfortunately, he was never able to settle on anything in particular that kept his attention, and eventually he turned eighteen without having any idea of what he wanted in life. In an attempt to force him to choose something, his parents gave him a deadline: he had to leave the house and live on his own in three weeks time. As many disillusioned and uninspired young men do, Hector turned to the Legion.

This wasn't exactly what they had in mind, but it was already too late: Hector's papers had been signed. To leave now would be desertion. Besides, Hector told his parents (and himself), serving his Emperor was a noble cause that was sure to bring much honor to their family.

The Legion taught Hector how to fight. It taught him how to march, how to maintain his equipment, how to sharpen a blade, how to occupy a territory and tell citizens to stay put, how to kill and maim and erect fortifications on corpse-strewn ground. And Hector returned the favor by becoming an exemplary soldier. Within five years, Hector Sibassius had become a Knight Errant of the Legion, fulfilling his promise of bringing his family much honor.

For many years, Hector served dutifully. In the aftermath of the Great War, which had occurred in the years of his adolescence, Hector almost exclusively saw action in domestic disputes like the Bravil riots in 4E 188. It was there that he received the severe wound to his back, which put him out of commission for a while. Hector accepted an honorable discharge to recover from his injuries and took a sabbatical in Cyrodiil, taking some time to explore the province of his people properly for the first time. Eventually his restlessness and thirst for action drove him to take up the mantle of dungeon-diver for a while after his wounds healed. It was during that time that he met and befriended Balen Oril, a peculiar Dunmer that Hector would later invite to accompany him in his work.

It wasn't until the Stormcloak Rebellion that Hector rejoined the Imperial Legion and participated in an actual war, even if it was a civil one. Despite reservations from his superiors, Hector predictably performed with distinction. His contributions in befriending the locals and using their knowledge against the Stormcloaks was particularly noted as a worthy contribution to the war effort, and it was this that first made the Penitus Oculatus take notice of him. After the end of the war in 4E205 in the Empire's favor, Hector was approached by the shadowy organization and inducted into their ranks.

Now, merely two years later, Hector has already obtained a reputation for discretion, thoroughness and effectiveness. The Left Hand of the Emperor earned this somewhat cynical nickname for his efforts in discovering and killing a Thalmor spy in the heart of the Imperial City -- the left hand is traditionally used for unsavory actions in Imperial tradition. Hector has acquired a large network of allies and contacts throughout Tamriel in his work and has called on them to aid him in the most difficult quest of his career; the assassination of Akhar.

Personality: Back when Hector Sibassius served in the Legion, his comrades and subordinates would always refer to him as 'agreeable'. Blessed with a mild temperament and a lot of patience, Hector can usually avoid unfortunate misunderstandings and defuse tense situations. This personality also allows him to stay calm in the heat of battle; keeping his cool in mortal danger is what has kept him alive this far. Because of these traits, many people naturally gravitate towards him and look to him for leadership or justice, which he dispenses fairly in equal measure... when it benefits him. At heart, Hector Sibassius isn't necessarily a good person, and his experiences in the Legion and the Penitus Oculatus have somewhat jaded him to the value of mortal lives. His devotion to the Imperial cause is unquestionable, however.

While superficially friendly, he may seem aloof to people who deal with him for an extended period of time and he is slow to share personal details. This, combined with his tendency to move around a lot as an operative of the Penitus Oculatus and, before that, Legionnaire and adventurer, means he has few long-term friends and, instead, many acquaintances and allies.

Skills: Hector is a trained Legionnaire with almost three decades of fighting experience. As such, he is a great swordsman, and moderately proficient with the axe, the mace, the spear and the bow. As far as defense is concerned, Hector is equally skilled in wielding a shield and fighting in heavy armour. In short, besting him in fair combat is a challenge for most. He knows how to maintain and repair armor and weapons and a little basic alchemy; necessary for staying in fighting shape on extended campaigns. Magically, he is mostly inept, only capable of a few cantrips and simple, weak spells in the schools of Alteration and Destruction. He once took the test to see if he had what it takes to be a battlemage, but failed.

Equipment: Hector's most prized possession is his master-crafted steel longsword, a gift from one of his commanding officers after the end of the Stormcloak Rebellion. It is forged in the Cyrodiilic style with a long, slim blade, sharp point and T-shaped crossguard & grip. A ruby is set into the pommel. The most notable fact about it is its enchantment; the blade burns with fierce heat and sets fire to anything it strikes. Hector carries a few filled soulgems with him to power the enchantment whenever it runs out of charge.

As for armor, Hector ditched the recognizable gear of the Legionnaires when he joined the Oculatus and retrieved his set of Cyrodiilic steel armor from storage -- a significantly more anonymous outfit. He eschews the use of the Penitus Oculatus' own uniforms when he's on a mission. It would be especially foolish to wear in enemy territory. He wears a hooded brown traveling cloak over his armor that evokes the image of a paladin of the Imperial Cult and simple, comfortable clothing beneath the steel plate. Rounding out Hector's wargear is a heart-shaped steel shield with a large spike on it; useful for bashing enemies.

Other items on his person include a map of Valenwood, vials and basic alchemy ingredients, a pouch filled with septims, dried meats and supplies to patch up his gear, all of which he carries in a leather satchel slung across his back. Additionally, he has a whole slew of documents with him, ranging from information on Akhar to forged papers of the East Empire Trading Company.

Other: Sibassius is a skilled chess player and likes to challenge his allies to a match whenever the opportunity arises.


"The Tower touches all the mantles of Heaven, brother-noviates, and by its apex one can be as he will.
More: be as he was and yet changed for all else on that path for those that walk after.
This is the third key of Nu-mantia and the secret of how mortals become makers,
and makers back to mortals. The Bones of the Wheel need their flesh,
and that is mankind's heirloom."
- Commentaries on the Mysterium Xarxes, Book Three

"Look at the majesty sideways and all you see is the Tower, which our ancestors made idols from.
Look at its center and all you see is the begotten hole, second serpent,
womb-ready for the Right Reaching, exact and without enchantment.
The heart of the second serpent holds the secret triangular gate.
Look at the secret triangular gate sideways and you see the secret Tower.
The secret Tower within the Tower is the shape of the only name of God, I."
- 36 Lessons of Vivec, Sermon 21





The Empire and the Aldmeri Dominion slowly circle around each other, eyes locked like competing predators, simultaneously provoking and avoiding another Great War. Tamriel teeters on the brink. Armies mobilize to the heart-thrum of training drums and fell voices sail the air, calling for death and ruin on both sides. All of the prophesied Heroes have gone; to faraway lands, beyond the veil, in hiding. The shrines of the Nine are as silent as ever. Demon-Princes watch with bated breath.

A plea for help has been sent to White-Gold Tower from the coastlines of High Rock. It speaks of a Man and his marauders, zealots, and Daedra that haunt the Abecean Sea, boarding and pillaging with impunity, far away from the Emperor's fixed gaze. It speaks of a Man insane and divine, doom-driven, clutching the very soul of fire in a gauntlet so black and bright it moves between worlds, carrying a Scroll on His back that speaks of death and cannot be read.

Wise and elusive, this Man cloaks himself and his gore-soaked apostles in the impenetrable green shroud of Valenwood, from where it is said blood runs upstream into the rivers and brings bad dreams. Even the elves fear Him. Their whispers spread far and wide; the Prophet of Dagon-Ur has come.

Red Mountain shivers at night. Dragons flee north to Atmora. The Serpent moves. The Emperor acquiesces to the plea.

In northern Valenwood, near Arenthia, one small boat and its crew prepare to sail the streams and rivers of Valenwood south, in absolute secrecy, to Greenheart, from whence the darkness spreads.

To kill Akhar.




Welcome to Heart of Darkness! This is a roleplay heavily inspired by the novel of the same name by Joseph Conrad and -- in particular -- the film adaptation Apocalypse Now. Our characters will be part of a small group led by Hector Sibassius, an officer of the Penitus Oculatus, that is sent by the Emperor to assassinate the deranged warlord and sorcerer Akhar in the heart of Valenwood. The story takes place after the events of Skyrim in the summer of the year 4E207. I won't go into much detail about what precisely happened after the Dragon Crisis because it's not really important to our story. To give an example; I won't name the Emperor, since it doesn't matter. The only things you need to know is that the Stormcloak rebellion was defeated and that the Empire and the Aldmeri Dominion are once again at the brink of war. This political tension will provide an analogue for the Vietnam War that's important to the setting of Apocalypse Now. Our characters are, in essence, going to be traveling deep into 'enemy territory'.

That might make this roleplay seem a little simple, so one could ask why I've decided to place it in the Advanced section. That has everything to do with the quality I expect from the submitted characters and the realism (emphasis) of their psyches and their reactions to their situation. Much like the source material, this will be a "Skooma-fueled jungle nightmare" (credit to @Turboshitter for that turn of phrase) and I need people who can convincingly write believable characters. Johnny Two-Blades who doesn't give a shit about the horror that surrounds him and cuts down his enemies with nerves of steel won't be welcome.

That's about everything I have to say. Let's see some characters.




Name: Speaks for itself.
Age: If you're not sure what a plausible age is for a certain race, just ask.
Gender: Male or female. No transgenders in Tamriel.
Race: One of the playable races in the games. Keep the political climate in mind; it is unlikely an Altmer would be fighting for the Empire, but we are going after a neutral foe. If you can convince me, go for it.
Birthsign: This is mostly for fun, but it can affect your character a little bit if you want to.
Appearance: Pictures are allowed, but a written description is mandatory.

Biography: A summary of their past. Doesn't have to be very long. The main purpose of this section is to give your character a plausible reason to be sent on this mission; ask yourself "why has Hector Sibassius selected them and how does he know (of/about) them?" and provide a solid answer.

Personality: This is where you show me you can create a believable, three-dimensional character with strengths and flaws.

Skills: This covers everything, from combat to magic to stealth to miscellaneous. I'll be pretty free-form about this but none of our characters are prophesied Heroes. Restrain yourselves. Your character can't be an expert in everything. This goes double for mages, so restrict your character to one or two schools of magic.

Equipment: List everything they bring with them, not just weapons and armor.

Other: Anything I forgot that you want to mention.

Please submit your characters in this thread. After I've approved of them, you can post them in the Characters tab. Don't rush yourselves. It's highly unlikely I will start the roleplay until next weekend.
Valenwood rather than Black Marsh?


What happens in Black Marsh and the east coast of Tamriel is no longer the concern of the Empire, nor does it count as 'enemy territory'. Valenwood is deep in the heart of the Aldmeri Dominion (much like Captain Willard had to travel through all of Vietnam to get to Colonel Kurtz) and Akhar strikes at the shores of Hammerfell and High Rock from there.
Yes! Or at least, I'd like to. Gonna try to catch up tomorrow.
That does sound like fun. I like it.
@Hologram Prose I understand the concept, but would a Penitus Oculatus officer willingly put his faith in a convicted criminal sorcerer deep behind enemy lines? You'll have to convince me with a good character sheet and an explanation that seems believable.

Speaking of character sheets, my intention is to post the OOC thread tomorrow with a CS for y'all to fill out.
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