Hidden 10 yrs ago Post by MMGiru
Raw
GM

MMGiru

Member Seen 7 yrs ago



Given the magnitude, knowledge of the Wild Hunt has remained amazingly obscure in most of Tamriel. The phrase being applied to Hircine's event is only a misnomer, attached to the Daedric romps out of ignorance. The proper object of the phrase refers to something which takes place within Mundus; Valenwood of Tamriel, more specifically.

In the Dawn Era, when Mundus was new, legends hold that Yffre sang the creation of forest, and shaped elves in the same way, tasking their newly stable selves to live in and protect this Green. In exchange for their forms, it is said, Yffre left the Bosmer -- for that is who practice this faith -- with the ability to shapeshift, but only once, chaotically, and permanently. This became a Bosmeri weapon, for the direst crisis, darkest retribution, or deepest madness.

The Wild Hunt, as this ritual is called, has only three instances in recorded history, the most recent being in 3E 397, a few years before the Eternal Champion cast Jagar Tharn from his stolen throne. Regardless of that infrequency, Valenwood Bosmer eat only meat, and those in the more remote parts of the forest still hold to the old edict that one must eat whatever one kills, no matter what or whom.

In 4E 216, Tamriel is openly peaceful, various attempted revolutions in Skyrim aside. The Empire remains effectively in control of the continent, with the Aldmeri Dominion overseeing its every decision. In lands with people more subtle than the typical Nord, however, things are more tense than the surface suggests. While more tolerant of other mer than men, the Thalmor’s xenophobia does extend to religious and cultural practices of the non-Aldmeri cultures. The agents not in Skyrim make an effort to do away with local cultures, some more quietly than others.

While the Dragonborn did their job years before, the World-Eater had resurrected many of his kind in the time he had. Some still roam Tamriel, and maybe even distant continents. They are varied in wants and agendas, but less so in power, which is typically monumental. Sometimes, mercenary groups are hired to remove a wyrm that has placed itself inconveniently. As a result, the old practice of adventuring has seen a recent swell, the young feeling that something like a bear or troll is decent enough training for dragons. The resultant increase in adventuring death tolls may or may not be of a higher percentage than before the wyrms’ resurgence; a matter for scholars in future decades.

Recently though, in the southern reaches of Cyrodiil, word has come of monsters previously unknown. No two are the same, according to the rumours, but they are each exceptionally competent as regards killing. Trade routes are disrupted, and in one instance, a village has simply blinked out overnight, inhabitants missing. The better-informed will know that these events are not isolated to that part of Cyrodiil, but also occurring in northern Valenwood and western Elsweyr. Still, it’s only a very few who have come to the conclusion that this could be the result of a Wild Hunt, but for even they, the purpose is unknown.

In a Skingrad inn, a very small party of mages from the Synod is balancing a meager budget with the allure of adventure to hire mercenaries of varying utility. They intend to move south and investigate the village which became a ghost town overnight. Unbeknownst to them, this quest will take them to the other nearby regions of Tamriel, and will have far-reaching consequences. Valenwood itself -- as some know -- is a place alien to most other regions. In the great forests, large ape people praise and emulate the Altmer as models of culture, and the Bosmer live atop trees so large as to serve for cities, which slowly walk across the region.



Essentially, the plot is about finding out why this Wild Hunt went down, as well as dealing with the consequences, which include crazy monsters. The Dragonborn beat Alduin, but ostensibly took no part in Skyrim's civil war, which fizzled around in various, differently-named guerrilla factions. The guild quests of that game -- Companions, Thieves, College, Brotherhood -- were all completed, but may have been done by either the Dragonborn or someone else, which we can decide later.

We'll start in Cyridiil, but hopefully branch out into Valenwood and Elsweyr, because they're both super interesting.

As Elder Scrolls PCs are hardy folk in one way or another, one feature it'd be nifty to have is for the ‘party’ to be split on a regular basis, allowing for different quests to take place simultaneously, including some solo ventures. Ideally, at some point everyone can co-GM, and run quests for fellow players, but I don’t know how much plotting we wanna do in public, because that weighs on immersion in a big way, so the logistics may take a bit of time to think up. Or just s’more experienced players/GMs to help give advice. That’d be nice regardless.

Character-wise, we're looking for experienced people. For a Skyrim analogue -- haven't played earlier games in some time now -- think level 20 as our starting point. That'll make them vastly superior to average folk, but still with plenty of room for improvement. While observing the laws of the Elder Scrolls world, this won’t be a particularly mechanical game.

As far as the actual writing level goes, our principal wishes are that people with workable grammar apply, and that they proofread their replies. That second bit makes more difference than one might realize, and poor grammar musses immersion. Length is not so much a concern as content. Acknowledge what other players have written -- as best the situation allows -- and move the plot forward. If you can do that with two paragraphs, great, but it typically takes rather more.

In RPGuild terminology, I think [High-Cas]+ would be about where this is aimed, as we don't want to exclude people who're intimidated by the Advanced section.



Appearance: (An especially good place for a screenshot, but you may use text if you prefer. Think standard equipment, body shape, distinguishing features, et cetera)
Name: (Feel free to just employ a nickname here)
Gender: (Yep)
Age: (Use age by appearance if your character is secretly undead -- a la vampirism -- but specify either to a GM or publicly actual age)
Race: (Use your discretion to publicly specify werewolves or vampires, but tell a GM if you are)
Birthsign: (Your discretion as to whether you get the appropriate power, and which variant of it)
Personality: (This is especially difficult to know before you actually play the character, but try to establish a theme)
Backstory: (We’ll want to see some detail, but you don’t need a novel. Give an idea of where they learned their skills and got their equipment, what their motivations are, who they care about, and how well known they are; shit like that)
Skills: (Draw from any canon skills, and feel free to make extrapolations such as melee with wizards staves, thrown weapons with telekinetic guidance, charming or menacing glamours on armor, or whatever)
Equipment: (These are gonna be hardier, more experienced folk, so more in the Dwarven and Orcish range than either Iron or Daedric, for example)
Hidden 10 yrs ago Post by MMGiru
Raw
GM

MMGiru

Member Seen 7 yrs ago

Appearance: (I'll deal with this when I have a decent screenshot)
Name: Pale-Scales
Gender: Male
Race: Argonian
Age: 31
Birthsign: Atronarch; Skyrim effects

Personality: While often quiet, Pale-Scales is not impersonal, and enjoys talking to anyone with something interesting to say. He enjoys dispensing knowledge, but has little patience for perceived stupidity. While not of an especially firm moral compass, Pale-Scales holds consent in the highest degree, and dislikes lies as a result, seeing them as a breach of consent.



Skills: Pale-Scales is an accomplished battlemage, typically donning Heavy Armor and slinging Destruction magic from behind a Blocking shield, though he also has some skill with One-Handed Blades. Additionally, he's trained in Mysticism and Restoration to a lesser extent, and keeps himself in fairly good, Athletic shape. A particular talent of Pale-Scales' is in absorbing magical attacks, and using a shield as a siphon to this end. If he were to bash an enemy with a shield, he may even steal some magicka.

Equipment: A full set of Dwarven armor save the helmet, which he couldn't wear if he tried. As yet, he hasn't had the opportunity to enchant anything other than his cuirass, which grants him some measure of extra magicka reserves.
Hidden 10 yrs ago Post by GreivousKhan
Raw
Avatar of GreivousKhan

GreivousKhan Deus Vult

Member Seen 3 yrs ago

Reserved spot for future character. (Sunday's are a bit hectic for me.)
Hidden 10 yrs ago Post by KittyE
Raw

KittyE

Member Seen 3 days ago

Name: Dresden Gratius
Age: 29
Gender: Male
Race: Imperial
Birth sign: The Steed: Oblivion effects

Appearance: Dresden stands an even six ft and has a lithe build. His hair is raven black and kept short. His eyes are a pale green and hold a competitive fire in them. Dresden wears a modest grey cloak but has form fitting light steel armor underneath. HIs twin katanas, a gift from his father, sit in scabbards at his sides, a small quiver for his bolts are in a small pouch on his belt and his crossbow is holstered on is back. On his wrists are twin steel gauntlets with blades of folded blackened steel. His face has sharp features and he has a single ragged scar that runs down the left side of his face from where he had been attacked by a particularly zealous Dwarven Sphere.

Personality: Dresden is laid back and sociable, making him easily approachable. He has a penchant for solving puzzles and a mind for mechanics that is beyond his age. He has a fascination with Dwarven artifacts and has even figured out how to craft the mechanical weapons the ancient constructs use. Dresden can think on his feet and prefers to go with the flow. As well he is loath to leave anyone behind and is loyal to the contract until it is done.

Backstory: Dresden grew up in Morthal. His father was a gifted blacksmith while his mother was a hunter. Dresden learned the blacksmith trade from his father and how to use a bow and blade from his mother. When he was sixteen he started off on his own and found himself working with mercenaries out of Windhelm. During a particular exertion into Dwemer ruins Dresden found himself fascinated by the mechanics of the construct weapons. Soon enough he had been able to recreate a crossbow and a pair of gauntlets that hid nine inch blades. From one mercenary in particular he learned of Alchemy. From that art he discovered how create explosive and corrosive potions through trial and error (mostly error). Eventually he went his separate way from the group and found himself in Cyridiil looking for work.

Skills: Forging, Alchemy, Archery, One-handed, Light Armor.

Equipment: Light steel armor, grey cloak, twin katanas, Hiddenblade gauntlets, Dwarven crossbow, thirty Dwarven bolts, over-shoulder leather pack, two hundred gold, three health potions, three bomb flasks, one corrosive acid flask, small flint box and a hunting dagger.
Hidden 10 yrs ago Post by KittyE
Raw

KittyE

Member Seen 3 days ago

Name: Dresden Gratius
Age: 29
Gender: Male
Race: Imperial
Birth sign: The Steed: Oblivion effects

Appearance: Dresden stands an even six ft and has a lithe build. His hair is raven black and kept short. His eyes are a pale green and hold a competitive fire in them. Dresden wears a modest grey cloak but has form fitting light steel armor underneath. HIs twin katanas, a gift from his father, sit in scabbards at his sides, a small quiver for his bolts are in a small pouch on his belt and his crossbow is holstered on is back. On his wrists are twin steel gauntlets with blades of folded blackened steel. His face has sharp features and he has a single ragged scar that runs down the left side of his face from where he had been attacked by a particularly zealous Dwarven Sphere.

Personality: Dresden is laid back and sociable, making him easily approachable. He has a penchant for solving puzzles and a mind for mechanics that is beyond his age. He has a fascination with Dwarven artifacts and has even figured out how to craft the mechanical weapons the ancient constructs use. Dresden can think on his feet and prefers to go with the flow. As well he is loath to leave anyone behind and is loyal to the contract until it is done.

Backstory: Dresden grew up in Morthal. His father was a gifted blacksmith while his mother was a hunter. Dresden learned the blacksmith trade from his father and how to use a bow and blade from his mother. When he was sixteen he started off on his own and found himself working with mercenaries out of Windhelm. During a particular exertion into Dwemer ruins Dresden found himself fascinated by the mechanics of the construct weapons. Soon enough he had been able to recreate a crossbow and a pair of gauntlets that hid nine inch blades. From one mercenary in particular he learned of Alchemy. From that art he discovered how create explosive and corrosive potions through trial and error (mostly error). Eventually he went his separate way from the group and found himself in Cyridiil looking for work.

Skills: Forging, Alchemy, Archery, One-handed, Light Armor.

Equipment: Light steel armor, grey cloak, twin katanas, Hiddenblade gauntlets, Dwarven crossbow, thirty Dwarven bolts, over-shoulder leather pack, two hundred gold, three health potions, three bomb flasks, one corrosive acid flask, small flint box and a hunting dagger.
Hidden 10 yrs ago Post by KittyE
Raw

KittyE

Member Seen 3 days ago

Name: Dresden Gratius
Age: 29
Gender: Male
Race: Imperial
Birth sign: The Steed: Oblivion effects

Appearance: Dresden stands an even six ft and has a lithe build. His hair is raven black and kept short. His eyes are a pale green and hold a competitive fire in them. Dresden wears a modest grey cloak but has form fitting light steel armor underneath. HIs twin katanas, a gift from his father, sit in scabbards at his sides, a small quiver for his bolts are in a small pouch on his belt and his crossbow is holstered on is back. On his wrists are twin steel gauntlets with blades of folded blackened steel. His face has sharp features and he has a single ragged scar that runs down the left side of his face from where he had been attacked by a particularly zealous Dwarven Sphere.

Personality: Dresden is laid back and sociable, making him easily approachable. He has a penchant for solving puzzles and a mind for mechanics that is beyond his age. He has a fascination with Dwarven artifacts and has even figured out how to craft the mechanical weapons the ancient constructs use. Dresden can think on his feet and prefers to go with the flow. As well he is loath to leave anyone behind and is loyal to the contract until it is done.

Backstory: Dresden grew up in Morthal. His father was a gifted blacksmith while his mother was a hunter. Dresden learned the blacksmith trade from his father and how to use a bow and blade from his mother. When he was sixteen he started off on his own and found himself working with mercenaries out of Windhelm. During a particular exertion into Dwemer ruins Dresden found himself fascinated by the mechanics of the construct weapons. Soon enough he had been able to recreate a crossbow and a pair of gauntlets that hid nine inch blades. From one mercenary in particular he learned of Alchemy. From that art he discovered how create explosive and corrosive potions through trial and error (mostly error). Eventually he went his separate way from the group and found himself in Cyridiil looking for work.

Skills: Forging, Alchemy, Archery, One-handed, Light Armor.

Equipment: Light steel armor, grey cloak, twin katanas, Hiddenblade gauntlets, Dwarven crossbow, thirty Dwarven bolts, over-shoulder leather pack, two hundred gold, three health potions, three bomb flasks, one corrosive acid flask, small flint box and a hunting dagger.
Hidden 10 yrs ago Post by KittyE
Raw

KittyE

Member Seen 3 days ago

Name: Dresden Gratius
Age: 29
Gender: Male
Race: Imperial
Birth sign: The Steed: Oblivion effects

Appearance: Dresden stands an even six ft and has a lithe build. His hair is raven black and kept short. His eyes are a pale green and hold a competitive fire in them. Dresden wears a modest grey cloak but has form fitting light steel armor underneath. HIs twin katanas, a gift from his father, sit in scabbards at his sides, a small quiver for his bolts are in a small pouch on his belt and his crossbow is holstered on is back. On his wrists are twin steel gauntlets with blades of folded blackened steel. His face has sharp features and he has a single ragged scar that runs down the left side of his face from where he had been attacked by a particularly zealous Dwarven Sphere.

Personality: Dresden is laid back and sociable, making him easily approachable. He has a penchant for solving puzzles and a mind for mechanics that is beyond his age. He has a fascination with Dwarven artifacts and has even figured out how to craft the mechanical weapons the ancient constructs use. Dresden can think on his feet and prefers to go with the flow. As well he is loath to leave anyone behind and is loyal to the contract until it is done.

Backstory: Dresden grew up in Morthal. His father was a gifted blacksmith while his mother was a hunter. Dresden learned the blacksmith trade from his father and how to use a bow and blade from his mother. When he was sixteen he started off on his own and found himself working with mercenaries out of Windhelm. During a particular exertion into Dwemer ruins Dresden found himself fascinated by the mechanics of the construct weapons. Soon enough he had been able to recreate a crossbow and a pair of gauntlets that hid nine inch blades. From one mercenary in particular he learned of Alchemy. From that art he discovered how create explosive and corrosive potions through trial and error (mostly error). Eventually he went his separate way from the group and found himself in Cyridiil looking for work.

Skills: Forging, Alchemy, Archery, One-handed, Light Armor.

Equipment: Light steel armor, grey cloak, twin katanas, Hiddenblade gauntlets, Dwarven crossbow, thirty Dwarven bolts, over-shoulder leather pack, two hundred gold, three health potions, three bomb flasks, one corrosive acid flask, small flint box and a hunting dagger.
Hidden 10 yrs ago Post by KittyE
Raw

KittyE

Member Seen 3 days ago

Sorry about the copied posts the computer went haywire on me and I cant seem to delete the bloody things.
Hidden 10 yrs ago Post by MMGiru
Raw
GM

MMGiru

Member Seen 7 yrs ago

It should be cool to have Batman in the RP. Backstory's also more succinct than I could make mine. :P

Being unable to delete posts is awkward.
Hidden 10 yrs ago Post by KittyE
Raw

KittyE

Member Seen 3 days ago

Thanks. I prefer things short sweet and to the point. And I won't be all dark and brooding though
Hidden 10 yrs ago Post by GreivousKhan
Raw
Avatar of GreivousKhan

GreivousKhan Deus Vult

Member Seen 3 yrs ago

Maybe remove most of the text of the extra post would be good. :K
Hidden 10 yrs ago Post by Mirth
Raw

Mirth

Member Offline since relaunch

Appearance: Her skin tanned from years of wrestling bears and tearing the heads off of trolls, Maerdan is fairly dark for a Bosmer. She is a sturdy-looking woman of medium height with broad shoulders and wide hips. Her dark brown hair is styled in a short hawk with shaved sides.

Name: Maerdan Bavaril

Gender: Female

Age: 56 (~late twenties, for a non-Mer)

Race: Bosmer

Birthsign: The Lady (Skyrim Variant)

Personality: Fierce, physically strong, and constantly on the look-out for a brawl, Maerdan is anything but the typical Wood Elf. While she enjoys sneaking circles around opponents while shooting them in the naughty bits, she is much fonder of exploding their skulls with a well-placed blow from her hammer. She has a disconcerting habit of charging anything especially large and dangerous to see how long it takes for her to kill it. If anyone follows her, they tend to keep to a safe distance so they can observe the carnage.

Backstory: Maerdan’s earliest memories were of the wilds of Skyrim, hunting and fishing to sustain herself. She remembers little of her family, if anything at all, but is rarely bothered by it. She’s been alone and will be alone, in her mind, and while there are enemies to stomp and dungeons to spelunk she’s happy.

A rover by trade and by nature, Maerdan is often all over Tamriel in search of adventure and the next handful of Septims. She’ll occasionally take odd jobs for extra coin and to alleviate her boredom: mainly muscle-type operations where she’s needed to look intimidating and hit things with her hammer. She prefers working for herself, however, and has for many years. It will be strange for her to work with more than a single other person.

Skills: Proficient in Two-Handed weaponry, Heavy-Armor, Stealth, and Smithing. Her Hand-to-Hand is competent, as is her Archery, although she prefers her hammer to a bow. She is extremely strong and capable of crushing larger opponents with ease. Her magical skills are… lacking. While she can occasionally cast some Destruction in a pinch, she’s much better off just punching the threat into unconsciousness.

Equipment: A set of dented, heavily-scarred steel armor, a lovingly cared-for Orcish warhammer, an Orcish bow and arrows, and more potions than the average alchemical shop. She’s enchanted most of it to up her Health Points, Two-Handed skill, and Heavy-Armor skill.
Hidden 10 yrs ago Post by MMGiru
Raw
GM

MMGiru

Member Seen 7 yrs ago

Well there's three so far, which the casual observer will note is more than just my one.
↑ Top
© 2007-2024
BBCode Cheatsheet