[center][IMG]https://i.imgur.com/v3aYwX9.jpg[/IMG][/center] [center][IMG]http://orig08.deviantart.net/e1de/f/2012/058/1/1/tes__dwemer_centurion_by_coupleofkooks-d4r5ftx.jpg[/IMG] [I]Image credited to coupleofhooks @ deviantart[/I][/center] [b][b][color=39b54a]New Posting Schedule: Monday through Thursday. Friday through Sunday is a rest period.[/color][/b][/b] [I] For thousands of years, we reigned supreme, the masters of logic and progress, the builders of the mightiest civilization Nirn has ever seen. We were mighty! We challenged the gods, our advancement growing so great as to threaten them. Our metal was indestructible; our constructs designed to function for eternity. We have travelled realms outside of Mundus. There was nothing that could stand in our way, and even the arrogant Aedra and Daedra have grown to fear us. Nothing terrifies a so-called god more than knowing that their time is finite; that mere mortals will one day cause them to bow at the knee or be crushed under the progress of their superiors, mortals they have for too long looked down upon as insects. But it was not them who had punished us for our audacity; it was ourselves and the treachery of the lesser races we shared the world with. The whimpering, pathetic Falmer who crawled to us because they were weak, the crude barbarian Nords who adhere to abhorrent superstitions and achieved their aims by savagery, and the hated chimer alike all challenged our authority and claim to the world. And for centuries, neigh! For millennia, we proved to them our superiority. It is sickening for the three and a half thousand years of our absence, they have inherited the world we had shaped and laid their filthy hands on the masterful cities and defile them! We were so concerned with securing our dominance over the mortal races of Tamriel and building ourselves to surpass the gods that we forgot to keep our own arrogance in check. Our drive and ambition was limitless, we never stopped to ask ourselves if our own ingenuity could ever be our bane. Our audacity and recklessness into the void of discovery has banished us from Mundus, leaving our once mighty legacy in the hands of those whose minds are too feeble to grasp the very concepts of our accomplishments or begin to understand who we were. For three and a half thousand years, we have been imprisoned in a realm of our own design. Our weapon to rid the world of the Nords once and for all backfired, instead banishing us from Tamriel when the Red Mountain erupted, due to the treachery of one of our own, Kagrnak, who promised our people enlightenment when he sympathized with the humans and betrayed his own kind. If not for him, all of Tamriel would have been under our rule centuries ago and we would have surpassed the gods. That was our destiny, and it is one we shall reclaim. Fate has finally dealt us a hand we can, and shall, play right. No longer are we restricted to this world of our own creation. The time has come to reclaim what is ours, and to have our voices heard in Tamriel once more![/I] [hr] [center][url=https://fontmeme.com/guild-wars-2-font/][img]https://fontmeme.com/permalink/171015/ffdbf4a5f3fe2d8c1eb4c3b69447e43c.png[/img][/url][/center] [center][IMG]https://i.imgur.com/yKGcC2A.jpg[/IMG][/center] Welcome to The Elder Scrolls: Vengeance of the Deep, a reboot of a successful and quite memorable roleplay from a few years back that is based around a small group of adventurers caught up in an extraordinary and overwhelming scenario wherein after thousands of years of absence, the Dwemer have returned and have begun a seemingly unstoppable conquest of Northern Tamriel, using advanced technology that no one has ever seen before. The adventure will take place across several locations, including different provinces, as the party tries to evade capture or death while attempting to find a way to fight back against the Dwemer forces. The characters will all be members of an archeological expedition lead and financed by Rhea Valerius, an Imperial noblewoman who is a famed explorer and leading expert on the Dwemer ruins that dot Northern Tamriel. The ruin is a massive complex discovered in the Jerall Mountains in Northernwestern Cyrodiil/ Southwestern Skyrim and is the biggest ruin discovered to date. Those present are from all walks of life, be they experts in the ruins, mercenaries that act as security, camp cooks, and so on, all of the characters have been on site for the past few weeks and may or may not know each other more than by recognition. When the game begins, all of the characters will be grouped together for one of the expeditions to clear out another layer of the Dwemer ruin. This will be the catalyst for the adventure to come. Past experience has shown us that there’s something of a fine balance between player freedom and GM dictation for plot, so this game will largely be set in guided set pieces and quests that the GM will dictate as both teams will be active in the same mission together, but completing separate objectives as outlined by GM roadmaps. Teams won’t be rigid, and expect roster shake ups from time to time according to character skills and sometimes just to give players a chance to write with other players rather than being locked in the same arbitrary group. Keeping in mind that we do expect the posting to be steady (e.g. try to have at least one person posting every day or two) and if it is discovered that somebody is inactive and holding up a group, the GMs will keep things moving on regardless, even if 3/5 players on any given team are actually active. This is where the GM puppeting clause comes into effect; if you’re holding things up, we may have to move your character around for you in the name of keeping the game from bogging down due to inactivity or player absence. While the missions are largely contained set pieces that keep characters from wandering off and doing sandbox-style gameplay, between missions or sections (which will vary in length) we will have moments of “down time” where the characters will be free to do as they please as their leisure in towns or camps, giving players an opportunity for character development and interaction and just generally change the pace up. This is a character driven story that focuses on descriptive and often collaborative writing, and we really want to know and fall in love with these characters who will with any luck become a band of brothers. For the start, we are taking on 8 additional players/ characters other than the GMs and we may adjust it as the game goes on, depending on if we have drop outs or feel we need more or less for an ideal game. Character sheets will be done via application process where we will select sheets based on quality, player history (e.g. if you are the kind of person to join and drop roleplays repeatedly or cause problems, we will find out), and knowledge of the lore of the series and the race you are applying to be. Players who don’t get picked in the first round, don’t fret! We will maintain a reserve roster to fill in dropped player position and this gives you a chance to refine your sheet after critiques and give you priority over someone else who applies after the game’s started. The roster will be in order of applications, so if you were the first to apply to the game, you’ll be the first on the roster to be notified of a spot opening up if you are interested. This, we feel, is a fair compromise where sheets are picked on merit for the first selections verses taking every sheet that applies or doing a first come, first serve basis which penalizes players who are taking their time to do their sheets or may have not have noticed the roleplay before 8 other people. With the roster we will do a sort of first come, first serve situation since it keeps things as fair as possible for notifying players that a spot opened up and eliminates potential drama or arguments. [hr] [center][url=https://fontmeme.com/guild-wars-2-font/][img]https://fontmeme.com/permalink/171015/b1d2bc880696a561e68ebd202fa7b431.png[/img][/url][/center] [center][IMG]http://i.imgur.com/2pmLr.jpg[/IMG][/center] [list] - The year is 4E208 - The Empire had won the Civil War, Ulfric Stormcloak and his rebellion were crushed - The College of Winterhold is flourishing and possesses the Eye of Magnus. - The Mage’s Guild in Cyrodiil was abolished after the Oblivion Crisis and hasn’t existed for some time. - The Dark Brotherhood has been entirely eliminated; the Night Mother has been captured and destroyed by the Praetorians prior to the events of the previous RP. No Night Mother means no Listener means no Speaker means no contracts. As well, many of the Brotherhood’s sanctuaries had been raided and all members discovered killed. - The Dovahkiin was killed at the climax of the previous RP, there is no Dragonborn and all thu’um speakers are now exclusively in High Hrothgar. - The Companions of Jorrvaskr are largely intact and still operating out of Whiterun. However, due to events of the previous RP, all of the members were committed to the Inner Circle and are now werewolves due to desperation. They’ve since expanded their membership a bit and anyone recruited in the past two years is not a part of the Inner Circle, although rumours of their true nature may be more readily known. - The Fighters Guild is still flourishing in Cyrodiil. - Morag Tong is enjoying a resurgence of power after the destruction of the Dark Brotherhood, being the only professional assassin organization of its size in Tamriel. However, it still operates almost exclusively in Morrowind with the very seldom involvement outside of that province’s borders. - The Thieves Guild is alive and well in all parts of Tamriel, some chapters are doing better than others. [/list] [hider=Codex] [b]Nirn:[/b] The name of the planet [b] Tamriel:[/b] The continent which the provinces of Cyrodiil, Skyrim, High Rock, Hammerfall, Valenwood, the Summerset Isles, Elswyer, The Black Marsh, and Morrowind are located. [B] Provinces:[/B] [indent] [I] Cyrodiil:[/I] Heart of the Empire and homeland of the Imperials, for the entirety of the 3rd Era, Tamriel was ruled and run from Cyrodiil, a large province with a largely temperate climate. Now, the Mede Empire continues to rule from Imperial City and is currently recovering from not only an extensive war with the Thalmor, but the succession of Hammerfell and the failed rebellion of Skyrim. Cyrodiil is covered with ancient ruins of the Aleids, the elvish empire that had at first oppressed or enslaved man but was ultimately overthrown and annihilated. The Empire is now a struggling entity that once governed and ruled the entire continent of Tamriel. Its heart is the cosmopolitan province of Cyrodiil, as well as the Provinces of High Rock, Skyrim, and Morrowind. It is ruled by the Mede dynasty after the last Septium died in the Oblivion Crisis and the Mede family came out on top of the ensuing chaos. The Empire is currently struggling to maintain a grasp on its increasingly fracturing territories and is still reeling from the Great War, trying to regain strength for the [I]Skyrim:[/I] The homeland of the Nords, and is a cold Northern climate of ice, mountains, and evergreen forests where the first men settled in Tamriel in the 1st age. Covered in Ancient human and Dwemer ruins, it is a harsh, old country where tradition is everything and the people are hard. Skyrim has recently had a failed rebellion lead by Ulfric Stormcloak and is under a much more harsh Imperial occupation until it is deemed the remnants of the Stormcloaks are all arrested or killed. [I]Black Marsh (Argonia):[/I] The swamp and jungle-filled homeland of the Argonians, the Black Marsh is a land inhospitable to most other races due to the virulent diseases that flourish in its humid and moist climate of almost entirely uncharted and vegetation rich geography. After the Oblivion Crisis that ended the 3rd age, the Argonians separated from the Empire and begun to regulate their own affairs. In the Empire’s weakened state, the Argonians invaded Morrowind, conquering such of the South from the Dunmer, who were still recovering from the Blight. This is likely a form of reprisals against the Dunmer’s ancient practice of raiding Black Marsh for slaves. [I] High Rock:[/I] Home of the Bretons, High Rock is a land of mountains, plains, and mostly agreeable weather. The land is home to the oldest structure in Tamriel, rumoured to have been constructed by the aedra (Gods). The Bretons are a “mongrel” race that descended from half-elf, half-men and as such are a race of men with an affinity for magicka that almost rivals the Altmer. Having endured invasions by the Redguard, Aleids, Nords, and most notably the Orcs, High Rock had endured and become a highly unified province of well-regarded nobility, a trades based middle class, and peasantry. [I]Hammerfell:[/I] The arid, mostly desert region with mountains and few grasslands is inhabited by the Redguard, a renown warrior culture that have thrived in this harsh climate. Hammerfell separated from the Empire when the Empire and Thalmor signed the White-Gold concordat and had fought the Thalmor for an additional five years, when they beat the Aldmari Dominion to a standstill, causing the Thalmor to abandon their invasion. They are the only nation to defeat the Thalmor. [I]Summerset Isles:[/I] A nation comprises of two major islands, it is the home of the Altmer and the heart of the Third Aldmari Dominion. It is an elitist culture that places a high emphasis on magicka and successful warlocks, sorcerers and other mages hold high stations of power, and their King is among one of the most powerful mages in all of Tamriel. It is a wondrous place unlike anywhere else in Tamriel, although anyone but Altmer would find it a hostile environment due to the Altmer’s perception of superiority over other races and obsession with maintaining a pure bloodline. The Dominion is a powerful nation founded by the Altmer of Summerset Isles and the Bosmer of Valenwood. Believing in mer (elvish) superiority, they have made a resurgence of elvish dominance in Tamriel and have been very successful in overcoming the Oblivion Crisis and forcing the formerly great empire into the White-Gold Concordat which saw Thalmor (see Thalmor for more information) agree to keep their troops out of the Empire in exchange for the Empire abolishing worship of the god Talos and to allow their agents free reign through the Empire to hunt down Talos worshippers. Other terms of the treaty heavily favour the Thalmor, who would have crushed the Empire had the Great War of the 4th Era continued. [I]Valenwood:[/I] The densely forested, subtropical province that serves as the home of the Bosmer. It is diverse, with geography ranging from beautiful coastal land to thick rainforests to swampland. The Bosmer live in harmony with the natural environment due to their strict adherence to the Green Pact, and their cities exist on giant migratory trees called Falinesti. They are the other province that makes up the Aldmeri Dominion, and the two provinces have created what may be the most stable Empire Tamriel has ever known. Although technically equal members of the Dominion, Bosmer are unofficially looked down at by much of Altmer society as being something of backwards, rural savages with barbaric customs, and as a result, most of the Thalmor ranks are made up entirely from the Altmer, although exceptions do exist for both the Bosmer and Khajiit. This has caused some lingering resentment amongst the Bosmer populace, and in particular the elite ruling class that wishes the Altmer would honour the alliance as equals. [I]Elswyer:[/I] A diverse homeland that is home to the Khajiit, split into two rival Kingdoms of Pelletine (Southern half) and Anequina (Northern half). It holds some of the most ancient cities in Tamriel, and ranges from desert badlands and dry plains to the North, to subtropical forests in the South. The Khajiit follow the Mane, a leader of which only one can be born at a time under how the lunar lattice works. Both Anequina and Pelletine are client states of the Aldmari Dominion, although the Khajiit do not share the same prestige as the Altmer or Bosmer and are often looked down upon, but often employ Khajiit as professional thieves, spies, or assassins, along with the usual frontline troops, to the Dominion’s military ranks. [I]Morrowind:[/I] The homeland of the Dunmer, it is a land dominated by a large main island with a massive active volcano called the Red Mountain, which erupted and caused what is now known as the Blight. The Dunmer are run by a Tribunal and a King, and slavery was only recently outlawed, after centuries of misfortune to the Argonians and the Khajiit. The flora and fauna of Morrowind is shaped and twisted by the ash of the Red Mountain, and the landscape can appear alien at times to visitors. Recently, Vvarnfall, the main island that makes up the bulk of Morrowind, has been destroyed due to the Red Mountain’s eruption, taking most of the island beneath the sea and what remains is volcanic wasteland. In recent years, the newly resurgent Argonian armies of Argonia have invaded Morrowind and conquered much of the Southern regions of that province in retaliation of years of Dunmer aggression and slavery. This, along with the loss of Vvarnfall, has cost the Dunmer significant power and been a major cause of the influx of refugees into Skyrim, one of the major factors towards the Stormcloak Rebellions. [/indent] [center][img]https://www.legends-decks.com/img_news/09_2016_card_art.jpg[/img][/center] [B]Races:[/B] [i]Imperials:[/i] The olive skinned, cosmopolitan people that make up the natives of Cyrodiil and are the race of which each Emperor has descended from. They have an incredible talent for diplomacy and have an ability called Voice of the Emperor which allows them to persuade people that normally could not be swayed. They are an average all around race whose members can be found in just about any walk of life, profession, and discipline. They make up the bulk of the Imperial military. [i]Altmer:[/i] The golden skinned high-elves are the tallest race in Tamriel. They aren’t as physically powerful as other races and aren’t nearly as agile or fast as their bosmer cousins, but they command magicka unlike any other race, and are capable of regenerating it very quickly. They are often the most powerful spell casters to be found, and are very formidable mages. They are typically elitist and xenophobic, and look down on other races believing in elven superiority. [i]Nord: [/i]The fair skinned and haired people of Skyrim, they are strong, powerful people who have a love for fighting, drinking, and song. They are unmatched navigators of the seas, and are generally very devout people. Life is harsh for a nord, and they have a strong belief in doing things without waiting, as you may die tomorrow. They are physically the strongest race, matched only by the orcs, and have a legendary tolerance against the cold. Their battle cry is terrifying to behold, and their blood lust in combat is legendary. [i]Argonians:[/i] The lizard people of Black Marsh are curious as they are nearly immune to disease due to their nearly inhospitable homeland, are able to breathe underwater, and can recover from physical wounds quickly. They are quick, stealthy people and often find themselves employed like their rivals and often nemesis, the khajiit, as thieves and assassins. [i] Bosmer:[/i] The wood-elves of Valenwood are unsurpassed archers and hunters, and while they are smaller in frame than other races, they make up for it in speed and dexterity. They are very in tune with their environment, and are able to speak to animals. This is often used to help with labour, defence, or in many cases, to get wildlife to attack an enemy. [i] Khajiit: [/i]The cat people of Elswyer, the form a khajiit assumes depends on the positioning and phase of the two moons of Nirn, Masser and Secunda. Many of the khajiit that are encountered outside of Elswyer are Suthay-Raht variety (See: http://www.imperial-library.info/con...ases-and-forms). Khajiit are all able to see in the dark and have sharp, vicious claws that they often use for fighting, even in place of weapons and are a very stealthy race. They often find themselves marginalized by society outside of Elswyer, and as such find themselves as thieves, assassins, and other criminals. [i]Dunmer:[/i] The Dark elves of Morrowind have dark grey to green coloured skin and red eyes, and much more severe appearances than their altmer and bosmer cousins. They are ferocious fighters and have an aptitude for destruction magic. They believe they came into being from a curse from Azura, and they have a strong connection to their ancestors, which may come to their aid as a spirit. They are very versatile and while they are rumoured to be ill favoured by luck and are often discriminated against, they are a resilient and severe people. [i]Breton:[/i] Bretons are the fair-skinned, average magicka adept people of High Rock. They have an aptitude towards spell casting and are very intelligent people, capable of grasping new concepts quickly and mastering even the most complicated spells with relative ease. They are loyalists to the Empire, and often serve as Battle Mages. Only an altmer can put up an argument for being a better spell caster, but Bretons aren’t nearly as frail as the altmer and are capable of withstanding spells cast against them much easier. [i]Redguard:[/i] The dark-skinned desert people of Hammerfell, they are conditioned by a harsh climate and a warrior’ culture. Redguard are among the best swordsmen in Tamriel and are capable of incredible feats of endurance, favouring bladed weapons that are quick and light. They are fierce and independent, and usually aren’t suited for life as a rank and file soldier. They can take a great deal of punishment, but are sure to deal it back much worse. There are no better naturally talented people in Tamriel when it comes to weapons mastery. [i]Orsimer (Orcs):[/i] The sophisticated barbarian peoples of the mountains, orcs are prized for their skills as armourers as well as heavy soldiers in the Imperial ranks. Interestingly, the Orcs are actually relatives to the elves. They have a strict tribal nature and often stick to their clans, although many leave to see the world and employ their skills where they feel they can make the most of them, although they are not always welcome back by their tribes once they leave. They rival the Nords in size, have green shades of skin, course black hair, and carry heavy weapons and armour with ease. They are unshakably brave and are famous for enduring hardships, and while they were initially feared and hated across Tamriel, they had earned acceptance amongst the Empire and are considered some of the finest soldiers and warriors in the continent. [b] Other:[/b] [i] Dragonborn:[/i] A hero born out of Legend, the Dragonborn was a Nord man who had no idea of his destiny until the Civil war and the return of the dragons. He defeated Alduin, the dragon known as the World-Eater, and saved the very souls of the people of Skyrim, and all of Tamriel. He was able to use the dragon tongue, called Thu’um, and was the only person able to truly kill a dragon by absorbing the souls of those he had slain. [i]Alduin:[/i] The most infamous dragon in Nord lore, Alduin is said to have rose and attempted to bring the dragons into the world. He was defeated before, but he returned with the dragons millennia later and was rumoured to have feasted on the souls of the dead. He was slain once and for all by the Dragonborn, forever ridding the world of that menace again. [i]Dragons:[/i] Once thought to be mythical creatures, dragons returned during the Stormcloak Rebellions in Skyrim and attacked everything they could find. After Alduin’s fall, the remaining dragons were progressively hunted down by the Dragonborn and the Imperial Legion and are thought to be extinct now. [i]Stormcloak Rebellion:[/i] A civil war fought in Skyrim between the Stormcloaks, a group wishing to break free of the Empire and gain independence, and the Empire, who are attempting to keep Skyrim as a part of the Empire. The Rebellion ended with Ulfric Stormcloak’s death at the hands of the Dragonborn and the Imperials. [i] Emperor Titus Mede II:[/i] The Emperor during the Stormcloak Rebellion, he signed the White-Gold Concordat and was assassinated by the Dark Brotherhood during the Civil War. [i] Nightmother:[/i] The long dead spiritual leader of the Dark Brotherhood, the Night Mother is now nothing more than a well preserved corpse that is capable of communicating to the ‘Listener’ of the Dark Brotherhood, the only person alive that can hear her speak. She hears the ‘Prayers’ of those who perform the Black Sacrament to enlist the services of the Brotherhood, and relays this information to the Listener, who is the de facto leader of the Brotherhood. [i]Dwemmer:[/i] While technically elves, the dwemmer are best known as dwarves. Long extinct, they were centuries ahead of their time and created masterful and advanced machines that still function to this day, including automated robot warriors, spiders, and other contraptions that still roam their ruins as if their masters were still alive. They enslaved the falmer and paid for it with their lives when the falmer uprising happened. [i]Falmer:[/i] Formerly a race known as Snow Elves who were forced into slavery by the dwemmer for centuries, eventually rebelling against their former masters after being twisted into a twisted, blind, and hateful race. They are found underground, and often around dwemmer ruins. They hate surface dwellers and wish for them all to be killed. [/hider] [hr] [center][url=https://fontmeme.com/guild-wars-2-font/][img]https://fontmeme.com/permalink/171017/d8bb5a678b3950504c0589e302e2bc0c.png[/img][/url][/center] [indent] [color=fff200]1.[/color] No Godmodding or power gaming of any kind. We're telling a story, not having a competition to see who is the biggest badass. Not to say you can't do awesome things when it comes around time for combat, but know your limitations. This includes self-insert characters, backstories that are designed to give the character access to abilities, skills, and equipment that would be considered an unfair or overpowered advantage, autokilling NPCs during fights with virtually no effort put into it, taking on a room full of people single handedly, meta gaming, trying to have everyone treat your character like they’re something unique and special, your character knowing things they shouldn’t, et cetera. The goal here is believable characters. [color=fff200]2.[/color] The writing standard is typical Advanced. Read what you wrote over before you post, and ensure you have acceptable spelling and grammar. That said, I'm not a perfectionist, and mistakes are made by everyone. Just make an honest effort and we'll get along just fine. Posting expectations are at least 2 detailed paragraphs per post, probably more, within a two week period. If you think short paragraphs and single lines are the best thing in the world, than I direct you to the free section. Failure to post within the 14 day period without a notification of absence will result in your ejection from the game, no refunds. [color=fff200]3.[/color] No speed posting. This means give other people a chance to post before you do. There won't be a strict posting order, but if I notice the same two people posting back and forward in a short time span without giving others involved in that group or conversation or whatever a chance to reply, I will not be happy. That said, if you have two characters conversing with each other, feel free to reply steadily back and forward if things are going slow. Just keep in mind posting expectations and if serious actions are taken during those posting, others will have to be taken into consideration. [color=fff200]4.[/color] If you are going to be absent for any length of time, please let me know. I’m not going to kill of your character or kick you to the curb because stuff came up. Real life comes first, but that said, do try to be fairly active. Your character will be controlled by a GM until you return. If you vanish without word for more than 14 days, you will be removed from the game and your characters written off or killed. Consider this your only warning. [color=fff200]5.[/color] If you disagree with contents of someone's posts, don't turn the OOC into some horrible flame fest. We're all hopefully mature enough to settle disagreements through logical discourse. If things start to go into flame war territory, I will warn the players. Failure to STFU will lead to your banishment from this RP with nothing more than an angri faec to accompany you and your character being killed off brutally. Probably after through ogre rape. [color=fff200]6.[/color] If you want to do something, and you aren't sure, ask in the OOC so it can be discussed. Or, if you want it to be a surprise, PM the GMs. If it's a good idea, we'll work it into the plot. I like to encourage creativity and think that all good RPs involve ideas from all their players. Sometimes this leads to amazing subplots and character development. [color=fff200]7.[/color] If you have questions or ideas for events, PM the GMs. Your input will help keep you not only invested, but it’ll give the GMs more fuel to work with for upcoming encounters and plot lines in the RP. [color=fff200]8.[/color] If you feel the need to start a romance between characters, that's cool. This isn't exactly a rated role play, and it’s bound to happen. I personally like to graphically describe violence and swear quite a bit, but if you feel the need to indulge in smut, please take that stuff to PM. 4 pages of graphic sex isn't going to save the world; it'll just cause everyone else to feel really awkward and need a cold shower afterwards. It is known. [color=fff200]9.[/color] Gary and Mary Sues will have a Morag Tong contract put on them that they will never, ever escape from. Probably because their legs will be eaten by ice wraiths and their body horribly maimed by hordes of angry hornets before the assassin gets to you. He's a local, and his name is Joe. He will ruin your day, Mr. or Miss. I Have No Flaws and Everyone Loves Me. The GMs may choose to do background checks to find out if you’re reliable and generally write at an acceptable quality, so beware that even if your character sheet is outstanding, if either Shaft or myself discover you’re argumentative, write at an unacceptable level, go AWOL frequently, power game, and so on, there’s a good chance you WILL NOT be accepted. [/indent] [center][url=https://fontmeme.com/guild-wars-2-font/][img]https://fontmeme.com/permalink/171017/f071b355b19e599fc0cf88f67810db3d.png[/img][/url][/center] [indent][color=00aeef] -Iron, steel, and leather: [/color]Very common and easy to come by and easy to afford. If your character possesses anything under these categories, you don’t need to justify having it. [color=00aeef]-Elvish and Orcish:[/color] these are somewhat easy to come by, and both have their unique advantages. They both happen to be fairly expensive and aren’t nearly as common as the previous category. Elvish weapons tend to hold an edge better than steel and are very sharp, as well as being much lighter and more flexible than most metals. Orcish material is very hard, very durable, and very heavy. It’s more difficult to work with and shape, but once it will never fail and requires virtually no upkeep while not being quite as sharp or flexible as elvish works. Please explain how your character came to obtain these items somewhere in their backstory due to their uncommon nature. [color=00aeef]-Dwemmer, or dwarven:[/color] This is relatively common in Skyrim, Morrowind, or Hammerfell if your character has been in the ruins. Most of their machines and defenses are still working, so chances are, your character is brave and tenacious if they got their hands on this stuff. Stores would sell limited stocks at pretty marked up prices considering how hard it is to obtain it. [color=00aeef]-Ancient Nord:[/color] Really old weapons that somehow hold up over the years, they're crude and quite common in ancient nord temples, tombs, and ruins. The only problem is you usually have to deal with the drauger. And obviously, they're not nice zombie people. Stores wouldn't sell this stuff (it would be like going to a gun store and asking for a Brown Bess when there's the newest Remington rifle on sale). [color=00aeef]-Solstheim Nordic Steel:[/color] Weapons made by the Skaal of Solstheim, it’s excellently crafted steel weaponry and armour of the highest caliber, but is quite rare to find outside of Solstheim, given its association with the Skaal. [color=00aeef]-Stalhrim: [/color]A special, magic ice-crafted set of equipment that can only be forged by the greatest masters using techniques only known by the Skaal. Changes are, your character will have neither access to stalhrim, the equipment to mine it, or the knowledge to do anything with it. It is exceedingly rare stuff. [color=00aeef]-Aleyid/Akavari:[/color] Similar to the ancient Nord weapons and gear, a long gone elvish civilization left behind a lot of Cyrodiilic ruins and the invaders from across the sea to the East in Akavar. However, no armour examples are known to exist and what little katanas they had left behind are extremely rare to come across. Please don’t write up a whole backstory of how your character obtained these because ‘lol, Japan is the best’. However, what examples remain are expertly crafted swords that have held up well over the years. [color=00aeef]-Falmer and Forsworn:[/color] Both sets of weapons are crude but effective, and Falmer gear usually has poison chambers due to being constructed from Charrus chitin and other parts. Forsworn stuff is built out of raw materials from nature, much like how a native American would. You'd only ever obtain either by killing a Falmer or Forsworn, and even then, would you really want it? [color=0072bc]-Glass and Ebony:[/color] Both of these are high-end, expensive, and extremely well made weapons and armour that you'd be lucky to ever find. Ebony gear originates in Morrowind, so it would be found among the rich and powerful there, and likewise, Glass gear comes from the Aldmari Dominion and is usually only found on their elite soldiers. While some examples find their way into Skyrim and Cyrodiil, it's very uncommon and you are a very attractive target for having them. Would you walk around with a rapper's amount of gold chains around your neck at night in a dark alley? Kind of the same thing. However, their quality is absolutely top-notch and while both weapons require a fair deal more upkeep than other materials (both incorporate types of glass in the construction in addition to metal), they are very desirable and dangerous. If your character possesses anything in this category, I would like a background justified and believable explanation for having it. I will not approve every CS that has glass and ebony in it because people think of it in video game statistic terms and therefore it will give them a competitive edge. [color=ed1c24]-Dragon:[/color] Dragons are all but extinct, and whatever remains are enslaved or in hiding. As such dragon scales and bone are extremely hard to come by. You can only find this in Skyrim, but as such, much of it has been confiscated by the Empire for archiving, equipping their own elite soldiers, or as museum pieces. It is extremely hard to work with dragon scales and bones, so even if someone obtained them, they'd have to be among the best to do anything with it. You very likely will never possess dragon materials. [color=ed1c24]-Daedric:[/color] The Oblivion crisis ended over 200 years ago, and as such, the presence of the daedra in Tamriel is so rare they may as well be myths to most people, and the few that do manage to cross dimensions certainly aren't going to hand it over. Even harder to obtain than dragon materials, a master smith would be hard pressed to find a daedra heart, and likely wouldn't know the process to create daedric metals and shape it into armour and weapons. You very much won't have possession of these, at all. [color=00aeef]Any enchantments:[/color] Possible, but you'll need to find the soul gems to charge them. Also, they're expensive as hell if you're trying to buy them, and only talented mages know how to soul trap. Best become friends with an enchanter if you're poor. If your character is an enchanter, it looks like you may be popular. Keep your enchantments limited to the level of skill your character has in the skill section. [color=ed1c24]-Daedric artifacts: [b][i]No. Just no.[/i][/b][/color] [/indent] [hr] [center][url=https://fontmeme.com/guild-wars-2-font/][img]https://fontmeme.com/permalink/171017/24c42b70bb68512a17602058bf0dc7b1.png[/img][/url][/center] [color=f7941d]1.[/color] You can only carry so much on your person at a time. Think of real life, are you going to be carrying a bow, a claymore, 3 daggers, a staff, 400 arrows, steel plate armour, just as many potions and scrolls, and every book out of the public library? Keep it reasonable, keep it realistic. Collecting loot should never be your goal. You should also specify how your character is carrying around most of their inventory. [color=f7941d]2. [/color]No matter how strong, talented, and experienced your character is, you're still only mortal. If you're running into 15 bandits, your odds don't look good. A troll is going to be the fight of your life. Herd of mammoths? Run like hell. You sustain injuries; you may die if you encounter a situation that is suicidal. [color=f7941d]3. [/color]Potions take time to work in most cases, so you're not going to get gutted by an axe and then look brand new by chugging Tamriel Energy Drink. It'll help your body mesh the wounds and heal you, and it takes time for it to eliminate poisons and disease. In short, be careful. On that note, chugging potion after potion isn't going to happen unless you happen to be a whale with the body mass to do so. [color=f7941d]4.[/color] Scrolls take time to read, so if you're reading one in combat to cast something, make sure you have someone watching your ass and there isn't a group of Minotaurs looking to rip your arm off ten feet away. [color=f7941d]7.[/color] Damage is realistic(ish), if you're hit by an ice spike or an arrow; you're going to need some serious medical attention if it hits something vital. But since this is Elder Scrolls, and potions work in ways that a platypus would say, "that's fucked up." People also aren’t going to die of an infection from a blade wound after three days of sickness or something. Point is, your character is mortal and will be taking wounds in combat. [color=f7941d]8.[/color] Keep in mind that whatever weapons and armour you do have does not reflect how well your character is going to do in a fight or survive, so don’t doctor a CS around trying to make sure that they’re the best equipped person in the game so you have a combat advantage. There’s going to be badass bandits out there running around in fur armour and iron weapons who’ve killed more people than your character has ever met who will not care if your character is decked out in full ebony armour, a shield, and a long sword. He’s light and fast, you’re low and heavy, and experience trumps expensive weapons and armour almost every time. Try to give your character equipment that makes sense for who they are and what they’ve been through. [color=f7941d]9.[/color] Weapons do not necessarily have to be what you find in the games, but follow it as a template. As such, things like spears, throwing knives, throwing axes, glaives, halberds, javelins, and flails are fair game, even if most of that didn’t appear in any of the Elder Scrolls games. However, that isn’t free reign to try to put something that is high-fantasy or just ridiculous into the game. Do try to keep things lore appropriate where possible, as well. [color=f7941d]10.[/color] To keep things simple, we will not be permitting werewolf or vampire characters. It’s an extra layer of scrutiny to go through when reviewing character submissions, and there’s always a concern that players just want the conditions for the powers/ badass factor rather than for narrative purposes, as well as it complicates group dynamics because realistically, a character with said conditions would show symptoms sooner or later and likely be attacked before long because of it. [color=f7941d]11.[/color] If you are trying to omit something in your character sheet saying that it will ‘be revealed later in the RP’ or just generally want to keep it a surprise, GMs need to be notified of the idea for approval and may be able to help incorporate ideas into the game. [color=f7941d]12.[/color] Don’t have your characters have close personal relationships with canon characters. Its one thing to say you served under Ulfric Stormcloak, but we don’t want to hear about how you were lovers or poker buddies or something. We aren’t fans of shrinking the world and since people tend to have their own personal ideas of what these characters are like, we’re keeping any canon NPCs firmly under GM lock and key. [hr] [center][url=https://fontmeme.com/guild-wars-2-font/][img]https://fontmeme.com/permalink/171015/98a805f764a355d2970c63efcb5a8c10.png[/img][/url] [IMG]https://us.v-cdn.net/5020507/uploads/FileUpload/3a/fff9da9c0f2c2b0064805abe2f40d3.jpg[/IMG][/center] [noparse][B]Name:[/B] [B]Race:[/B] [B]Sex:[/B] [B]Age:[/B] [B]Family Origins:[/B] [B]Appearance:[/B] [B]Equipment:[/B] [B]Misc. Possessions:[/B] [B]Family and Associations:[/B] [B]Favoured Skills:[/B] [Indent][B]Spell List:[/B][/Indent] (Note: Mages only, up to 7 spells) [B]History:[/B] [B]Personality:[/B][/noparse] Name: Character's name and any alias they may go by Race: What race they are (Altmer, Argonian, Bosmer, Breton, Dunmer, Imperial, Khajiit, Nord, Orsimer, or Redguard.) Age: How old your character is. Age brings wisdom, youth brings strength and energy. Keep in mind elves tend to have longer live spans than men and beast races. For instance, dunmer may end up having about 100 healthy, strong years before going into elderly twilight years where they will likely make it for another 20 to 30 years. Wood elves are likely similar, and Altmer may live for a few centuries. Family Origins: Where was your character born and raised? This may affect their cultural outlook. It can be anywhere in Tamriel, just bear in mind that, for example, a Cyrodiillic cosmopolitan orc will have a different culture and mentality than a Skyrim stronghold orc, or a Summerset Islands born and raised altmer may hold different values than one who was born and raised in Morrowind. Appearance: A detailed description of what your character looks like and a picture, if possible. Please, for the love of The Nine, no anime. The more people have to reference, the better if is for role playing purposes. Equipment: Weapons and armour. As you fill this out, ask yourself, if you were your character, would you be able to carry all of this stuff? More stuff= more encumbered. Less stuff= less encumbered, but less resources at your disposal. Misc. Possessions: Things like lock picks, food, smithing materials, scolls, potions. The weight thing applies as well. Doesn’t necessarily have to be things from the games. Favored Skills: This section gets a bit more complicated. Using the main skills of the game (two handed, smithing, destruction, illusion, lock picking, pick pocketing, shield, et cetera) things are rated by proficiency. You may have 1 highly proficient skill, 3 moderately proficient skills, and 3 somewhat proficient skills. You may, however, move up a class at the expense of another skill of the level below it (e.g. you pick 1 highly proficient at the cost of 2 moderately proficient). Likewise, you can gain more skills if you downgrade a skill (1 moderately proficient becomes two somewhat proficient, for example). Explain why your character is good at each skill in a brief sentence. [SPECIAL NOTE FOR MAGES: For a quick understanding, Highly Proficient skills are equivalent of expert level spells, Moderately Proficient is Adept Level Spells, and Somewhat Proficient is Apprentice level. Keep that in mind when playing your character and picking your proficiencies. Please stick to spells you see in the games, but I’m not against combining some of them if it makes sense, but keep in mind your character would have to be exceptionally talented to do so. Run spell ideas by the GM if you aren’t sure for approval, but if you see it in the games, you should be okay.] History: Explain your character's back story, how they came to be who they are, and so on. Please make this fairly detailed as it really fleshes out who your character is supposed to be. This also will help determine if I think your writing quality is satisfactory for a High-Casual requirement. Be sure to include things like upbringing, important people in their lives, how they came into possession of their skills and equipment, where they’ve been and what they’ve experienced, and how historical events in their life time may have affected them, if applicable. Should be several good paragraphs in length, don’t be afraid to go crazy on this. It won’t be what’s expected for your usual posts, but the more information you have here the better you can play your character and the better invested you’ll be in the RP if you spent a good amount of time working on a character sheet instead of crapping one out in half an hour and expecting to care for your character with a two paragraph bio). Personality: Explain what your character's personality is like, including quirks, faults, and so on. The goal is to make a believable person, not a Mary or Gary Sue. There's a special place in hell for those kinds of characters. [hr]