Ok besides maybe domestic terrorism against corps, but don't tell Jeff Bezos that.
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3 yrs ago
@Blackmist16 There is nothing cooler than bouncing on a homies dick, fam!
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3 yrs ago
Tick tick tock, it's salvia o clock, slapping around Shkreli with my digital cock. 9/11 inside job, click click, spent three fucking hours bouncing on my BOYS DICK
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4 yrs ago
No discord? But I had some really spicy opinions about the blacks!
This post will be short as it is from my phone. However, are you waiting for others to join before you make a GM post or would you be willing to carry on with me until we get more people involved?
Oh I'd be willing to carry on with you! Havfyg can prepare everyone, one on one, for whats to come as well as in groups.
Appearance For most of his life Reman Caro was seen as something of an impressive man, although he was almost boringly Imperial in his form and mannerisms. His bloodline tied him both to Chorrol's county and Leyawiin's county, tracking his family back through to the counts of the time. That is to say then that he was rather generically Imperial. His medium-length brown hair worn below the nape of his neck, his round and and square jaw, and his chiseled nose. All of it distinctly oozing nobility and a well pruned family tree.
At all times though, he was distant from seizing the Counties he wanted so dearly. Generally by several other heirs in his way. And so he frowned.
Nowadays, however, he is a much happier man. Ever since achieving Lichdom he has learned to smile once again. His hair, falling out. His nose and ears slipping off of his head. His skin sloughing off of his body in hunks. His eyelids rotted away. His fingers and toes having lost their flesh. And yet he still finds it in himself to smile. Especially within the past two years. He is, afterall, the immortal heredity heir presumptive of Chorrol.
He stands 6'4, 177 lbs.
Background Reyman Caro was born of the Caro-Valga hereditary line, fifth in line to seize either Chorrol County or Leyawiin County at the time of his birth. He was raised among the courts and nobility of Tiber II's Empire, adjusting his lifestyle and perspectives to those of the Noble Imperials.
He took on Knightly magics as his pursuit, growing early into an apt worshipper of Julianos and an excellent Battlemage to be. He joined the Synod early, before the start of the Great War.
Following his father's death in his arms at the Battle Of The Red Ring, a conflict at which he was present, he became thoroughly concerned with his own mortality. Long ago he had settled it in himself to be happy with his lack of a county or title proper, but the death of his father had resurrected a great fear of the unknown in him.
As he was a member of the Synod, he had access to great vaults of information that the College Of Whispers wanted. He went to them, trading information for rank and necromantic knowledge. This knowledge and the research aid of a rival ultimately got him close to his target. While the Dragon Crisis began he turned to Hermaous Mora for the final pieces of information necessary.
The black abyss that appeared to him in his first Black Book granted him the path he wanted. He pursued Lichdom and achieved it the very same evening that Miraak died. As Hermaeus Mora claimed the Dragonborn, he also claimed an Imperial Lich. Honoring their pact, Reyman Caro swore himself to the Deadric Prince and awaited his command.
Reyman, when the time came, repaired and improved Fort Ontus and made it his home, Southwest of Chorrol. He offered this fort, along with a small Undead batallion with his Black Book to the Dragonborn Emperor as a sign of loyalty.
Once this was done he worked at gathering the popularity of his people. He revealed to the population that he had been using bandits and violent criminals as the souls to enable his Lichdom. He proceeded then to make some rather sizable donations to reinforce the city and rearm the citizens for the war to come.
And now, nearly in position of the County he seeks so dearly, he was arrested.
Personality: Reyman has, for most of his life, been of the calmer sort. He learned early to cope with dissappointment, considering that his youth went from wealthy noble child of two Imperial bloodlines to the mandatory recognition that he would never achieve what power he had wanted. During his service with the Syond as a Battlemage and during the Great War he developed a detestment of death and violence. Night terrors and violent auditory halucinations also developed during this time, and as such he has made a consistent point to avoid much violence ever since becoming a Lich. Sleep, as well, has been avoided to a major extent. He has a tendency to keep himself busy, and to invent new hobbies for himself specifically to avoid ever being board enough to sleep. In conversation he often enjoys getting to the important facts and problem solving, though he has been without a team or consistently living allies for some time. He knows that, while people may act as though they like him, he understands that his strength over others made him a great danger to the Empire. A Lich taking control of a County would be the death knell of the Empire. With that in mind he carries himself carefully, and has made very few public appearances. It would be belittling to say that caution is important to the man.
Reyman is an absolute believer in the rule of law. He greatly prizes loyalty. He does not care about family one way or the other. He finds friendship burdensome. He sees power over others as something to strive for. He values honesty. He greatly respects the shrewd and guileful. He believes that artful speech and eloquent expression are of the highest ideals. He respects fair-dealing and fair-play. He greatly respects those that observe decorum and maintain their dignity. He finds the following of tradition foolish and limiting. He doesn't care about art one way or another. He values cooperation. He values independence. He sees introspection to be a waste of time. He doesn't particularly value self-control. He values tranquility and a peaceful day. He values a harmonious existence. He doesn't really value merrymaking. He has a great deal of respect for worthy craftsmanship. He believes that the mastery of a skill is one of the highest pursuits. He believes that hard work is one of the highest ideals and a key to the good life. He values sacrifice. He views competition as a crucial driving force in the world. He believes that perseverance is one of the greatest qualities somebody can have. He finds leisure time wasteful. He is somewhat put off by trade and commerce. He doesn't care one way or the other about romance. He doesn't care about nature one way or another. He believes that peace is always preferable to war. He finds the quest for knowledge to be of the very highest value.
Typical Equipment
A blue robe with Chorrol's heraldry on the back, and a golden leaf-shaped clasp. This robe is enchanted to protect weakly against raw magical impacts. His arms, legs, and torso are wrapped in white linen from the ankles to the forearm in a singular wrapped piece. This wrapping is enchanted to absorb half of the magicka in any ranged magics.
He wears armor made of Imperial-styled steel, with gold accents. Specifically he wears a helm enchanted with detect living, a left shoulder cop, a right shoulder pauldron enchanted to create a weak defensive ward when he turns left, and steel boots enchanted with levitation.
He carries an antique oak staff with a gnarled, rooty head. It can bind raised or conjured undead to a permanent duration until the creature or the staff is destroyed. It was made briefly after the Umbriel Crisis and was meant to mimic the threat-levels of the Undead hordes fought by the College Of Whispers at the time.
A satchel large enough to fit a large ham, filled with about 5 Black soul gems, 30 Lesser soul gems, and 20 petty soul gems.
Why you were left to rot in the Imperial Prison (this will be changed later, when players who join in later get involved) Reyman was technically arrested for tax evasion and for illegally seizing an Imperial property and distributing it without proper legal domain. This, of course, refering to Fort Ontus. It is his belief, however, that he wasn't truly arrested for the Fort itself, but instead arrested because of the social and cultural climate regarding necromancers.
Skillset As a Battlemage with the Synod and during the Great War he learned many skills. While with the Synod he learned the practices of the most basic branches of Restoration, while studying more advanced Alteration and Enchanting as his primary foci.
He understands basic combat medication, and how to manage a small combat force. The battlefield was also where he first began to practice Necromancy, as he raised his father's corpse from death in an attempt to resurrect his father.
The result from this was a man that is a rather skilled heavy combatant with a varried magical toolset.
An enemy turned ally at the College Of Whispers, which he joined after the end of the Great War, aided him in the study of Necromancy and was ultimately helpful in organizing the bandit kidnappings that were necessary for his lawful transformation into a Lich. The great experiment was organized, recorded, and published under this man's writing pseudonym.
In the end he is difficult to kill, has many utility abilities, and has prepared himself against magical threats rather thoroughly.
Raise Target — Generalized high power Necromancy magic. Target corpse is raised temporarily for 10 minutes, or permanently when a soul gem is embedded into their center mass.
Command Undead
Frosttouch
Frostwave — A force of cold starting at touch distance bursts ten meters forward, push those caught in the target zone back and freezing them.
Frostcone — A twenty meter cone originating at touch distance, with greater intensity the closer one is to the point of origin. It can be channeled, and leaves behind increasingly thick and stable snow and a lingering cold.
Ok read through this and we discussed it quite a bit. Accepted! Note that the magical death ring Reyman is receiving will keep most people from noticing he's undead at all, but will not prevent talented mages from seeing through the illusion. In his cell, he's likely being kept bound by a choker, two tight bracelets, and two wrist anklets that all prevent him from casting magic.
Alright, updated the "character concerns" thread to note that the "Mages guild" would actually be split between the Synod and College of Whispers after the Oblivion crisis.
@A Man is No One I really liked the detail of your clothes and straw bedding being covered in oil so you can't cast fire spells. Wonder how often that kind of thing would need to be applied to magic knowledgeable prisoners. Do guards who have to deal with people who can "control humanoids" have to wear enchanted objects to prevent this?
<Snipped quote by Fabricant451> Also, if it is the final fantasy, wouldn't the first one be the last one? It would not be the final one if there are more to come, that's the opposite of what final means. So I got to take points off for that, unless the semantics of it are different in Japanese.
The series is called "Final Fantasy" because when square (not square enix yet) made the the game, they thought it would be the final game they made before their studio collapsed. Thankfully, it sold rather well!
I guess the fact the games usually are in the middle of a "soon to be magical, world ending apocalypse" the final might be appropriate there.
Where would you prefer our opening statements take place? Typically, most threads IC start with a post from the creator setting the mood and indicating where the player characters gather and begin on their adventure. Perhaps you would be so kind as to shed some like on the subject?
I did write a IC post, though I just noticed that the "0th post" doesn't count as the first IC post, as far as the tabs are concerned. Anyway, roleplayerguild.com/topics/179398-the… "Of Dreams and Nightmares" is where your characters actually are, locked in the Imperial Prison not unlike what happened in Oblivion. Because everyone's in a cell, there's not too much going on yet.
Edit: Sounds like I'll be getting blitzy, kiwi, and Parzis sheets soon (parzi is doing a rewrite) so maybe everyone can get together for a collab soonish, yeh?
As far as old Nords go, the seventy-or-so year old is rather unassuming. A long snow-white beard, braided and jutting from under his mask. Thick eyebrows and a large nose decorate a wrinkled, skeletal facade. A certain amount of charisma might have been present in his face were he so decrepit looking. Rather than possessing the eternal placidity of some elderly folk, he has an unending self satisfaction that is only occassionally breached by his battle rage, his night terrors, or his general disgruntlement at an inability solve a new problem. His physical form has degraded over the past thirty years as his voice has grown with strength and his wisdom has been amplified. His arms are long and skinny. His legs are stocky and strong, but whithered. Background When the Dragon Crisis began so long ago, Floki was among the few wild, unimperialized denizens of Skyrim. He and his family worshipped Alduin as the Eater of Worlds, and told the stories of yore. He and his siblings, the only remaining kin he had when he came to be thirty, scampered across the countryside practicing their old magics and slaying foreigners to eek out a meager living. No grand banditry, just simple survival in the harsh everwinter.
Through his youth his understanding of the world was shaped by the realities of Skyrim. These realities, he had decided, were three.
Firstly, Skyrim is cold, as are its people.
Secondly, Magic brings warmth, and eternal life when used as the ancestors used it.
Thirdly, the Draugr and their priests are immortal. The cold does not touch them as it touches us. They are the goal.
These three truths were altogether disconnected from Skyrim's reality, save perhaps the first. Floki then was not a grand intelligence, but he had the aptitude to study. So he studied from his mother's notes and became a witch and a corpse tender.
When, during their migrations, they found Bleak Falls Barrow to be empty, they decided that it was an omen from Alduin. The Draugr were dead and the dragon's wall was left untended. So from it they read, studying independently from their wellspring of knowledge.
It was the third month that they realized that they had no way to understand the words beyond the syllables. The words became their battlecry when they flash-froze their foes and they continued their living.
It was at night when they would all think of the futility of the cold. The darkness that it brought them. The force with which they struck their foes was not their guardian. They were temporary, and Skyrim was eternal. As they fell to sleep they, unwittingly, entered a meditatve rage that brought them closer to the words that thrummed in their minds like drums.
It would not be until twenty years later when the battle cry, "Rahgol Vulom Fus," yielded results. Floki's voice carried loudest over his three siblings and the six teenaged children that they had all born at some point or another. The merchant they had been accosting was forced to the ground as he twitched and shuddered. His body contorted in a violent rage, while he sunk into an unknowable horror. A fear of himself. He died quickly, and Floki sung that night in the Dragon's tongue for his siblings and his younger kin.
The pale dragon, ten years later, convinced them of a new life. A life in which one could become something more. Floki took on a new name, and with his siblings became one of the first New Age Dragonpriests.
His dedication to the peaceful path in the Way Of The Voice became pure. His inspiration, however, came from the grand images of the Old Way. Great Dragonpriests worshipped by the living and the dead as vessels for the Dragons. His thirst for power mingled with the peaceful message of the Way Of The Voice.
Over ten years he began building his following. He taught his followers all that he knew, a limited vocabulary. This limited vocabulary, however, was evangelical in a manner. It taught a simplicity, and made life understandable to the people that followed him.
When it came time for him to enact his plan in full, the College Of Winterhold intervened. A Mage's Guild representative was sent to Meyz, and informed him of the legal uncertainty of conspiring to become a Lich. His followers dispersed into the wilderness, prepared to answer his call. Personality:
Through the difficulties of growing up a young man in Skyrim's wilderness, disconnected from the Imperialized settlements, he has developed a sturdiness. A hardiness of spirit centered around his experiences. He isn't particularly vulnerable to stress or anxiety, though his survival instincts are sharp so he heeds both feelings well. He is a poor problem solver but has an excellent memory and recall that gratifies him when it succeeds and dissapoints him into a rage when it fails him. Floki's view of Elves and Beastfolk is reductionary, and he often finds them lacking after assessment of their personal abilities. It may be said that he holds them to a higher standard based on their race. When he does enter a rage, which he is prone to doing, he tends to do so violently. Breaking things, conjuring and killing a creature, and so forth. The one thing he has avoided doing in a rage, however, is shouting. This is a point of pride for him, and beyond that he has little alternative pride. He sees the Way Of The Voice as a personal code of conduct rather than some government's legal system or law of any kind, and if it were one he would likely reject it. He sees the Dragonpriests of yore as respectable figures and seeks in his life to immitate the legendary men that they were.
Floki doesn't feel strongly about the law. He has the highest regard for loyalty. He values family greatly. He thinks friendship is important. He believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect. He does not particularly value the truth. He greatly respects the shrewd and guileful. He values eloquence. He sees life as unfair and doesn't mind it that way. He doesn't care very much about decorum. He holds the maintenance of tradition as one of the highest ideals. He doesn't care about art one way or another. He values cooperation. He finds the ideas of independence and freedom somewhat foolish. He sees introspection to be a waste of time. He doesn't particularly value self-control. He values tranquility and a peaceful day. He values a harmonious existence. He doesn't really value merrymaking. He has a great deal of respect for worthy craftsmanship. He respects the development of skills. He values hard work. He finds sacrifice to be the height of folly. He views competition as a crucial driving force in the world. He believes that perseverance is one of the greatest qualities somebody can have. He finds leisure time wasteful. He is somewhat put off by trade and commerce. He doesn't care one way or the other about romance. He has a deep dislike of the natural world. He believes that peace is always preferable to war. He views the pursuit of knowledge as deeply important.
Typical Equipment
Thick furs and thick linens make up the primary weather-defensive aspects of his clothing. One might even suspect him a broad, strong old man. This is an illusion maintained by his clothing, which he has further enchanted to defend against the cold and against getting wet.
An old, oak staff made in the style of the old Dragonpriests. When activated its enchantment casts a directed ray of Dinsintigrate Armor, and a large goute of magically enhanced Coldharbour Coldfire.
A boning knife, constructed with ebony and dragon bone. It is about seven inches long, and was made long before the Dragon Crisis by one of Floki's ancestors. He has enchanted it in recent years, so that when activated it creates a Bound Spear.
His mask and shawl are the key elements of his gearset. The greatest number and strength of enchantments are found here. His mask, constructed from the same stone that the ancient Nord ruins dotting Skyrim are carved from, is the actual vessel for the enchantments. The shawl simply acts to cover his neck, shoulders, and the back of his head while counterbalancing the weight of the mask and creating for him an imposing form.
Levitate
Circle Of Command Undead
"Massive" Fortify Magicka
Why you were left to rot in the Imperial Prison (this will be changed later, when players who join in later get involved)
Upon his arrival at the Imperial city with his mage's guild traveling companion, he was indeed arrested for conspiring to become a Lich. Among his charges was intent to raise a rebellion, intent to reject the Emperor as Talos reborn, and a plethura of other magical, religious, and military legal codes. Despite his movement being small, the ability of him and his followers to shout made them a legitimate threat. City-destroying threats, under the wrong circumstances. So their leader was removed from the equation. The cult, expectedly, dissolved to the shadows.
Skillset
Meyz is a mockery of a Dragonpriest, but a rather firm mockery of them. He maintains a robust magical toolkit, with several Words Of Power commited to usability. It would be accurate to call him a conjurer, but that is a small-scale view of his abilities. Most of his spells are common, though his family does have a few calling-card Alteration and Destruction spells. In his age his strength has faded, and so too has his agility. He plans for them to return with his Lichdom, but that endeavor has been put on hold due to his acquisition by the Empire. By nature of his upbringing, enchanting and alteration are also rather key magics for the man.
Spells:
Levitate
"Massive" Burden
"Greater" Absorb Strength
Absorb Health
Detect Enchantment
Conjure Lesser Atronachs
Conjure Greater Atronach
Conjure Massive Atronach
Light
"Greater" Chameleon
"Greater" Charm
Blind
Soultrap
Conjure Restless Draugr
Conjure Draugr Wight
Conjure Hulking Draugr
Command Humanoid
Command Undead
Telekinesis
Words Of Power:
Guardian - Vahlok
Eternal - Unslaad
Force - Fus
Rage - Rahgol
Darkness - Vulom
Becoming - Meyz
Sorry, this one took me a while! A few things of note: to learn Thu'um, you need at minimum a teacher to gain the technique to gain the basis to learn. It's possible he may have pulled an Ulfric, and went to the Greybeards and learned for a while. Or, if he joined the Imperial military at any point (or was drafted), he could have learned a bit there. I suppose alternatively, if he knew anyone who had been taught by Greybeards (former soldiers, students who practiced under them and left the general magical community of the Mages Guild in Cyrodil or Winterhold).
As to spells, I'd ask that you tone that down a tiny bit. It seems he knows several schools to their highest level of knowledge, which would be highly dangerous to learn without a teacher. Most mage apprentices in elder scrolls end up dying in various ways, including summoning daedras that are too intelligent, spells exploding in their own face, or otherwise trying to cast something and it backfiring in some miraculous way. Even the College of Winterhold can't keep its own students from dying.
Otherwise, the idea of a dragon cultist inspired crazy old man sounds pretty badass as a character concept! If you want to talk about the sheet, I'm on discord or pm or on here. discord.gg/XQasp75
Enathrae Ra’athim possessed features common amongst the Dunmer. Yet, even amongst his own kind he was a stranger. His skin the color of mountains enshrouded in shadow blanketed in a thin layer of snow, smooth without the faintest wisp of facial hair. Slender lips hid the stained teeth that restrained his forked tongue. The nose upon his face suited him perfectly, aquiline and subtle. But Enathrae’s eyes were mesmerizing (his most conspicuous feature) - a staple for those of his heritage yet not seen amongst the Dunmer in centuries. Two pools of liquid amethyst drawing hesitation from those who dare bare fool witness, as if drawn by Hermeaus Mora’s slimy tendril’s down into their depths. His ashen hair was pulled back tightly against his skelp into a single braided tail that barely breached the length of his shoulder blades.
His dress was simple, inconspicuous. The dark colors of his leather garb contrasted well against the powdered appearance his skin naturally took. Soft soled black leather boots kept his feet nimble while on the prowl. Dark leather slacks gripped his legs adequate, avoiding the restrictions of taunt material yet proving not to snag while moving swiftly over terrain. His cloth shirt was similar in design with little of merit to note. The backs of his hands were protected by strange leather gloves, which left the raw flesh of his fingers and palms exposed. The only impressive feature were thin, seemingly pristine sheets of mithril integrated into the material of his clothing to protect certain vital areas (i.e. thighs, abdomen -front and back- , arms -above and below the elbow- yet not fully connected to allow freedom of movement).
Background
Born of Ebonheart, a young Enathrae was born to the Elenil family line; however, his parents were proud to trace their lineage back to the great house of Ra’athim. This is how he acquired the name.
He spent his juvenile years in the local mines as was typical amongst his family, learning the trade as well as how to work the material to a respectable manner for his age. It was during this time that Enathrae began to understand the powers of magic for his family made their living transmuting what they could from one less valuable material to something more worthwhile.
Subsequently, Enathrae traveled to Solstheim where he found service amongst those mages living at Tel Mithryn. Here his service was exchanged for training. This training was ultimately cut short when he was kidnapped by a subsidiary of the Morag Tong. Beginning as a prisoner, he slowly found a way into their good graces. He failed their tests and subsequently was released with his life. Few would be brave enough to betray the guild of assassins and Enathrae was not amongst those men.
Passing through Skyrim, Enathrae made acquaintances of those at the College of Winterhold and many of the other settlements. He spent many months amongst the Dunmer of Windhelm, loudly murdering those who went out of their way to discriminate against his kind. Beyond the stone walls of the oldest city in Skyrim, the spellsword found employment across the kingdom specifically focusing on Morthal as a centralized location best suited for his habitation.
As boredom ensued, and his skills progressed through training as well as very real use Enathrae moved south through Falkreath and into Cyrodiil. His journey was very much the same as it had been while exploring Skyrim. He befriended those whom he could exploit for his own gain or were able to train him further. But ultimately his journey ended in Bravil, where he was eventually captured (...enslaved) by the Emperor.
Personality:
Enathrae Ra’athim in the most simplistic terms can be seen as a lawful evil dunmer, methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others according to their actions but is not above discrimination against race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Enathrae does not enthrall himself with the thought that he is better than the man who goes home and beats his wife or the drunkard who pulls the wench into the alley. He is a cutthroat, plain and simple. A mercenary and assassin for hire where the only rules that matter are those instituted as an establishment of his own code of conduct.
Typical Equipment
Moderate amount of Septims
Waterskin
Trail Rations
A few Magicka Potions
Why you were left to rot in the Imperial Prison (this will be changed later, when players who join in later get involved)
While visiting the coastal Imperial city of Bravil, Enathrae was employed by an inconspicuous businessman with a particular agenda that required that a certain individual no longer drew breath. It was a task simple enough. Unfortunately, his employer was not the only person who had required the spilt blood of this individual. The other person, Emperor Hafvyg. The Emperor had sent his own thugs to end this person’s life. While the thugs were inferior individually it was their numbers that not only allowed the target to escape with their life but also was lead to Enathrae’s capture and subsequent sentence. He had taken the lives of two men, while the third had exploited his subtle dunmer frame before exploiting the wonderful darkness of a sap to the back of the head. Enathrae had no other choice for above all else, his code required him to be alive.
Skillset
Enathrae is a unique representative of what might be considered a spellsword. His style is all about flexibility, switching between weapons and spells as the situation demands, aggressively creating and exploiting enemy weaknesses. So what makes his situation unique? This dunmer does not carry a single weapon, yet manifests them at will through pure magicka. Given his subtle frame staggering his opponents is most important forcing him to focus on attacking more aggressively with powerful attacks and spells that pack a wallop. While more of a parlor trick, his innate ability to call upon his “Ancestor’s Wrath” often times has proven useful only to escape in grave situations. Perhaps uniquely to a magick user, Enathrae’s focus is on offense exploiting his natural grace and agility to escape harm’s way. Of course, he does balance his one-handed and destruction spells quite well as if either falls behind on its own how could Enathrae rely on either of them when he needs them most. He maintains light armor well and subsequently focuses on such skill sets that allow him to remain agile and protected since he is without shield. Even seemingly rogue fireball can be lifesaving when it comes as an evasive maneuver. While offensive spells are especially important, he has from time to time exploited illusion spells to distract large groups of enemies allowing him to eliminate them on a level playing field. Most importantly, when a situation gets hairy Enathrae will not hesitate to exploit his signs ability to become invisible for a period of time if only to escape harm, which is more likely than trying to gain the advantage.
Interesting! I like his inherently code driven nature and the kind of moral juggling he has to do to justify his actions. It sounds like he's made plenty of enemies in Skyrim and High King Ulfric might have heard of his existence if one of his Jarls sent word to Solitude of the matter of a Dunmer rumored to be ending race fights rather...abruptly.
Anyway, sheet's good! You can put the sheet in the character section and if you want, you can write your first IC post (I'm available pretty much whenever if you want a longer conversation with Havfyg).
A man has a question. Upon completion of a character sheet should it be post in this section or shall it wait to be approved in the actual character section of the thread?
Hmmm we'll go with posting it in the thread. We'll save the character section for all the approved ones.
Final clarification questions so that I can make sure all my character concepts are effectively tied to the BBEG and the plot of the story we'll be telling as a team:
1) Hafvyg is definitely the Dragonborn, correct? 2) Is the Volkihar vampire clan a powerful force in Skyrim or have they been driven to extinction (How did this Dragonborn's Dawnguard campaign end)? 3) Paarthurnax. How pissed/deceased is he knowing that the Dragonborn couldn't control his conqueror's urges? 4) Is Ulfric alive? 5) Is Miraak alive? 6) How many dragons have evaded being conquered and enslaved by the Dragonborn? How many still follow Paarthurnax's Way Of The Voice? How many Greybeards were killed/has a new generation of Greybeards taken their place? Or are the same ones alive still because hella dragon vocal talents? 7) How do things look in the court of the King Of The Thalmor? Are they still the primary political power of the High Elves? 8) What is the fighters guild's stance on the Emperor? 9) What is the mages guild's stance on the Emperor? 10) Are the Daedra staying out of events and just betting right now? Or are they starting to interfere at the realization that the Dragonborn is in Herma Mora's pocket (assuming that 4 states Miraak is dead and the Dragonborn is Herma Mora's new servant)?
1) Havfyg is the dragonborn!
2) Havfyg brought the Dawnguard down upon Lord Harkon. After his death, many of the vampires beneath him disappeared into the Sea of Ghosts.
3) Paarthurnax is alive and furious. He agreed to, in exchange for all the Greybeards not being slaughtered, convince the Greybeards to train others in Thu'um in exchange for their lives/culture not being completely assimilated. He's trying very, very hard to keep his tranquility, even as Thu'um is used to slaughter innocents as well as warriors. Most of the free dragons are his followers (around 40) though they're usually hiding if not under Imperial thumb.
4) Ulfric the One Armed King is the King of Skyrim and is kept under a tight leash by Havfyg. His role was temporarily usurped during the period Havfyg was uniting Skyrim to march on Cyrodil. He was defeated by Havfyg in single combat when Havfyg shouted his left arm off and imprisoned during that time.
5) Miraak is dead. Hermaeus Mora gave Havfyg the same, "position" lets say, but Havfyg has largely ignored it and any duties it entails for his own ambition. Basically, it was the ending where you told Hermaeus Mora to buzz off, essentially, and he said "your intent is immaterial."
6) The official number of dragons following Havfyg is 27 (9, 9, 9), a sign of Havfygs supposed divine nature. The actual number is 33. There is not an exact count of free dragons, but the number is somewhere around 40 alive, spread throughout Tamriel. Most of the greybeards still follow Paarthurnax's Way of the Voice, though some are sent down on occasion to teach Thu'um to his armies throughout Tamriel and especially in the Mages College near Cyrodil. One greybeard, Wulfgar, attempted resistance but Havfyg managed to beat him into unconsciousness using his bare hands. It took months for his bones to recover. Besides this, there are fifty official new Greybeards, who are obviously far younger than those currently living. Some jokingly call them "Brownbeards".
7) The King of the Thalmor was deposed by several of his lords who stabbed him to death in his own Throne Room and assumed the throne. The new King Highorins first order of business was to send a letter to Emperor Havfyg I to inform him of his ascension, the dissolution of the Thalmor command structure, and to beg for an end to the bloodshed. Havfyg refused. While the Aldmeri Dominion itself is actually quite different from how it was ran previously, to most people it would seem to be the same entity.
8) The Fighters Guilds official stance is he is Talos Reborn, The Warrior Emperor that will free men from the tyranny of Altmer oppression, and they are his loyal servants and will fight the Altmer to their dying breath. Unofficially, they do not appreciate their strongest fighters being drafted nearly every month and find his methods of justice, cruel at best and insane at worst.
9) The Mage's Guild actually quite likes Havfyg. He's provided Greybeards to help with learning how Thu'ums work, he's given them large sums of money to continue their research, and free education for Breton has resulted in very talented individuals who have advanced magic far faster than had been possible previously.
10)Hermaeus Mora has given Havfyg a black book recently, without being asked. A few of the Daedra are getting involved in response to this and for various other reasons. Hircine believes there will be a "great hunt" in the future (one of the players is a follower of Hircine at the moment). Mehrunes Dagons followers have been randomly joining battles on both the side of the Aldmeri Dominion and The Empire, to the confusion of both.