Avatar of Dervish
  • Last Seen: 1 yr ago
  • Old Guild Username: Dervish
  • Joined: 12 yrs ago
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    1. Dervish 12 yrs ago
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5 yrs ago
Current Remember, nobody actually enjoys roleplaying if there isn't at least five shameful fetishes uncovered by the 2nd page.
5 likes
7 yrs ago
Somebody stole my mood ring. I don't know how to feel about it.
14 likes
7 yrs ago
Let's be honest, it's far more satisfying and challenging to actually imagine what a character looks like than paste a hundred gifs of a celebrity and call it good.
4 likes
7 yrs ago
So, a team of players who are good at playing as a team in a team-based game are individually bad players. Seems kind of silly when you put it like that, no?
8 likes
7 yrs ago
My goal these days is to have an RP that can actually finish, or the very least, last a few years. I see way too many die on page one to take chances
4 likes

Bio



Lowering the site's value since January 2012.


Most Recent Posts

Robeatics said
I think I have a steam account I could dust off for the sake of hearing what everyone's voices sound like. Soul, if your voice isn't exactly like Mako's I'm gonna be so disappointed.


Pray tell what I sound like in your head canon.
Yup! I'm more than happy about that direction. Carry on, good sir!

Oh yeah, about the game thing, most of us have each other on Steam, why not use that to voice chat while playing?
The evening sunlight was certainly a spectacle to behold in the Caribbean, the calm picturesque azure seas lighting up spectacularly as the land began to draw its long shadows like daggers of the night. Tropical birds squawked their final farewells of the day before retiring for the night, where the strange humans that called the town they called Nassau home seemed to be at their strangest. The year was 1718 and for three years Nassau had been the heart of the Pirate Republic, although murmurs that the British would actually make us of their claim of the colony of Jamaica and drive them out. Amongst those who would fancy themselves pirates in this free man’s haven was Douglas MacNichols, a man of solid if slight reputation, enjoying the last rays of the Caribbean sun before she retired for the day and the lamplight of the taverns and brothels would light the streets, beckoning lustful men like moths to the flame. Whole most of Trident’s crew, a rambunctious lot, found their sins in the bigger and more frequented taverns or whore houses of the town, MacNichols enjoyed himself with the company of few others on a patio bar with a commanding view of the ocean. Some men drank to forget or to have a spot of fun before the gruelling labour of the voyages ahead. The Scotsman drank to toast another day lived to see another beautiful sunset.

Also, the lack of mutiny to disrupt such serene pleasures.

It was part of why he found himself secluded with men he knew the faces of but not the names, crew from other ships docked in the bay. The crew of Trident, a schooner of ill repute, seemed to be growing more and more outrageous by the day, and with rum’s unspoken properties of forcing a man to speak his mind plainly, more and more of the crew seemed to wish that Captain Brailham found himself disposed of, one way or another. It was the or another that had MacNichols concerned. He had his doubts and disapprovals like any other man, sure, but to wish Brailham dead after so many years of success and opportunity didn’t sit well. Perhaps he was getting old; hell, a man in his late 30s was practically a senior citizen in these parts, and diseases such as scurvy and malaria had yet to come claim the man, but he seemed to be becoming more timid, less brash than he used to be. Far too many lucrative opportunities slipped away, one to many times back to port with nothing to show for it. Perhaps he realized he was a mortal man and wished to live long enough to enjoy his riches. If the crew had their way, however, he’d soon find that time very short indeed.

However, it was a problem for tomorrow, or the day after, or maybe next week or month. What mattered now was watching without count the minutes until the amber orb kissed the horizon a sweet farewell and the rum would find its way into his veins until he had no care in the world, MacNichols decided. It was a shame there wasn’t a good scotch in port; despite the number of Scotsmen that could be found in the West Indies, the British colonies carried an English flavour, much to MacNichol’s displeasure. He sighed and lifted his glass to drink before his eye caught a silhouette in the gas that was impeding the lamp light he had grown accustomed to. He knew just who it was.

“If it isn’t my favorite vulture.” He said, gesturing to the barkeep to bring another glass to his table. “Those sharp eyes of yours always seem to be hunting for me, Mabel. What do I owe the pleasure?” he asked, only half sarcastically.
All the posts and enthusiasm is making me happier than a...

Hm. Insert your own simile here. Go!
Name: Douglas MacNichols

Appearance: Standing at 5'09" and nearing the apex of his prime at 32 years of age, Douglas is a hardened man from over a decade at seas, his hands rough and calloused from the rigging of the mast, welding a boarding axe to repel invaders and cut their lines, and other day to day struggles on a constantly wet and windy ship. His dark hair has traces of grey and is long enough to reach the nape of his neck, which he keeps tied back with a ribbon. A blue English naval coat adorns his frame and a grey button-up shirt beneath, which more often than not is not buttoned above his chest. A black scarf is draped about his neck, which is used to shield Douglas' face from stormy weather and the fumes of black powder. Grey trousers adorn his legs and meet knee-high black leather boots, cracked and worn from at least two years worth of use. A bandoleer with cartridge pouches adorns his chest along with a pair of flintlock pistols, and his boarding axe hangs from his belt. He is known as an adept marksman and he is often delegated to the mast to shoot down upon enemy crew.

Strengths: Physically strong, keen of eyesight, and a generally well off disposition have made Douglas a well-liked and dependable man in the crew of many ships. Collected and aggressive in battle, Douglas is a man who enjoys the heat of the moment and certainly doesn't flinch from action when it occurs. A firm believer in owning up to your actions, Douglas doesn't tolerate underhanded schemes or backstabbing, believing that a real man deals with his issues head-on. Because of that, he has a reputation for being honest and trustworthy amongst the crew and he is notable for being in favour of boarding actions which don't result in needless deaths; it's the plunder he's after, not the lives. He believes that for pirates to keep flourishing, the common people need to see them as folk heroes, not merciless predators.

Weaknesses: Douglas isn't an overly ambitious man, and he does not like to take risks that aren't clearly easy victories. He is not confident in his ability to captain a ship and he knows his hesitancy would likely result in a lot of missed opportunities for plunder, and the potential for mutiny isn’t far from his mind at any given moment. With that unpleasant possibility driving him, Douglas can be brash and reckless when it comes to a battle in an attempt to make himself visible amongst the men so it will never be said he doesn’t do his part. Whether or not his luck is set to run out remains to be seen.

Bio: Born to a porter and a seamstress in Aberdeen, Douglas MacNichols grew up constantly in the presence of His Majesty’s royal fleet and while he was hardly the worst off child in the city, poverty never was far away from the MacNichols family. At a young age, Douglas began work with his father unloading ships when times were too tight to attend school, while his sister worked with their mother in the shop. Sometimes, the few extra meager coins meant the difference between having enough to heat the small hovel that was home for the winter and having enough to eat each week. A few months after his 16th birthday when the winter snows finally started to recede, Douglas signed on with a privateer vessel, lying about his age. Nobody, most importantly the Captain, questioned it and a lifetime of seamanship had begun.

After 5 years as a privateer, the schooner was damaged beyond repair and it barely limped into Nassau thanks in no small part to the efforts of the surviving crew who had survived an encounter with a Spanish frigate in open waters near the Florida Keys. With not enough manpower to man his ship and not enough funds to repair it, the captain of that vessel retired into relative obscurity until providence shined and he re-emerged as a free man and took up piracy under a wing of a rather successful captain. Douglas had similar luck and found himself aboard a vessel with a man who would take him. The switch from privateer to pirate was far simpler than Douglas had ever imagined and the spoilers were far greater, seeing as the Governor of the Bahamas didn’t take his cut of the earnings and the targets were whomever the Captain deemed worthy of the effort of taking.

In recent weeks, murmurs of mutiny have crossed the deck of the ship and into Douglas’ ears. Uncertain times lay ahead, but the Scotsman knows he rather die than let a few of the most vocal proponents of mutiny take control of the ship. Their path leads to ruin, and his own is uncertain.
Psyker Landshark said
So I've kind of slightly got my shit together academically now. Found out I aced my statistics midterm, which puts me in the clear for now. Might be able to post again.


Yeah! You show those textbooks who's a real man.

WittyReference said
Two questions, one for Derv the GM and one for Derv the player. First, Cub had to march all across the recently-invaded Skyrim in my CS; ground broken and uneven from the crawlers, entire holds on fire, survivors hunkered down in forts, it was great. How have things changed or not changed since his trek across the province? Secondly, any ideas for the reunion or would you like to do the Mass Effect thing as well?HASTY EDIT: I'm sorry if this was answered in the IC, I'm about to read it, one sec


No real idea for the reunion, although I wouldn't mind if you guys wanted to do the particulars with that. I just had a lot of ground to cover; didn't want to get too specific otherwise I would have been writing foreeeever. But how Cub remembers things is largely the same, but we'll go over things as we encounter them. I don't want to say exactly everything that's going on, that would ruin the fun of discovery. :P

Dipper said
Looks awesome, one of the reasons I wanted to join a loooooooooooooooooooooooooooooooooooooooooooooong time ago was because of how the RP was supposed to be! :PI feel bad, though. I didn't realize I made Zainat be so hated... Sorry.


Haha, it's not you! Zaitnat is fine, it's just Marassa pretty much severely dislikes most people and it takes a while for her to start seeing people as companions instead of expendable company. It's easy to forget that she's a very cold person initially when she's been interacting primarily with people she's known and trust for a while.
Alright! Time skip is up. To be clear, this scene isn't meant to be a camping scene, it's simply a convenient place for the group to figure out their next course of action before disembarking.

If we don't hear back from Jenno in a while, we're going to assuming that Burkswallow has gone with Harding and Rena. Likewise, I wouldn't mind if several of your NPC tag-alongs decided to go with them just so we can focus on group dynamics instead of, like I said, having players interact almost entirely with their pseudo player characters. It's optional, but please make an effort to focus on other player characters more moving forward.

The group's all been together for a few weeks now, so there's a chance they know each other somewhat but there's still plenty of room for them to start interacting now they aren't in a large group of insurgents and largely on their own. If you want to make up situations that might have happened in that time, we can do what was done in my other game, Mass Effect: Nova where all the characters had known each other and referenced things that had happened before the game had started and other characters filled out the details. It actually made for some very fun story telling and it ended up setting some very defining characteristics and relationships between characters in a very subtle way.

From here on out, the group is not taking instructions from anyone, so it's up to them to decide where to go and what to do. Information will become available as they go, and some NPCs might have some important information which might help guide their decisions. The dwemer in Skyrim are far more brutal than those in Hammerfell, but they are also very limited by a leader who only sees other races as vermin and doesn't respect their resourcefulness and the fact that a lot of the terrain and the climate is very prohibitive for a lot of dwemer tech to work as well as it did in Hammerfell and to some extent Cyrodiil.

Any questions, feel free to ask!
TIME SKIP ACTIVATE!

One Month Later, 7th Second Steed, Near Cradle Stone Tower, Skyrim…
Detailed Skyrim Map

The rain pounded heavily on the weary travellers as they entered the dilapidated tower not far from the Hammerfell border and nestled on the periphery of the Reach. The gloom seemed to have matched the mood, regardless, as the trials and hardships of Hammerfell seemed to have turned up few things of good fortune to offset the crushing sense of loss. It was becoming apparent that they were facing an enemy with not only vast resources, but a martial prowess that seemed unsurpassable. What was worse was that their association with the Insurgency became well known, and soon it became impossible to be seen publically safely. The sands of the West were no longer safe, which had driven the travellers Northwest, to the wilds of Skyrim, enjoying one of its merciful summers. They dared not travel West, for the dwemer had given pursuit in the forms of long-range patrols that had been avoided or ambushed with effort. Before disappearing back across the border, one of the insurgents who had made the journey with the travellers had warned them that Markarth was reclaimed as the dwemer capital of Skyrim, and that Governor Urthenak, the regional ruler of dwemer-controlled Skyrim, was a brutal and blood thirsty tyrant. Whereas Razlinc attempted to reconcile dwemer and Redguard interests, or at least made the effort to maintain the illusion of compromise, Urthenak was not such a man. Total war and dwemer supremacy were keystones of his rule, and the stories revolving around the cities he sacked were atrocious. Piles of the dead were often left outside city gates to rot before being torched to remove the stench. No record of the dead were kept; it was as if they never existed, as their property, families, and all signs of their existence was thoroughly erased in cleansing flame. Major Kerztar, who maintained his hunt of the Heroes of Tamriel and their companions, would doubtless be reporting to the Governor of Skyrim for intelligence and any potential leads.

Despite the ironclad assault on the Nord homeland, or perhaps in spite of it, many cities had withstood the dwemer so far, or were too small to be considered strategically important in sight of conquering more symbolic or powerful locations. Somehow, despite relentless assault, Solitude still stood, thanks in part to the ability to resupply from sea, the narrow land passage, and the fact that captured dwemer siege weapons were proving quite effective at repelling the expensive airships. Likewise, Windhelm withstood its own sieges with its thick, heavy walls, freezing climate and ferocious weather, and the ferocious defenders of Skyrim’s capital, who faced down the dwemer assaults with almost suicidal determination. To the Nords, this was a chance to prove themselves against their ancient enemy, and dying in battle was as glorious of a death as any Nord could hope to achieve; after all, Sovngarde awaits those who die bravely. Other cities were not so fortunate; Markarth fell within a day from perhaps the most concentrated assault ever launched since the dwemer re-emergence, and soon after the dwemer forces began their campaign to reclaim Skyrim, one hold at a time. Morthal and Whiterun were the next to fall, the only survivors from either of those cities having wisely fled while they had the chance. News from the other cities had been unreliable and conflicting; the passage of information was committed entirely by eye witness accounts or hearsay. More than one person was heard grumbling that it would have been nice if the dragons were still around, a sentiment that was doubtless well agreed upon by those who witnessed the dwemer wrath.
Perhaps most unsettling were the unforeseen side effects of the dwemer reclaiming their old homes. Bands of falmer, driven out by their former slavers, had forced the blind and feral beasts into the vast Skyrim countryside to the horror of those caught in the open as their bands wander in search of their necessities. Stories of the Falmer emerging from the woods in the dead of night and the savagery that results has kept much of the countryside uneasy, and reports have begun to resemble ghost stories more than actual observances. It was as if the land itself was rising in turmoil and unrest due to the return of something long forgotten to history.

As the group sought refuge from the storm and to plan their next step, the thoughts of what had led them here and those left behind filled their hearts and minds. After the escape from the mosque had been carried out, it had become clear the dwemer were too powerful to be met head-on. The initial victories in the streets had been largely because of the relatively low presence of dwemer forces, an attempt by Governor Razlinc to maintain a bloodless turnover of power with a complacent and contented population. Reinforcements had been called from other parts of the province and the main military encampments had brought in the heavy weaponry. Now the heroes were known, their descriptions and locations given to the dwemer command by Rashad, all that was left was to escape and find another solution. It was becoming clear that the dwemer would have be beaten unconventionally, which was no surprising revelation to the Heroes of Tamriel; after all, it had been an Elder Scroll that had turned the tide against the Empire and a hidden and waiting Nord army that had helped them storm Imperial City that had ended the auroras. The widely accepted solution was to find out how the dwemer managed to cross over to Tamriel and close the bridge, easier said than done. No one had a suggestion of where to start looking for the answer.

Before the resistance could be trapped permanently by the reinforcements, one final assault was hastily planned and launched against the palace in an attempt to kill Governor Razlinc and several high commanding officers. Casualties were staggering for the insurgents, although they had accomplished the assassination of several officers, although Razlinc was never reached. Some of the attackers had found the arena and the prison and freed many of the forced gladiators, including Wets-His-Blade, who had been the survivor of several battles, his martial ability having earned the respect and admiration of the other prisoners and those who heard of his deeds single handed attacking the Hegathe barracks and nearly assassinating Captain Doshin. For the Redguard of Hammerfell, for once the reputation of a common man was beginning to eclipse that of the Heroes of Tamriel. He was becoming an inspirational figure for those rising up against the oppression. He had managed to rejoin his friends sometime later during the journey East. Zaveed, although he had been in contact with Blade on occasion in the prison, had gone missing the night before the assault, as did several other prisoners, escaped through means that had no ready explanation. There was no sight of struggle, or breakout. It was as if they had disappeared, although the guards that had been posted that night had allegedly been traumatized by something. They could not muster the words to speak, and offered no explanation how a dozen highly guarded prisoners vanished. Zaveed’s name did not appear in any of the Insurgent groups leaving Hegathe, which was made more unsettling by the fact that a small number of Insurgent patrols had gone missing without a trace in recent weeks, having went to scout out points of interest only to disappear without a trace. The dwemer were blamed for this initially, but it didn’t match their usual high visibility operations and brutal show of force. It was a mystery that no one had answers for. It was agreed that Hammerfell’s defenders couldn’t win alone, so many were sent to seek help. Some went North to High Rock, others East to Hammerfell. Nadeen herself had caught up with the Heroes before they disappeared to the East, promising that when the time came, she would be there alongside them at the end, and at sunrise in two days’ time to look to the South at the crossroads before disappearing into the night. Before Nadeen left, she called Urzoth and her men from the ranks to reunite her with the group, having located the orc band not long after they had entered the city. To everyone’s surprise, exactly as predicted, Marassa, Hralvar, Cub, and the unfamiliar newcomer Valsiore had appeared with a group, which included the survivors from Captain Harding’s ship. Together, the group spent the next several weeks heading towards Skyrim’s borders, gaining and losing members to skirmishes over the long journey while avoiding the worst of the dwemer forces. More unsettling was the re-emergence of the mysterious forces that were causing patrols to vanish were becoming more bold. It seemed to be that entire villages had disappeared ahead of the travellers without a trace, save a few charred bodies. A darkness was looming, and suddenly the comfort of night gave way to a quiet terror.

Before crossing the border, Harding announced her men, several of the insurgents, and her were going to break for Solitude in an attempt to secure a ship and travel to Wayrest to appeal for aid, taking Rena with her for protection and leaving the Heroes and their companions largely alone as they left Hammerfell behind and started into the late Spring of Skyrim. Now they had choices to make, and without Zaveed’s guidance.

Marassa sat against a wall by the window, staring out into the countryside, her eyes ideal for cutting through the dim gloom of the day, sword laid across her lap. She had seldom spoken to her companions, even those from two years ago she had long dismissed as dead or retired from adventuring. A feeling of resentment crept throughout her that she kept hidden under an impassive mask; Sevari was gone, perhaps safely back to Elsweyr, and Zaveed was gone, her ever elusive brother she had missed by a mere night in Anvil and now several days outside of Hegathe. She did not pay much heed to the gods, but this certainly was an occasion she felt like scorning them and their cruel machinations. She was ever alone, the only two men she had ever let her hard shell down for were missing from her life. All these other people knew was Marassa the warrior, the weathered traveller, the cold. They were the closest people she had to friends, and yet she could not afford to think of them as such. Some were probably going to die, or betray the others. If you didn’t let them close, you couldn’t miss their loss or feel burned by their treasons. She’d learned that lesson the hard way on the road.

The newcomers were nothing impressive. There was another khajiit, an inexperienced mage boy who lacked steel and conviction in his heart who seemed to feel as if the hardships he faced were unfair burdens of the world. Small, pampered, and an outsider. He was khajiit only in appearance, not in heart. Everything about him screamed that he had been pampered his entire life.

A Nord woman who wasn’t unlike Urzoth, a hard and brutal killer who existed seemingly for no other reason than to prove her strength, except unlike the orc and her clan ties, this Thyra seemed fueled by the irritable Nord superiority complex that had filled Skyrim so thoroughly that it had manifested the Stormcloak rebellion. She probably didn’t realize that she was no different than the Thalmor altmer that she despised so much.

Another Nord woman, this one curious because she seemed to have found companionship with Zaveed before he had vanished, and that she was seemingly a capable battlemage who cared more for musty old relics and ruins than people. She was tough, accustomed to isolation and the dangers of dwemer ruins. What Zaveed had seen in her didn’t really make much sense, but how much did she really know her brother? A bloodthirsty, impulsively violent if not charismatic corsair who swayed people with his words seemed like exactly the wrong person to find an appeal in a quiet and unassuming scholar. Zaveed used people and discarded them for his own personal glories, it was his way. Fame had gone to his head; she doubted he kept in touch with any of the other Heroes of Tamriel since their journey together, their usefulness at an end. At least she wasn’t Semedar, the equally emotionally devoid and murderous assassin that had targeted him for a fling before disappearing to presumably hunt down Praetorians to buy the group more time. Sometimes a rotting oyster has a pearl, it would seem.

The dunmer was simply insufferable, an elitist Ashlander who held himself superior to his compatriots and spoke in the baffling dialect and slurs of his people, somehow holding to the belief that being stupid enough to dwell in an inhospitable landscape of volcanic fallout was worthy of boasting about. He seemed to harbour a begrudging rivalry with the Breton man and his optimistic and diplomatic meanderings. She was indifferent to the two of them, and if it kept Zainat in line, she would be content.

A strong contender for person least likely to be in a hardened group of travellers was Eleyna, an alchemist with a pet fox who seemed rather innocent compared to some of the others, and uncomfortable about the predicament she was enduring. She seemed to be one of the more neutral, pragmatic voices in the crowd. This girl wasn’t grating like some of the others, and she didn’t seem to be the kind of person to harbour ulterior motives. It was strangely reassuring. Another man in the simply here to kill scores of people department was the battle wounded argonian that several of the insurgents had fawned over, his reputation of a warrior seeming to have won the respect of the martial people of Hammerfell. Indeed, from what Marassa had heard, he was an admirable fighter, spitting in the face of the odds and nearly getting himself killed doing the impossible. His resolve was unquestionable, but was he too reckless? Perhaps. It would be a shame to lose a capable fighter in the days to come if he let the show boating go to his head.

Breaking into the conversation, Marassa decided to interject her own opinion. “We should move South, towards Falkreath. The forests will offer concealment and the open terrain advantage the dwemer and their machinations seem to depend on are severely reduced. Crossing the Reach to reach Solitude after crossing the heart of dwemer territory to a besieged capital with one way of access is paramount to suicide.” She said, he eyes resuming their vigil.
Dipper said
Okay. Can Zainat be the one who plinks the Governor in the Eye with an arrow, then? ;D


Oh, she's going to be surviving. Part of the fun of it all is the crushing sense of failure of basically taking on the Galactic Empire if it wasn't run by idiots. ;D No, my friend, this is where we start going down crazy desperation.

Voltaire said
I'm okay with this.


Lemme know if you need a hand with anything!
Voltaire said
I'm okay with either option, but id still love to get some bitchn arena fights going too.


Feel free! Even if you did some like flashbacks for a timeskip would work fine.

Dipper said
You and Soul are the Leaders, I'll bow to what you guys want. However, I am strongly againts a Timeskip - If I may, I think the only times a timeskip was justified was when I and...People who dropped out joined, because everyone was on the Boat and it was only a day skip, and after the Thalmor destroyed Roleplayerguild by causing Guildfall.


While normally I don't like time skipping unless it saves like 80 posts of "And they walked!", in cases such as this, there's been very little activity the past month by anybody, so I'm kind of feeling like the best solution would be to get the groups together and start moving onto a less structured format. Plus, I think people are pretty much done with Hammerfell; it's been like a year since we got there and we're still in the second city. This is not encouraging.
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