Avatar of Dervish
  • Last Seen: 12 mos ago
  • Old Guild Username: Dervish
  • Joined: 12 yrs ago
  • Posts: 5991 (1.32 / day)
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  • Username history
    1. Dervish 12 yrs ago
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Status

Recent Statuses

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.


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A @Dervish & @Leidenschaft Production


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I have done all I can.

My people are finished, the last refuge of the Snow Elves, doomed from the machinations of my son who consorted with the Prince of Rape in a misguided attempt at obtaining power, and a daughter who broke thousands of years of isolation to seek help from outsiders, outsiders whom destroyed our civilization in their heavy handed and ignorant attempts to help, as only the ignorance of the young races can.

I grow old, and without an heir; both my son and my daughter perished when Molag Bal’s minions stormed our gates. While the outsiders stopped it, the cost was too high; the magics that protected Auriel’s Harborage were destroyed, and the ocean began to reclaim the lands as its own. I harboured no illusions that the Snow Elves would one day have a resurgence, and for all my great power, and the gift of sight I possess, I saw no reality where the fate we suffered could have been avoided. We were always doomed; our isolation merely prolonged the inevitable.

It has been over six-hundred years since I took the crown from my dying father’s hands, and I will return myself to the waves now that my final task is done. I have given a gift, one beyond wealth or conceivable value, to a Pirate Lord and a Bandit King, two men who had such potential, mere shadows of what they could have been. I have given them both a blessing and curse, one that could drive lesser minds mad. I will not see what the effects are as my time in this world is at a close. I cannot bear to witness what has become of the remainder of my people, subjugated and treated as lesser curiosities of the younger races. The twilight of the snow elves has arrived, and I the last king of our people, go with it.

The gift I gave could save the world in the right hands, but I have no faith that any in this world are pure enough to do so. And so, I have bequeathed this gift to two of the greatest thieves of the lands that stole the future of our people. It seems an appropriate end of an era, and the rise of another dark chapter is this world’s history; hail to the thieves, long may they reign.


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Art by Lucas Graciano


The year is 4E226 and Tamriel is once more enduring yet another great war between the Mede Empire and the Aldmeri Dominion. Great armies collide in Cyrodiil in a decade-long war, but the Empire is at a serious disadvantage; the only provinces it could call on for aid were Skyrim and High Rock, both of which have remained untouched by the Dominion forces. As the Dominion dismantles the Mede empire Legion by Legion, High Rock looks on, withholding forces for a potential invasion that may never come.

The Lords of High Rock in their high castle walls and their fiefdoms discuss what to do; it is clear the Empire may be finished, and those who speak of rushing to the Emperor’s aid are drowned out from the more pragmatic voices who wish to consolidate their rule amongst the Lords of High Rock, which is already a fractured land of Lords who aspire to be kings, pirates who fancy themselves a kingdom of their own, bandits who roam unchecked, and scheming houses who wish to rid themselves of hated families and rivals. It is a restless land on the brink of all-out war, decades of frustration and power struggles finally coming to a head.

Amongst these feuding houses and lords lay the common folk, many of whom are often caught up in the power struggles of their rulers and have been forced to deal with the rising bandit and pirate scourges on their own. Others become mercenaries, hiring their swords to the powers that be; others smell profit to be made. While the political intrigue of the titans of the land refuse to be ignored, ambitious souls without an old name seek to create their own by any means possible, be it through noble acts of chivalry and heroism, others pillage the land and prey off of the weak. If any claim to be unaffected by the turmoil, they or liars or simply waiting their turn for the chaos to roll over them.

In the town square of the minor hold of Meir Thorvale, ever cast in the shadow of the Wrothgarian Mountains, a group of prisoners are chained and knelt before a minor count, for a variety of crimes they may or may not have committed. While they await their sentences, the thundering sounds of hooves grows in the distance…

This is where your story begins.

~ ~ ~



Welcome to The Elder Scrolls: Rage of the Waves, the follow-up to The Elder Scrolls: Resurgence of the Frost. This story takes place twenty years after the conclusion of that one, and prior knowledge of that game’s events are not required! For those wishing to read up on that game, feel free to check out this link: The Elder Scrolls: Resurgence of the Frost

As mentioned, twenty years have passed since the rediscovery of the snow elves and the subsequent fall of their isolated refuge; the survivors have scattered across Tamriel, some ending up as nobles’ servants, others beggars, some even slaves, and everything in between. Given that these are still rare individuals and rather unknown to most of Tamriel, as well as the only people who know what their culture and civilization was actually like, they were remain an unplayable race, although your characters may come across them as NPCs over the course of this game.

Ultimately, they are a race that had remained hidden from the world since before the dwemer started to enslave the mainland snow elves, and in a desperate gamble to seek outside help against the machinations of the Winter Prince, the snow elves’ prince and heir to the throne who had consorted with Molag Bal to seek power that would save his people, and Vylenwen, the princess who broke her father’s commandments to seek help with the Empire. A betrayal occurred, and the goodwill of the Empire’s volunteers and brave Legionnaires’ goodwill mission ended up as a disaster that barely stopped the Winter Prince and began to destroy the magic seals that had kept Auriel’s Harborage from being claimed by the frozen arctic seas. In the aftermath, the Aldmeri Dominion has sought out these surviving Snow Elves to preserve their people and culture; after all, the Snow Elves are the Altmer’s close cousins and near descendants of the Aldmeri elves, from which the Dominion claims their name. For all the horrors and subjugation the Thalmor and Dominion have brought upon the world, they remain the last remaining hope of the Snow Elf people.

In the years since the fall of Auriel’s Harborage, the Dominion has launched an invasion against Cyrodiil, seeking to dismantle the Mede Empire once and for all and begin a new era of elf supremacy. To the North, High Queen Elisef sits with the Jagged Crown in Solitude and has assembled both the Legions and companies of hardened warriors of Nords and other races to assist Cyrodiil in its time of need. Skyrim's lands still feel the effects of the Civil War after a decade of fighting, but this latest invasion has so far left Skyrim untouched.

However, these lands are of little consequence to High Rock, which was caught off guard by the sudden ferocity of the Dominion invasion against Cyrodiil, and debates raged for years of whether to send more than volunteer companies to assist the High Rock Legions sent to aid Cyrodiil and the besieged Emperor Tactus Mede, seeing it as a lost cause and understanding the need to keep High Rock’s borders safe from invasion. Inspired by Hammerfell’s independent defiance and success in repelling Dominion occupation decades before have emboldened the High Lords of High Rock who for the first time since the days of Tiber Septim’s unification of Tamriel that began the Third Era, the Bretons are embracing the winds of independence, and the problems of Imperial City seem so far away; piracy and banditry run rampant and lords both great and small are becoming embattled in a power struggle that is becoming more and more public.



Art by TheMinttu on DeviantArt

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Things to note
- This takes place 27 years after the events of Skyrim

- 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 this RP.

- The Dovahkiin has disappeared from Skyrim following the end of the Civil War. He did not take sides despite criticisms and is rumored to have gone west to Hammerfell or High Rock.

- The Companions of Jorrvaskr are largely intact and still operating out of Whiterun. However, due to strict laws post-Civil War, the Companions seldom venture beyond Whiterun Hold, contributing to the seemingly unchecked banditry along the roads.

- The Fighters Guild is still maintaining a presence in Cyrodiil, although the invasion has severely limited their ability to act as chapters are disbanded when cities fall under Dominion occupation.

- 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. Because of the void left in the underworld's economy on assassination, freelance assassins and smaller organizations have steadily increased in business outside of Morrowind.

- The Thieves Guild is alive and well in all parts of Tamriel, some chapters are doing better than others. The Skyrim Chapter of the Thieves Guild is the only exception to this, as the strict curfew laws put in place in former Stormcloak cities have effectively suppressed the Guild's capacity to take part in thievery. Meanwhile, the Cyrodiil Chapter is having unprecedented windfall from the chaos the war has unleashed.

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Art by Rayph on DeviantArt




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Art by Rayph on DeviantArt

CHARACTER SHEET


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.)

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 or screenshot, 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.

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.

Note: Dervish will happily make your character in Skyrim and take a screenshot for you if you are unable to do so yourself. It may take a bit of time, however. The better detailed the appearance, the closer he can get it.

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.

Miscellaneous: 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.

NOTE: Please keep track of your inventory use!

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).

Note: Skills from Oblivion and Morrowind are also fair game!

[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 proficiency. 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.]

Crime Committed: What reason the Count of Meir Thorvale has incarcerated your character

Character Background: A decently descriptive backstory explaining who your character is and how they developed into the person they now are. You don't have to go too crazy, but a few well-written paragraphs would be nice. It gives us an idea of your ability as a writer.

Fighting Style: Explain how your character approaches combat and their particular skills and talents. This will help the group decide who is best suited to deal with particular situations.

Personality: Briefly explain what your character's personality is generally 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.

Font Colour: If you wish to use a font colour for your character's speech and thought, state the colour here so people know what everyone else intends to use during the game. Please actually state the colour name and/ or code, and not just do something like "This"

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CHARACTERS


Cedric 'The Elkman' Sykes, Breton-Reachman, the Hunter - Played by Dervish

Brynn Tiptoe, Breton-Reachman, the Sellsword - Played by Leidenschaft

Fiona Haylius, Imperial, the Retributionist - Played by Luminosity

Pharasius Finch, Imperial, the Vagabond - Played by Spoopy Scary

Gaela ‘Greenfingers’ Dunywyr, Breton, the Alchemist - Played by idlehands

Maulakanth 'Hand of Mauloch' gro-Urgak, Orc, the Exile - Played by Hank

Kiralla Lima, Breton-Redguard, the Scholar - Played by DearTrickster

Cyrendil Grayfhar, Altmer, the Vigilant - Played by ConstableWalrus

Valen Alveul, Dunmer, the Disgraced- Played by Hellis http://www.roleplayerguild.com/posts/3638880

Nyssa, Breton-Reachman, the Witch - Played by Culluket http://www.roleplayerguild.com/posts/3699520

RESERVE

Reserve player characters will be called into the story in the even of a player dropout

Mirabel Durant by Cayce http://www.roleplayerguild.com/topics/126247-the-elder-scrolls-rage-of-the-waves/ooc?page=3#post-3637460

In Memoriam


Berich Macer, Nord and Masquerading Imperial, the Tycoon - Played by Macro Slain by centaurs in King's Guard.

Faruq, Redguard, the Bone Knight - Played by Lo Pellegrino Slain by pirates in Camlorn.

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Art by gugutroll


NON-PLAYER CHARACTERS


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ONGOING GAME SUMMARY

<Snipped quote by Dervish>

Yeah, but that RP (and gcold's) became so big I couldn't follow everything on top of my other commitments. Now, I have more time, and I hope this stays a little smaller?


Probably going to be accepting 6-8 characters this time around, probably about 8 in the case of the inevitable drop outs that occur the first month or two.
@Dervish Yep sounds good, I love a good ol' ragtag bunch of adventurers with unclear goals and good hearts story.

You have my allegiance.


We will be the raggiest of tags, good sir.
I see the rules have taken great inspiration from Dervish's style...

I approve.


<Snipped quote by Sundered Echo>

Yes :D!

Derv's and I talked a while back, and I told him that I may commandeer his rules and other formats.

I'm glad you approve!


How is it I look at this thread on a whim and immediately see my name.

I'm famous or something.
Awesome! Between both interest checks, that's enough to launch the OOC, expect that in a couple hours.

interested


Oh, great. This guy.
I'm interested, is this a fellowship story? Or will the characters break off and their own thing sandbox style?

Also will there be a level up system? Or some sort of progression?

Looks very detailed overall though.


Largely, the group will stay in the same town or city but will likely split up from time to time, depending on what's going on, so it's going to be a fellowship type RP, as you put it, that focuses on player agency and consequences. We can tell a much more cohesive narrative and make much more engaging situations if we just have to focus on a few local instances rather than trying to accomodate people who feel the mighty need to mosey off to Argonia for some reason while others want to go become Alinor terrorists.

The OOC will have a lot more for you to read so brew pot of skooma coffee before that happens.

What's this?


It might be a roleplay or it might be a cleverly disguised permission form for the KGB to do terrible things to your body.

Feel like tossin' that coin, stranger?

Once every 14 days? I can manage that now that I've cleared my schedule a bit. Interested, if you'll still have me... after everything.


Mass Effect was every 14 days, too! If you feel up for it, I'd be happy to have you back. Just try not to make me make another ambiguous and heart wrenching departure for your character. ;)
I am interested, you delightful dervish devil.


I love when you alliteration at me. <3
Will you intend on there being a sort of tabletop-esque style of stat-keeping to maintain a fair balance? Like the Oblivion type of stats and skills, as it also helps to illustrate what our individual characters are capable of.


I've toyed with the idea before, but I decided that overall in the past 4 years I've run games, players are pretty good about writing out narrative combat scenes without tabletop mechanics, and ultimately I like to keep focused on the story and character development with combat mainly being an affair where the players largely exercise their judgement for what their characters are capable of, as well as reacting to GM counter responses.

A generic scene would go something like this (obviously with zero detail),

Bob decides to attack one of the 7 bandits with his sword, and because he's a former soldier, the player easily overpowers the mook and moves onto the next one.

However, John is a street orphan who's used to cutting open coin purses instead of fighting men twice his size, so out of desperation, his character lunges and gets a lucky strike against his bandit, but ends up hurting himself somewhat in the skirmish. He is wounded and needs help, which leads to

Suzy, who is an accomplished restoration mage because of her time in the temples, she's avoiding the fight, and fortunately there's others who are taking the bandits' concentration while she hurries to help John.

Then I, as a GM, write the surviving bandit responses and they act accordingly. A couple go for Bob and are angry at them killing their friends, but one of them sees easy pickings and goes for Suzy and John, and they have to react to him bringing an axe down on them.

Really oversimplified, and obviously it changes from situation to situation, but as long as players think of it as telling a story more so than trying to win a game, it works out pretty well most of the time! I'll mention when the enemy is something big or important (say, a group of trolls, a famed swordsman, a major antagonist, and so on so forth,) and in those cases, the GMs will be reacting as if those enemies are player characters of their own so they aren't insta-killed in a single post. However, small nameless foes? Feel free to dispatch them as you see fit! Just make sure you know your characters limitations; we're not going to have one guy take on 5 bad guys at once and come out unharmed, for instance, or a brave idiot chasing down a giant and not expecting to be joining the Tamriel Space Program right away.
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