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THE ELDER SCROLLS
___________________________________________
A S H F A L L

 


STAFFED BY PERP(LEXED), DOVYDAS (ALBANNACH), CHUMPU, AND TYLER (AIKURO MIKISUGI)
 


DISCUSSION TOPIC

 

Welcome to Ashfall! All discussion related to the game should be posted here, as well as any character profiles. Anything else belongs in the IC Topic. Two GMs must approve your character before you are able to play as said character. The Character sheet can be found below.


 

CHARACTER SHEET

 

Name: (Whatever you like, really, as long as it’s within reason and not something along the lines of ‘######poster_007x’. If you like, here’s a link to the extremely helpful UESP guide on TES names.)

Age: (Human races live, well, human lifespans, whereas elven races normally live two or three centuries before being considered old despite reaching full maturity at around the same time humans do - 18-25; normally they pass away at around the age of 500, but some mer who have special abilities at magic or are just that lucky can live twice that. Argonians and Khajiit have similar lifespans to those of humans.)
Appearance: (What does your dude or dudette look like? Give me some scrumptious details, man.)

Gender: (Male, female, otherwise; pretty straightforward really)

Race: (Playable races: Dunmer (Dark Elf), Breton, Reachman, Redguard, Nord, Imperial, Altmer (High Elf), Bosmer (Wood Elf), Orsimer (Orc), Khajiit, Argonian. Granted, if you want to play someone else, like a Tsaesci or a Maormer, REALLY REALLY BADLY, you can feel free to petition us, but you’re probably going to be refused than anything due to the effective nonexistence of other races than the ten we listed in Morrowind.)

Loyalties/Faction(s): (Yes, the optional plural implies that yes, indeed, you can belong to more than one faction. In this game, faction warfare is not the emphasis, the emphasis is on the storylines you, as the player, write in a world at war, and thus there is no reason to limit your characters to just one faction. However, this is entirely reliant on the rules of basic logic and reason; for example, your character cannot be part of more than one Great House, or juggle like four conflicting loyalties. If your character is a Thieves’ Guild member on the streets of Narsis, then he cannot also be a member of the Camonna Tong and a loyal supporter of his uncle in the city guard, a law-abiding citizen who has sworn to hunt down all criminals in the city. If your character is a traditionalist Temple hierarch, he cannot also be an Ashlander ashkhan. And so on. But other than that, feel free to be a member of any number of factions as long as there’s an explanation in your biography as to why and how you ended up that way.)
Abilities and Skills: (This pertains solely to non-magical abilities. Don’t get yourself too many. or too few, for that matter. The ‘just be reasonable’ rule applies more than anything else.)

Magical Abilities: (refer to the Staff Guide to Magic)
      Power 1: (same as above)
      Power 2: (same as above)

Weapons: (Any weapons your character might carry. Don’t make yourself a walking armoury, but otherwise knock yourself out.)

Equipment: (Any non-weapon equipment and items your character’s got and is carrying with them.)

Personality: (Simple enough. What’s your character like? Any overarching traits, quirks, w/e?)

Weakness(es): (Everyone has some. There must be significant weaknesses related to the number of magical skills a character has.)

Biography: (Where’s your character from? What’s his family like? Any life-changing events in his past? You gotta give me something.)

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GM Characters
 
Name: Angel Balchar, or, "The Good Captain"
Age: 31
Gender: Male
Race: Breton
Loyalties/Faction(s): Captain of the Mournhold Guard; though the prefix "Interim" is sometimes thrown about by detractors of the "Manmer" heading a historically Dunmeri fighting force, Angel has served in the guard since he fought in the Oblivion Crisis as a young man, and has served as Captain for a year and a half. With no suitable replacements stepping forward, his position looks more and more solid by the moon. Though he serves ably and has a good working relationship with the Guards, his heritage, mercenary beginnings in Morrowind and ties to a few hapless dissidents in Cyrodiil haven't endeared him to many conservatively-minded Dark Elves. 
Appearance: Standing at an unassuming 5'10 and casting a generally wiry frame, Angel nonetheless has a way about his catlike slouch 
Abilities and Skills:
Magical Abilities:
      Power 1: Magical Ward 
      Power 2: Induce Hysteria
Weapons: Angel's primary weapon is the Balchar family blade,
Equipment: (Any non-weapon equipment and items your character’s got and is carrying with them.)
Personality: (Simple enough. What’s your character like? Any overarching traits, quirks, w/e?)
Weakness(es): 
Biography: (Where’s your character from? What’s his family like? Any life-changing events in his past? You gotta give me something.)
 
Personal Characters
 
Name: Dorian [LAST NAME SO CLEARLY FALSE IT DOESN'T BEAR REPEATING], or, "Suspended Without Pay"
Age: 25
Gender: Male
Race: Imperial
Loyalties/Faction(s): Playing the part of plucky Imperial Legionnaire, though the only experience he's ever had in the army is the time he's spent in Morrowind and he's looking for a quiet extraction from Firewatch at first notice. His natural ease at mid-to-long range combat dictates potential merit as a sellsword or marksman-based assassination.
Appearance: Standing at a striking 6'4 and a muscular 186 lbs, Dorian oozes the physical prowess necessary for a Legionnaire. He tends to wear a casual black undershirt and leather boots with hardened leather armor when not on duty (which, lately, has been quite frequently) and when combined with his frame and attitude it paints a picture of a roguish spitfire forced into a professional mold he's clearly not meant for. Dorian's face is as strongly cast as his body and personality; a combination of a prominent brow ridge, aquiline nose and high, slightly gaunt cheeks lends the Legionnaire's face a playful, wolfish trickery. His eyes are a bright blue, not particularly icy but nonetheless pale. His long, chestnut brown hair is long enough that it would frame them but he keeps it pushed back, tied up, or held still in or out of combat so as to avoid being an issue. The shaved-thin, scratchy layer of facial hair along the lower half of his face is a similar color, framing lips that are either twisted into an irritating smirk or a wide, laughing grin. 
Abilities and Skills: Skilled at close, mid, and long-range combat as befits a Legionnaire, though as a duelist first he tends towards being more comfortable in the latter two - especially swordplay, where he is almost preternaturally skilled. Not a bad alchemist, though don't trust him to brew up anything that would save your life in a pinch. Makes a mean Elsweyr fondue. 
Magical Abilities: N/A
Weapons: Steel sword, steel dagger, Imperial bow + 80 steel arrows divided into two quivers.
Equipment: Besides your typical Legionnaire's light armor (sans helmet) and a set of studded leather for more casual adventuring, Dorian has enough bread, cheese, protein and produce rations to last him three weeks outside of Firewatch. He also wears a silver sapphire ring on his right ring finger and a pendant of the same material and gemstone around his neck. Carries a hookah affectionately christened Tenth Divine.
Personality: Charismatic and stolid in a team, Dorian nonetheless is someone who clearly does not look like a Legionnaire. If caught doing something against his oath or unbefitting of a Legionnaire, his primary course of action is to raise his hands, shrug, and say "Yeah, I confess." If he catches someone doing something particularly illicit, he'll quietly angle for how many septims they've got on 'em, see if they've got anything for the Tenth Divine to suck up, and if they do, "this never happened kemosabe." Needless to say, he's incredibly popular with any civilian population (and definitely the criminal element) of Firewatch, but his attitude and lax demeanor has finally gotten him suspended from active duty. Indeed, Dorian is determined to beat his superiors to the punch, as many of them believe he should be actively and dishonorably discharged. Indeed, a few have even raised the question that he was never really a Legionnaire at all. 
Weakness(es): Dorian throws himself into fights he knows ###### well he should lose, under the impression that the uncertainty makes it fun. Some would call this a deathwish. Dorian believes this is an actual fact of life, given that everyone he was tutored with as a kid feels the same way. It is not a fact of life. Please do not be like Dorian. In addition, the odd curse scar across his abdomen is prone to being torn open by the stresses of combat, and it starts out so minor that he won't even notice it until he's bathing or changing. If left unchecked long enough, though, it can become quite an issue. 
Biography: Dorian's alleged life story, though good enough to keep him in Firewatch for going on a year, so closely resembles something practiced and repeated during a long journey that it is almost certainly false. As such, it too bears no repeating here. What is known objectively is that he spent at least a good portion of his life in Cyrodiil - and, loathe as one is to take his word here, a telltale curse scar, prone to bleeding at the slightest provocation, across Dorian's navel hints towards some level of fighting as an adolescent in the Oblivion Crisis - before coming to Morrowind some time in the last year. He arrived at Firewatch with a set of Legionnaire armor and weaponry already procured, as well as a rudimentary rehearsal of the Imperial Oath already ready. He also had a transfer order from Cyrodiil with a recommendation by nine mid-ranking officers and minor Legates out of Cyrodiil. The authenticity of this went unquestioned until long after Dorian was embedded in the Firewatch hierarchy, when General Valerius received a fervent letter from a Cyrodiil bookkeeper who said that he was the brother of one of the Legate signatures, and that his brother could not possibly have authorized Dorian's transfer because he had died eleven years before in the Oblivion Crisis. A rudimentary search of census records indicated that the other eight signatures must also have been written by the reanimated bodies of these soldiers, because not a one of them had survived to see Mehrunes Dagon pushed back from Cyrodiil.
 
By then, however, it was too late; bereft of men, especially talented ones, Valerius allowed Dorian to stay on duty after it was decided that no potential assassin would be quite so brazen about being an underachieving tool. Eight months later, this act of "generosity" has found itself ill-founded, as Dorian's lapses in judgement and disrespect for the General and the Empire have finally found him actively suspended and, possibly, awaiting court martial. Which would only matter if he was a real Legionnaire.
 
Which he definitely is.
 

-Tyler

Edited by Aikuro Mikisugi

SAY IT ONE MORE TIME 

TELL ME WHAT IS ON YOUR MIND

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GM Profile


Name: Bites-His-Tail


 

Gender: Male

 

Age: Unknown(But appears to be around 35)

 

Race: Argonian

 

Appearance: Lean, strongly muscled body covered in black and red scales, with digitigrade legs ending in wicked talons. Face is vaguely dinosaurian,

with three large scars over the left side of his face, over his eye rests an Eyepatch. The other eye glows a fierce orange, like fire. A thick linen cloak covers his head and body,

and a fur collar wraps loosely around his neck. Elven Armor, though colored a dark onyx covers his chest arms and legs, and thick leather bracers with gloves cover his hands.

Custom made leather boots protet his feet while allowing full use of deadly taloned feet.

 

Imgur link to Character model the character was based on: http://imgur.com/a/pYbU5

 

Loyalties/factions: A veteran member of the Morag Tong, and proud Redoran Retainer. 

 

Abilities and Skills: minor metalworking and leather working, for small repairs on weapons and armor. Able to drink almost anyone under a table. Able to breathe water. Medicinal prowess enough to deal with moderate injuries.

 

Magic abilities: Power 1: Summon Frost Atronach

 

Weapons: The Vampire's knife, an enchanted Elven dagger that drains life energy from anyone struck by it transferring it to the wielder. This does not heal the wielder per se, but replenishes them in body and mind. 

A scimitar of silver specked Malachite, an elven wakizashi, and a longbow, in addition to fifteen arrows.

 

 

Personality: Humble and serious, he takes his job as Retainer and Assassin seriously, but is not above enjoying am evening at the corner club. Talks very little about his past. Tends to keep his left side facing a wall if he can help it.

 

Weaknesses: Shock affects him more than most, and his armor is susceptible to heavy crushing blows and the like. Left Eye is blind, and this can be taken advantage of.

 

Biography: Once a slave, Bites-His-Tail was raised on a muck farm, and acquired his name the way many Argonian children do: childhood habits. at the young age of eleven, his mother was raped and abused by the owner of the estate, and in a fit of rage,

the young Argonian tore his throat out with tooth and claw. He ran afterwards, fearing retribution and was not seen for many years afterwards. It was not until after the Nerevarine had disappeared that Bites-His-Tail re emerged to the world, and joined House Redoran

in the hopes of making a better future for himself. He faced discrimination at every turn, but proved loyal and a hard worker, making all the way to a full retainer. His skills became noticed by the Morag Tong, and he was soon a part of the prestigious assassin's guild.

He works now as a veteran recruiter and trainer for the Tong, and lives comfortably in the marshy areas near Ebonheart.

Edited by Chumpu

 

                                                                                                                                                       

                                                                                           The Unofficial Guide to TBRPG Combat!

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Name: Elianne (alias), Manirai Enturnabaelul (real name, known only to her)
Age: 43
Appearance: Elianne is of an average-height, curvy build kept in shape by constant exercise. Her skin is a rather dark shade of the typical Dunmer grey, and her reddish Dunmeri eyes seem even more pronounced on her complexion as a result. Her hair is a long mop of deep, deep red that cascades down her back; , she kinda looks like
this
Gender: Female
Race: Dunmer
Loyalties/Faction(s): Morag Tong, Ashlander (formerly)
Abilities and Skills: Elianne has particularly fast reflexes and is particularly well-skilled with using short weapons, from throwing knives to daggers.
Magical Abilities:
      Power 1:
Invisibility
Weapons: Typically on her body she always carries at least two daggers, concealed in different locations, usually the soles of her shoes. When wearing her Morag Tong armour, she can also make use of the wristblades installed within it.
Equipment: Elianne owns a set of light armour optimised for Morag Tong operatives to wear under their normal clothing. The armour is packed with two extendable wristblades and a face mask to conceal identity when necessary; however, she only uses it in the most dangerous or the most violent of missions, so most of the time her armour remains kept somewhere distant, yet safe.
Personality: Although she is quiet and definitely tends /away/ from the 'talkative' side, it is not because of shyness. Elianne's temper is actually relatively short, and she's been known to blow a fuse here and there; the reason why she doesn't talk much, except with those she trusts, is because she doesn't much want to. But if you're looking for a great friend who will never betray you - you won't find any better than her.
Weakness(es): Elianne can't handle heat well. For some peculiar reason. And she also comes down with a huge allergy to pollen in spring.
Biography: Born in the year 401 of the Third Era, in the Ahemmusa Tribe of the Ashlanders, Elianne's youth was spent in the peaceful plain of the Grazelands, in eastern Vvardenfell not far from the village of Vos. Although her childhood was a relatively happy one, surrounded by her tribe, her parents, and her brother, everything changed in 3E 414, when the ancient ban on trade and settlement in Vvardenfell was revoked, opening the island to Imperial and Great House colonists. The newly-appointed tax officer at Vos, Reman Attius, was a man of a quite legalistic mindset unused to the special status of the Ashlander tribes, and attempted to extract a tax from the Ahemmusa, a tax they refused to pay. When he came back with a troop of legionnaires, the tribe and the troops had an argument and swords were drawn; in the ensuing skirmish, the taxman and his men were driven off, but young Manirai's parents were killed. Her brother, Zairan, left the tribe to seek revenge, and Elianne never saw him again.

Now adopted by the clan's wise woman, Sinnammu Mirpal, Manirai showed a talent for herbalism and for the lore of the ancestors, and was groomed to eventually succeed Mirpal in that role. However, as she grew, the girl started growing uneasy with the quiet life of the Ahemmusa. It was in 3E 420 that Manirai's life would essentially change once again: after an unfortunate drunken fling with a Telvanni retainer in Vos that escalated to involve her being framed for the killings of a couple of town guards, she was forced to flee the Grazelands so as to avoid retribution being issued against her tribe. No information of any sort can be garnered about a Manirai Enturnabaelul from that point onward; and Elianne does not talk, even to her closest friends, of how she spent the next six years, aside from vague mentions of wandering the ashlands and studying the ways of the Great Houses.

She resurfaced in 3E 426, during the anti-tax uprising in Balmora, now calling herself Elianne, a name of mainstream Dunmer origin. Although she did not participate in the unsuccessful rebellion, somehow she fell in with an underground group associated with a cult of Mephala formed in its aftermath; this movement called for the abolition of Imperial rule over Morrowind, the "driving of the false gods from Resdayn", and the establishment of a theocratic state based around the worship of Mephala. Although Elianne by no means shared the cult's ideals and mostly joined due to a misplaced search for the sort of community she had in her tribe, the cult, despite its rapid disintegration soon after being formed, left her with a sole legacy: during a religious rite, she successfully communed with Mephala, hearing the goddess's voice speak to her and henceforth becoming a committed worshipper of the daedric prince.

It was then perhaps unsurprising for Elianne to seek out the Morag Tong, who celebrated murder in that precise goddess's name; she travelled first to Vivec, where she sought out the Tong's hidden base and was admitted into that secretive organization, and then to the mainland, to Mournhold, for training. The skills she'd honed in her years in the ashlands came particularly in hand; but her superiors found it difficult to deal with certain issues, the most important of which was the fact that she could not seem to distance herself from her missions. It wasn't even her frequent self-questioning that was the problem; in the Tong, moral qualms or conflicting loyalties would be resolved pragmatically, by choosing different members for the mission without punishment or prejudice. The problem lied in the fact that Elianne would often let her anger and temper get in the way of a mission; she'd cause especially big problems when dealing with targets whose backgrounds, or previous actions, or behaviour would infuriate her, causing her to make sometimes even critical mistakes. Although this has caused some conflict with her fellow operatives and some stress on mission success, gradually, over the years, Elianne learned to blunt herself, and restrain her anger.


Name: Mathyn Llethri
Age: 29
Appearance: Tall, lanky and lithe, Mathyn is something of an archetype of a Dunmer male. With a light-ish shade of grey skin and dark black, spiky hair, Mathyn often appears more like a bard than a noble of House Redoran.
Gender: Male
Race: Dunmer
Loyalties/Faction(s): Great House Redoran
Abilities and Skills: Mathyn is primarily skilled with two things: the pen and the sword. Although he is by no means the finest swordsman in the land, he can sure leave a nasty fatal blow where it counts; and on the flipside, he is a remarkable diplomat, aided by the fact that he has an overall pretty likable personality and rarely offends people.
Magical Abilities: N/A
Weapons: Malachite longsword and bow; Mathyn generally favours the longsword, however.
Equipment: Mathyn generally wears a set of bonemold armour when in battle or similar circumstances. He also tends to nearly always wear his amulet of Azura; for unclear reasons, as although he does venerate the Goddess of Dawn and Dusk in theory, he does not seem to be a particularly devout worshipper.
Personality: Particularly fascinatingly for a Dunmeri lord, Mathyn does not particularly find himself interested in politics quite as much as one might think. Although he has his opinions on many a matter, he does not aspire to find himself on the House Redoran Council, or, Azura forbid, find himself as leader of the House; fittingly for a Redoran, he does value his responsibilities, but perhaps untraditionally, he has a lighthearted outlook on life, likes a good conversation, and does not seek conflict. This does not mean that he particularly avoids standing his ground when necessary; this merely means that he takes a more diplomatic approach to matters than many others, and this is appreciated quite a fair bit by his compatriots in the Great House, who use his diplomatic skills to great effect.
Weakness(es): Mathyn isn't particularly tough; he can't take sustained repeated attacks as much as some.
Biography: Born in 3E 415 in Cormaris, a small town not far from Blacklight, to Fevyn Llethri, a noble of House Redoran, and his wife Galeri, Mathyn had grown up in a turbulent age to say the least. Although his childhood was relatively comfortable as the son of a Redoran noble, two main events hit him and his family relatively early on and quite traumatically at that: the Kin-Strife of 3E 431 and the Oblivion Crisis.

The Kin-Strife was a brief period of civil war in Morrowind during the reign of King Helseth, the Hlaalu viceroy of the Emperor Uriel Septim VII. After the death of the gods Almalexia and Sotha Sil, Helseth was left as the sole true power in most of Morrowind; the Hlaalu were challenged in this, however, by the Redoran and Indoril, who were set against the Hlaalu in a bloody civil war. However, due to House Dres forming an alliance with the Hlaalu and the anti-Helseth coalition's failure to cooperate, House Redoran suffered many crushing defeats. In late 3E 431, Helseth's forces, marching on Blacklight, sacked Cormaris; Mathyn fled the town with his father, but his mother Galeri vanished in the chaos. When the Llethri family returned to Cormaris after the end of the Kin-Strife, all that was found of her was a few personal items left behind in the family manor. It was also around then that his father agreed on a deal with another influential Redoran noble, Nalvyna Retheran, to employ the sixteen-year-old Mathyn as her retainer.

It was thus that when the Oblivion Crisis struck, Mathyn, with his guardian Nalvyna, was far away from his old home at Cormaris; Nalvyna's residence was, as then-representative of the Redoran to the king, in Mournhold, which avoided being hit particularly bad by the Crisis. However, Mathyn's father Fevyn was then visiting relatives in Ald'ruhn, which the Daedra hordes tragically sacked; Fevyn Llethri was also among the casualties. The eighteen-year-old Mathyn had thus lost both parents, acquiring the Llethri manor in Cormaris as inheritance; suddenly transforming him from a retainer into a landowner. Coping with the new responsibilities has taken its toll on Mathyn; the young Redoran's rather lighthearted attitude towards life has helped in surprising ways, however. For example, it allowed to establish rather friendly relationships with his servants and newly-found retainers as Lord of Cormaris, especially with his finest advisor, Hetman Lythandas, who was happy, in his role as hetman, to take over most of the more managerial functions of the Llethri manor.

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First player!

 

Name: Eponine Faircroft

Age: 26

Gender: Female

Race: Breton

 

Appearance: Eponine is taller than the average Breton female, has medium-tanned skin for one, brown hair and green eyes. She has a notable scar on her right knee, but it's never proved to be an issue.

 

Loyalties/Faction(s): Former Dark Brotherhood assassin, now attempting to join the Morag Tong.

Abilities and Skills: Eponine is a great thief and assassin, good with swords, crossbows, fingersmithing and sneaking about. She also has some skill in freerunning, but isn't great at it.

Magical Abilities: Illusion
      Power 1: Invisibility: Allows the user to turn almost completely invisible for one minute. It is mostly effective if the caster is completely hidden from view before they cast the spell. Casting invisibility while they are being watched will make it easier for targets to spot the caster. Any offensive action (either towards the caster or from the caster) will disrupt the spell and turn the caster visible again.

Weapons: Eponine carries around a steel kopis as well as a crossbow with iron and steel bolts.

Equipment: She wears Dark Brotherhood armor (Skyrim-style, without logo) with the red parts dyed to be black, along with a hood and cowl as well as a small pendant.

Personality: Eponine is snarky, rather uncomfortable in social situations, but is loyal to her friends and family. She has a deep distrust of religious institutions.

Weakness(es): Eponine isn't particularly strong, nor is she sociable. She's also not a particularly great mage, and she has severe daedrophobia, though only towards the more monstrous and less human ones.

Biography: Eponine grew up in a small city on the Iliac Bay. When she was 14, the town was taken over by a corrupt clergyman named Gaius Mede. She broke into the temple, attempting to find evidence to put him away. Instead, however, she was attacked and had to kill the clergyman. Hoping no one would realize it was her, she left the body behind and ran back home. Everything was fine for another 3 years, until she was abducted by the Dark Brotherhood. The clergyman was a mark, and Eponine had stolen the kill. Thankfully for her, they instead offered Eponine a job, which she accepted.

 

When the Brotherhood back to lose ground, they slowly but surely became more and more vicious and desperate. Fearing that the Brotherhood she knew was gone, she ran away, hoping to find some way to legitimize herself. Catching word of the infamous Morag Tong, she set out to find them and join them. Of course, that would mean travelling to Morrowind.

Edited by IcarusBen

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Name: Artas Oscarsson

Age: 33

Appearance: Plain, albeit scarred face. Big everything else, in accordance with the nordic stereotype. Tall and muscular, short-cropped brown hair and steel-colored eyes. Commonly wears a pensive frown, and is a very calm and reserved figure.

Gender: Male

Race: Nord

Loyalties/Faction(s): The remains of his old band of men-at-arms that survived a giant attack. Said band is pretty much entirely located in Skyrim, and retired. So basically himself.

Abilities and Skills: Skilled and experienced fighter, enough to remain reasonably capable even when deprived of one working arm. Unbreakable Will. Has a knack for healing his injuries mid-battle, inspires allies and willing to hold the line for them.

Magical Abilities: (refer to the Staff Guide to Magic)

      Power 1: Heal Self

Weapons: An old Nordic Hero-styled Greatsword, an excellent tool for cleaving and slashing and smashing. In good upkeep.

Equipment: Well-traveled and well-kept steel plate armor, sans helmet. Torn and ragged brown half-cloak, always covering his broken arm. Several bags of noticeably high quality.

Personality: Good-natured, kind, and not entirely immoral, his quiet and world-weary demeanor often serves as a veneer to mask these qualities. Can inspire confidence in allies with his resolute will to strive on in the face of danger and despair, and is even willing to die for what he feels a good enough cause. Bit of a protective streak.

Weakness(es): Has one freakin' arm. Seriously, the other's completely shot and never dealed right. He can twitch the fingers on a good day.

Biography: A wandering man-at-arms hailing from Skyrim. Formerly a member of a mercenary band that was forced to dissolve after a pair of giants attacked their camp for some unknown reason, killing most of the members and irreversibly crippling Artas's left arm by essentially reducing the bone to dust. Unable to tear himself from his wanderlust and feeling fighting was all he knew, he continued to travel, eventually finding himself in Morrowind, immersed in a conflict going way over his head and on the lookout, constantly, for Cliff Racers.

Edited by Tsumugu Kinagise

helo frens

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Dov's asleep right now, so I might as well get my half of the approvals out of the way.

@Eponine: Approved, but be mindful that video game logic doesn't exactly apply. Guards are going to be suspicious of that Dark Brotherhood armor.

Approval redacted. The Dark Brotherhood does not have a presence within Morrowind at this time, hence why we listed the Morag Tong as an Assassins' Guild and not them.

@Artas: Looks good, but, from the Staff Guide to Magic:
 

Unless the player specifically denotes their character as being a necromancer, wizard, witch, or sorcerer, they may only start with ONE ability...

 

This may change in the future, but we'd like to keep it this way for now to see how people with magical powers interact with each other. We'd rather give you more power later than have to take it away.

Edited by Perplexed
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aight that's one Artas Approval from me


@Eponine: Approved, but be mindful that video game logic doesn't exactly apply. Guards are going to be suspicious of that Dark Brotherhood armor.

Approval redacted. The Dark Brotherhood does not have a presence within Morrowind at this time, hence why we listed the Morag Tong as an Assassins' Guild and not them.

 

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Dov's asleep right now, so I might as well get my half of the approvals out of the way.

@Eponine: Approved, but be mindful that video game logic doesn't exactly apply. Guards are going to be suspicious of that Dark Brotherhood armor.

@Artas: Looks good, but, from the Staff Guide to Magic:

 

 

Unless the player specifically denotes their character as being a necromancer, wizard, witch, or sorcerer, they may only start with ONE ability...

 

This may change in the future, but we'd like to keep it this way for now to see how people with magical powers interact with each other. We'd rather give you more power later than have to take it away.[/size]

If I change it to a green instead of red color, will guards be less suspicious?

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I just redacted my Approval of Eponine for the time being.

No, only their HQ was taken out. Considering their ties with House Hlaalu and their annoying persistence, it's very possible they could've sent a couples of agents.

 

If it's really that big a deal, I'll have her no longer be part of the DB.

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Their 'ties' were a single contract, to kill the Nerevarine.

 

The Dark Brotherhood doesn't have an established presence in Morrowind.

 

Beyond that, around this time the Brotherhood began to diminish in size in general, so there would be no reason to be in Morrowind anyway.

 

That said, if you want an assassin character, I'm sure the Morag Tong can set you up nicely. Plus, they have the advantage of being legal.

 

                                                                                                                                                       

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I could go for that. Would they accept an Argonian?

Yeah I don't know jack about Elder Scrolls other than I own two games and neither wanted to work on my computer... Oh and this would be my character..
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Edited by Prowl Nightwolf

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Considering one of our GM characters is the recruiter for them, and happens to be an Argonian?

 

EDIT: that came out a bit more snarky than intended. The answer is yes.

Edited by Chumpu

 

                                                                                                                                                       

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I seen the GM Profile for an Argonian but with my 0% knowledge of the lore I must have missed that part. Anyway would that be a yes then? It will give me something to go off of for background or biography for my character. I have a question though. The data states you have to be a caster to have more than one magical ability but there is no class in the template. Also in regards to species natural abilities that are also spells. AKA Argonian's water breathing, would they be able to have that as a standard ability since it is racial? Or if I picked a different one such a the stealth then my character basically would drown? Wasn't really looking for a caster class this time around. Thinking more stealth ranger type. So Bows daggers you know silent killing techniques...

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Argonian water breathing is only a spell in gaming mechanics. In lore, and this game, it's a natural trait that all Argonians are born with. So yeah, it doesn't count among the spells, don't worry.

 

Although this does not apply to all cases. Dunmer racial skills, for example, in the games are generally very obviously spells, like Skyrim's ring of fire and Morrowind's Ancestor Guardian. So as far as racial traits go, it's a case-by-case basis to see which ones realistically belong to every member of the species and which ones Bethesda just dumped on them in one game or other to give them free bonuses.

 

Also, Artas approved.

-Dovydas

Edited by Albannach
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Yeah, no worries; abilities like Argonian water breathing are clearly related to their biology and apply to all members of the race, whereas Voice of the Emperor was very much a gameplay, not lore, thing.

 

Also, first approval for Eponine. Friendly reminder: one more to go from one of the other GMs. :)

-Dovydas

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You don't just.... find the Morag Tong.

 

                                                                                                                                                       

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Name: Kelh

 

Age: 36. He considers himself to be in the prime of his life.

 

Appearance: Kelh is of average height for a Bosmer (in other words, a good few inches shorter than the average human male) and lean build. His skin is the warm, light colour of honey and his large almond-shaped eyes are like spheres of dark amber. His hair, which he wears swept back over his head and just shy of shoulder-length, is a snowy white despite his youth: this is a trait that runs back generations in his family, and is one of the mainstays of their traditional (and rather tenuous) claim to have Snow Elf blood. Facially he has a sharp kind of handsomeness, neither rugged nor a prettyboy: his face leaps out strikingly in high cheekbones and sharp eyebrows, then tapers down via smooth clean-shaven cheeks and a well-formed nose to a slender jaw and subtle chin. A small scar flecks his right cheekbone, and the story of how he got it is rarely the same between tellings. (Pretty much this.)

 

Gender: Male

 

Race: Bosmer (Wood Elf)

 

Loyalties/Faction(s): Mostly just Kelh. He does have ties to the Skyrim chapter of the Thieves' Guild without actually being a member, and has a number of contacts both in that province and back home in Valenwood, but generally has no allegiance and isn't looking for one. Having only just arrived in Morrowind, however, it's possible that may change.

Abilities and Skills: Kelh's most valuable abilities are those of the archetypal thief: he excels at making himself unseen (or better yet, seen but unnoticed), his fingers are quick and clever making him adept at picking locks and pockets, and he has a silver tongue that is made even more persuasive by the use of magic (see below). He is fast and agile, skilled at climbing and free-running.

 

In a fight he relies on out-maneuvring opponents, dodging and parrying attacks rather than clashing with them head-on, but where he can he often prefers to strike from the shadows or otherwise bypass open combat. The Bosmer art of marksmanship is also alive and well in Kelh, and he is an excellent shot with a bow or crossbow even when moving.

 

Growing up, Kelh was trained in the techniques of his family's leather-working trade, which he still uses on occasion when his apparel is in need of repairs or replacements, as well as the traditional Bosmer skills of carving, fletching, tracking and hunting, and other woodsman's lore (and he has the gift with animals common among his people). He has a little knowledge of alchemy, enough to brew a healing potion or a poison, but more advanced potions are beyond him.

 

Magical Abilities:

  • Power 1: Charm

Weapons:

  • Two steel dirks of traditional Bosmer make, used as daggers for sneak attacks or dual-wielded in open combat. Worn sheathed on his belt at either hip.
  • A composite bow, of middling size, also of Bosmer craftsmanship. Worn slung at his back along with a quiver of arrows.
  • A steel-prodded crossbow of Skyrim origin, with typical Nordic designs cast into the metal. Worn slung at his back, with bolts in a quiver at his belt. (Note: Kelh tends to carry only one ranged weapon at a time: see Equipment)
  • A small knife, kept in a hidden sheath in his left boot.

Equipment:

  • A set of light leather armour. It consists of a boiled leather cuirass, bracers, and shoulder and knee pads, all of which bear graceful etchings of a Bosmer filigree design that evokes leaves or vines. Under these he wears a tunic and trousers of dark unboiled leather, which still afford some protection while allowing for unrestricted movement. His apparel also includes a pair of leather boots that reach almost to the knee, a short black shoulder-cape, and a leather patterned hood and mask of black cloth. He keeps a small knife in his left boot and three spare lockpicks in his right. (See these screenshots for reference.)
  • A belt with several pouches, in which Kelh keeps his gold, lockpicks and small writing supplies, and in which he stashes any stolen items that are small enough. It also incorporates a vial holder with space for three potions (currently containing one Healing, one Poison, one Invisibility, and generally hidden beneath his shoulder-cape), sheath-buckles, and a quiver for crossbow bolts.
  • A leather holdall, in which Kelh keeps pretty much all of his worldly possessions. He carries it when travelling, but otherwise stows it somewhere safe and/or hidden to avoid its encumbrance. It contains: either his bow and arrows or his crossbow and bolts, and spare ammunition for both; a coil of rope with a small grappling hook; any gold Kelh isn't carrying on his person; a small whetstone; a spare knife; a couple of flasks, one containing water and the other oil; a torch; a simple sewing kit; a set of casual clothes (or his armour, if he's wearing these); any provisions he's carrying for the road; and any recently-stolen goods.

Personality: Kelh is a somewhat ambiguous individual. He is at the same time relaxed and alert, self-confident and guarded, carefree and cautious. He is sharp-witted, garrulous in conversation, quick to laugh and joke, and also quick to try and get under others' skin though apparently impervious to such goading himself. He has a curious approach to morality as well: despite his general disregard for the law and penchant for stealing anything that isn't nailed down, he shows a somewhat incongruous respect for the rights of others (at least, some of them—ones that don't involve property) and thus a disdain for bandits, assassins, murderers, slavers, and even other thieves that don't share his modus operandi. Kelh considers stealing an art: being noticed at all is a failure, getting caught is shameful, and killing your mark is unacceptable.

 

He approaches friendships in a similarly odd fashion: he may like someone, be on the best of terms with them, trust them with his life...and still rob them blind the moment their back is turned. Kelh doesn't seem to consider stealing a mark of contempt: you might say he's something of an equal opportunities robber. He's just doing what he does best. Got to keep his skills sharp, y'know? Nothing personal.

 

Of course, sometimes it is personal...but in those cases, Kelh's mischievous mind tends to cook up something far more exciting than the simple removal of valuables. He seems to actively enjoy taking risks: it's the challenge that he enjoys, and the thrill of success, not the material reward. Perhaps it's for this reason that he will sometimes seem to actually go out of his way to ###### off dangerous people. Although his petty thefts are generally off-the-hoof, spur-of the moment undertakings, when Kelh does plan he does so cunningly and meticulously. His major heists have rarely failed.

 

Even his accent is hard to pin down. It seems to fluctuate between the local dialect of the part of Valenwood where he grew up (Estuary English) and a Nordic dialect heard most commonly in Skyrim's Rift (Scottish).

 

Kelh doesn't worship any entity per se. His attitudes to the Nine Divines vary from vague respect to indifference. He seems to give the Daedric Princes a little more attention, if only because of their more tangible presence in Tamriel: some of them he generally respects and some he is ambivalent about, but there are a few that he actively dislikes. He does still wear an amulet of Y'ffre and will sometimes say a word of two of prayer to the Bosmer deity, apparently in earnest.

Weakness(es): Simply put, he's squishy. Kelh may be as slippery as a fish, but if you can pin him down he can't take a lot of punishment. His is a fast-twitch strength, meant for sprinting and dodging, not for blocking blows. Without mobility or the element of surprise, he makes for a vulnerable target.

 

In addition, a bad case of Ataxia in conjunction with the Rattles a few years ago (Kelh blames this unusually strong combination of maladies on his having had a drink with an alchemist he'd robbed the previous week) has left him with a curious sensitivity to paralysis. Be it a spell, an enchantment or a poison, anything that paralyses its victim will affect Kelh more severely than most. He will remain immobilised for greater length of time, and will still feel its effects for a while after it ought to have completely worn off, in the form of muscle spasms, lingering numbness and hampered coordination, all of which take time to fade. No healer he has found has been able to cure this condition, though one wizard theorised that the combined diseases might have weakened his nervous system in some way.

 

Being a new arrival in Morrowind, and never really one for detailed study, Kelh's knowledge of the Dunmer and their ways is generally rudimentary. It's quite possible that this ignorance might get him into trouble.

Biography: Kelh was born into a small family of leatherworkers in a clanhouse-town in eastern Greenshade. He was taught the family's trade from a young age, first helping with the tanning and boiling and fetching things in the workshop, and later learning the techniques of cutting and shaping the leather, layering it, attaching straps and buckles and all the trimming that turned a piece of tanned hide into something that could keep a man's feet dry in a midsummer flood or save his life from the fangs of a Senche-Tiger.

 

Though he showed both aptitude for his family's craft and talent for the Bosmer ways of tracking and hunting (such that there was more than one argument between his family and the clan's hunting band over which profession the young elf would go into when he came of age), Kelh left Valenwood shortly before his nineteenth birthday, passing through Cyrodiil and eventually making his way to the other side of the Empire: Skyrim. He said their little world of trees and brush was too small for him: he wanted to see other lands, walk among thousands of people on the streets of great cities. But after he had gone, his parents maintained wistfully that it had been more than that: that it was their family's purported Snow Elf blood, calling him north to the land of pines and ice and mountains.

 

When Kelh acquired his appetite for thievery is unclear. He seems to have settled into the life of a thief as easily as if he had always been one, like slipping on a well-worn shoe. His work took him across all the nine Holds, and even into High Rock, Hammerfell and Cyrodiil on occasion (though never Morrowind). He walked the grands streets of Ysgramor's city and the dank warrens of the Ratway, wandered the forest trails of Falkreath and climbed the Seven Thousand Steps of the Throat of the World. He made a name for himself with the Thieves' Guild and provoked the ire of powerful people. And he stole lots and lots of shiny things.

 

Now, after an unfortunate incident in Windhelm, Kelh has fled through the Dunmeth Pass and into Morrowind. Currently going by the alias of an explorer of Dwemer ruins and purveyor of their artefacts (not entirely untrue) known as 'Aspen', his journey into the land of the Dunmer has begun.

 

EDIT: ...welp. That ended up rather longer than I'd intended.

 

EDIT 2: Replaced the appearance link with the intended one.

Edited by Ghosthands
  • Upvote 3

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Kelh approved x0

 

EDIT: Well, I apparently don't have approval power. 

Edited by Chumpu
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Name: Delwyn Aodh

Age: 28
Appearance: Slender and youthful looking, about 170cm and 68kg. With hair, eyes and skin that are fair for a Breton. Those factors, combined with his modestly chiseled
physique, perpetually closed (?) eyes and typically half-smiling face make him more than a little bit of a foxish pretty boy. He's more than a little elvish looking too, mainly in his face (ears) and gait

Gender: Male

Race: Breton

Loyalties/Faction(s): Has a few childhood friends and contacts in House Redoran and a estranged brother in the Thieve's Guild, but no hard ties to either of them
Abilities and Skills: A skilled hunter, trapper, survivalist and all around outdoors man
. He prides himself on his arrow making and leather working skills, being more than capable of making, repairing and maintaining his primary equipment. Not too shabby with a forge and anvil either, that of course requiring materials and facilities he isn't likely to have in a pinch. Skilled with his spear, longbow and (specifically levitation) magic. Still getting the hang of the crossbow, destruction magic and swordplay

Magical Abilities:

  •       Power 1: Levitation
  •       Power 2: Cast Lightning Bolt

Weapons:

  • A winged spear, totaling 200cm in length and collapsible at the halfway point for storage and travel
  • Standard longbow and fifteen arrows
  • Short sword carried at his hip
  • Standard crossbow and fifteen bolts (Not carried with him, hidden in a barrel near his mother's home in Blacklight)

Equipment: 

  • Leather Satchel with basic equipment for aforementioned arrow making and leather working
  • Grey traveling garb and hooded cloak
  • Leather armor, no longer light armor as he has stitched thicker pieces of leather, chainmail or steel scale into more vulnerable areas such as the torso, groin and over major arteries and muscle groups
  • Large carrying case, more of a full on backpack at this point, for his bow, collapsible polearm and arrows. Quite fashionable in it's bulkiness
  • Belt with three pouches for knick knacks

Personality: Generally a nice guy. Basically embodies the chaotic good rogue archetype, all the way from his trickster tendencies to his heart of gold hidden behind quips and snarks. Deeper personality traits are unexplored as of yet due to third person and unreliable narration

Weakness(es): Tough for his size, but when you're a small guy, that isn't saying much. He relies on keeping targets at a distance with his bow, magic bolts and spear or using diversionary tactics to make up for his below average strength and skill in close combat. Not fond or adapted to temperature extremes. Last but not least, his magical endurance with destruction spells is low

Biography: Delwyn hails from Blacklight, his family having immigrated from Cyrodiil in the third age, seeking new opportunities and a little adventure. For a time they prospered, but war and natural calamity have left his family and fortunes scattered. An older brother in the thieve's guild, his widowed mother and older sister in Blacklight's seedy favela town and his father dead. After the events of the Red Year and concurrent war, he became a bit of a wanderer. Casting himself as a traveling merchant, hunter or monk if pressed, but honestly not quite sure how to progress in life past basic and short-term survival. A mage by way of tradition in his family, though he isn't very skilled with anything but Alteration and specifically, Levitation.

Edited by Kaneo Takarada

...but close to it

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Ok so I am workin on my profile to post and I thought I would skim through the Lore post to see what it held for backstory data. Well I started clicking on the links that correspond to the creatures and I have to ask... What the Slagging Pit is going on here. What planet is this game on because these look way alien...

 

Anyway are pets allowed? Prowl wants him a mutt or something to travel along with him. Is that a thing in Elder Scrolls? I mean I know there was a Murloc looking thing in the Special Edition of the Online version. But otherwise?

"A stranger will always be a stranger unless you give them a chance."

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Mundus is a weird place.

Understatement much? I was expecting some form of ancient lizards, maybe a tiger creature of sorts, giant bugs. You know something you might find on a mytical plane. Not floating squid creatures from Outland... Sorry, World of Warcraft is the only fantasy game I've played recently. Don't remember anything like that in my times paying CHAMPIONS: Realms or Return to Arms. So it was a bit of a shock...

"A stranger will always be a stranger unless you give them a chance."

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for the sake of having some occasional evil fun? 

 

 

 

 

 

 

 

 

We might have a few cliff racers hidden away somewhere

 

 

 

 

 

 

 

 

(no but seriously those things how could we even be so cruel as to unleash those monstrosities upon you as players.)

 

                                                                                                                                                       

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Ok so what is so bad about these cliff racers that it would be punishment to enlist them upon the player base at large?

"A stranger will always be a stranger unless you give them a chance."

:m_p: :r: :m_o: :w: :l:    :n: :i: :g: :h: :t: :w: :m_o: :l: :f:

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(no but seriously ###### those things how could we even be so cruel as to unleash those monstrosities upon you as players.)

 

 

Is it not the GM's solemn duty to challenge players, in order to make the game more interesting for them? 

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