Alinor's Scoundrels
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The Setting and Timeline:
We live a time of political change, where looking back at the recent history remains a thick fog of uncertainty when predicting the future. The fourth era is a young one still, but has been a turmoil of intrigues, natural disasters, wars, alliances and betrayals. The third century has brought a time of almost thoughtful silence upon the provinces of Tamriel, the Great War having ended 4E 175 in the peace treaty known as the White-Gold Concordat, and further still with the Second Treaty of Stros M'Kai in 4E 180. Wars continued to be fought, but no longer in the grand scale it once had. Even Skyrim's civil war has boiled down to a Stormcloak victory, following the leadership of Ulfric, whose voice proved invaluable on the field of battle.
The year is now 4E 212, the wounds of war finally healing between regions. Dragons have been hunted back into hiding and now provide merely a terrifying, yet rare, fright to daring adventurers across Tamriel. With a single unanimous enemy to fight, the scars of battle have been, if not forgotten, at least forgiven to a degree.
And so it is, that out of all the regions to suggest a festivity, the elves of Summerset Isle, known as Alinor ever since the Thalmor renamed the Isle in 4E 22, are the ones who have summoned figures from all across Tamriel to attend a grand commemoration in honor of the battles fought, at the capital city of Alinor, also called Alinor. Not everyone accepted the invitation, but those were in a minority. People of high, or very high importance join in this one month long celebration of peace, drinking to the bright future of them all. The ones who can change the fate of Tamriel all sharing their thoughts in the glass halls of Alinor's castle, a privilege in and of itself only adding to the curiosity of the people invited. Who'd want to miss a celebration like this?
While the royalties of every known province share a laughter, some guests aren't as easily satisfied. While the wine might flow free, it is hardly enough for those looking for a taste of the exotic. Alinor might be willing to provide the grandest of festivities of the third century, but within reason and restriction. The highly different laws of Tamriel clash and so the taste for finer substances has been prohibited, with measures to keep it so taken. But the demand is high and where there's a will, there's a way. The best of the best gather to enjoy the rich and generous hands gathered at Alinor's court, bringing the life to the party for guests with special needs. Opportunists with less skill also see a chance for great profit and so the commemoration is a gold mine for those willing to take the risk. You are no exception; the lucrative pay has you intrigued right from the start, and the chance to see Alinor for yourself is only an added bonus. You're eager to accept the offer, unknowing that you'll get more than you bargained for...
Welcome to Alinor's Scoundrels!
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GM: Gorbad
co-GM: AyumiFan
Player number in the RP: 4. (consist of GM, co-GM and two lucky/unlucky bastards).
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Looking for RPers who: Can stay with an RP for a year, and know they have the time for it. Having the time for it means you can read what others post at all times, and can get a reply of your own up once a week or so, most of the time.
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Rules:
Standard rules for RPs apply. (no godlike characters, no character-controlling without asking first, remember to have fun... you know the drill!)
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What is the Summerset Isle (Alinor), and it's capital Alinor, like?
Map: http://images.uesp.net/c/c9/Summerset_Isle_map_Oblivion.jpg
The capital city of Alinor, Alinor, is on the western coast of the Isle. Gazing out at the Ocean to the west reveals no land for as far as the eye can see, a deep blue sea surrounds the coastline, with beautiful white sand, like fine dust, separating the colorful greenery and the ocean. In the light of the sun, the coast sparkles with a beautiful glow and in the night, the sand seems to glow by itself, a dull white light seemingly seeping up from underneath the sand.
The traditional Social Classes have been hidden from the sight of the guests. You will see no enslaved goblins in the halls of the castle at the time of the festivities, for it has all been made less alien for the guests at the party. Should one venture away from the castle, however, the sights of everyday life at Alinor would reveal itself.
The housing of the High Elves is built upon the once dominant coral ruins of the Sloads, only visible at the less populated regions of Alinor. Colorful greenery surround the city, every High Elf of importance growing their personal garden of a hundred different flowers. The buildings are carved gracefully from all sorts of material, yet all have one thing in common: They show no roughness, every surface polished as beautiful and smooth as the skin of the women of Alinor. The houses nearest the court of Alinor share the beauty and design of the castle, high towers chasing the sun in an effort to catch it's light, reflected down upon the city by the glass they're made of, splitting into all colors of the spectrum. The castle, whose towers spiral the highest of them all, is equally impressive underground as it is above, the light of the sun reaching even the furthest of corners below the earth with a healthy shine. The higher you climb, the more split the castle becomes, separating itself into smaller and smaller towers. With each step, the purity of the glass is increased, until an untrained mind would think he's walking on thin air. Indeed, traversing the towers high enough without magic as guidance would be a fool's errand at best.
At the ground level, vast halls welcome guests to a beautifully crafted masterpiece of a room, high to roof. Mighty glass pillars serving as roots for the towers pierce the hall, wider than six men in row, yet in the scale of the room, the pillars' massive width seem dwarfed. Marble, black and ivory, form the foundation of the castle together with the ever-present glass. The walls, roof and floor of all layers on the ground-level and below are mostly marble, clinging onto the spirals of glass with an admirable determination. A window in the walls reveals not always the outside air, but sometimes a veil of glass instead, a reminder that every inch of the castle is connected to its glass foundation. No lanterns are needed, for the glass captures the rays of sun, giving each room a unique shine in the day. Magical lights are lit in the night above each tower, spiraling the softer light into the halls below, giving the place an eternal glow.
Yet, despite the truly magnificent and outlandish design, the castle of Alinor feels much like any court in Tamriel. Wooden furniture, huge carpets, numerous paintings all help to give it a familiar warmth. In many a corridor, the only details separating it from another castle in another province, is the sprinkles of glass in the design that seep light into the rooms. Everywhere the eye can see, there are tables with refreshments, benches, stools and couches to sit on and gather around and has a homely feel that might be unexpected for a place as foreign as Alinor.
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Who is your character?
As a smuggler, thief or opportunist of other sorts, you have accepted the employment of a High Elf named Fayan, whose clients are willing to pay for a taste of the exotic. Fayan has the goods and you have been hired because you have the means. Slipping into the court of Alinor with a package of Moon Sugar, a bottle of Skooma, a flask of Hist Sap or any one of the numerous magically produced substances native to Summerset Isle with unpronounceable names, is no easy task. But the pay is worth it, no doubt, for the guests are rich and willing to pay.
Fayan has specifically chosen you for the task, and others of a similar prowess. In doing so, he has also created an identity for you, giving you a reason to be at the commemoration should questions be asked.
Character-sheet, explanations and limitations:
You need to create both a character, and an alternative identity for him/her. What gives him/her the right to walk in the halls of Alinor? The background for the alternative identity must be one that makes sense for the race you choose, even though the character can be born and raised anywhere in Tamriel.
Unlike most RPs, the characters for this must be of a specific race, one of the following: Nord, Redguard, Breton, Dark Elf, Argonian or Orc. Fayan, your employer, is only going to recruit someone of those races. He cannot risk bringing it to the attention of anyone connected to the Aldmeri Dominion and revealing his operation, ruling out High Elves, Wood Elves and Khajiit. And Imperials have left a lasting mark on Fayan, for he does not trust them to do even the simplest of tasks.
Name: The full name of your character, and what he/she's called.
Age: Be realistic, still, preferably some young and in an adventure seeking age.
Race: (Nord, Redguard, Breton, Dark Elf, Argonian or Orc).
Gender: Male/Female
Height: How tall is he/she?
Birthsign: What sign were they born under?
Appearance: How does he/she look? Describe facial features, body build, hair color, etc. Keep in mind the setting: A fine court, so look as good as possible. (No leaves in your hair, or food in the beard.)
Class: In one or two words, what would you sum up your character's skill-set to boil down to?
Skills and known spell-effects (if any): What talents and knowledge has your character learned?
Clothing: The court demands fine clothing. What has Fayan given your character? (Keep in mind your character's alternative identity and origin).
Weapons: Something easy to hide, to be used in the case things go south. Preferably designed to incapacitate, not kill. Still, running in underground circles might warrant the use of lethal force, especially if facing competing smugglers in back-alleys.
Miscellaneous items: What is your character carrying that could help them in their current job? Or, other peculiar things your character might carry with them.
Personality: A few notable characteristics of your character. What's your character like?
Major flaw (if any): Can, and should, be left open, unless you have a character that truly deserves a mention here. A major flaw is something truly major, such as "has only one hand" or "is blind".
Background: The background of your character, explaining a bit where he/she got the talents and knowledge he/she currently has. Why would Fayan choose your character? Does your character know any of the other characters? If so, how?
Alternative character identity:
Name: A name for an important character. Consider last-names and family trees if possible.
Background: Whose what is this character? The son or daughter of who? What connections does he/she have that explain his/her being in Alinor? Should tie directly to the race of the character, meaning, a Dark Elf character has an alternative character identity of someone important back in Morrowind, etc.
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Start of the RP:
The RP's start will is set on the ship to Alinor, mere days after the group has gathered in the city of Anvil by the request and arrangement of Fayan. With their new clothing given at the inn and identities explained to them in detail by letter, the underground figures are making their way to the party of the century by ship, destination: Alinor. Their employer, Fayan, is going to meet them at the docks once they arrive, which with a ship like this, won't be more than a day from now. Your characters, after familiarizing themselves with the sizable ship with many other important figures onboard, have settled in their cabin, sharing thoughts and stories in dull candle-light, in the calm of the night.
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Any and all questions are welcome, especially the look and feel of Alinor, for that is indeed a mysterious and alien place we all have to wonder about in detail before embarging on this journey together!
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Accepted characters controller by RPers:
Wayn - Redguard Male, played by GorbadPS3
-to be flesh out-
???? - ??? ???, played by AyumiFan
-to be announced-
???? - ??? ???, played by ???
-to be accounced-
??? - ??? ???, played by ???
-to be announced-
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