.DARK APOTHEOSIS.
+------------+
It should be said of most mortal entities that a common desire for power exists. No matter the caliber of their honor.
The souls of mortals are black, after all...
~~
Resdayn, 1E 668:
For years now, both races enjoyed a relative peace alongside each other after Lord Indoril Nerevar of the Chimer and Dumac Dwarfking of the Dwemer used their personal friendship and influence to set differences aside and unite their people against the tyranny of Nordic invaders. Now it seems that a bid for power will tear everything they have created apart. Lord Voryn Dagoth, of the Chimer Great House Dagoth, learned of this plot and reported his findings to Nerevar. The events that follow force Nerevar to take action in order to prevent the then unknown consequences the Dwemer would bring upon the world. The First Council is no more. For a long period, blood is shed. After 32 years of conflict, the forces meet at the base of Red Mountain for a final bloodbath in 1E 700. The Chimer, led by the charismatic and influential Indoril Nerevar, marched against the Dwemer. Curiously, most of the details of the battle are obscured by uncertainty. Conflicting accounts of the battle exist, but one thing is certain. The consequences of the Dwemer's hubris will be change Resdayn forever. By the end of the battle, the entire Dwemer race disappears seemingly without a trace. Red Mountain violently erupts, causing widespread destruction and changing the lay of the land itself. Resdayn, almost entirely changed by this catastrophe, would now later on be known by a new name...Morrowind. Left to decide the fate of the Heart and Kagrenac's infernal tools, Nerevar leaves Lord Dagoth to guard the artifact while a discussion is held between Nerevar and his council, composed of his closest friends Vivec, Almalexia, and Sotha Sil. It is decided among them that the heart should be preserved but never used... ...Only to discover that in their absence, Lord Dagoth used the opportunity to steal divine energy from the Heart, twisting himself into a new being wrought with unholy godlike power. Nerevar and his councilors engage in a fierce struggle with Dagoth, now calling himself the inhuman Dagoth Ur. By the end, Indoril Nerevar is left dead, and Dagoth Ur presumably defeated. Left without their leader, and their land now damaged beyond repair, Nerevar's council assumes leadership of the Chimer and names themselves The Tribunal. This new leadership kept the powers of the Heart untapped in honor of the late Nerevar, but only for a short time. As the sole keepers of the artifact in a new world, the desire and lust of mortals once again leads to shortsightedness. The Tribunal bathes in the divinity of the Heart, ignorant of the consequences to themselves and their people. Their sin transforms the entire Chimer race into the dark-skinned, red-eyed Dunmer. And from then on, Vivec, Almalexia, and Sotha Sil harness their divine power to become more than heroes, but deities to their cursed people. This continues until, on a trip to restore their divine power, the Tribunal encounters another within the chamber of the Heart; an adversary long thought to have faded into little more than dried ink written in the texts of history...
Spoiler
27th of Last Seed, 3E 427: Present Day Morrowind
The Great Houses of Morrowind are increasingly pressured with the growing threat of the largest outbreak of the fatal Blight Disease yet. In addition, murders, kidnappings, and a range of other violent and blasphemous crimes are committed by the will of a mysterious cult. They claim to be the 6th Great House of Morrowind, risen from the ashes of Red Mountain. Lord Voryn Dagoth of the once destroyed House Dagoth of the Chimer of old has returned, as a divine tyrant. The Tribunal Temple, worshippers of the demi God heroes Vivec, Almalexia, and Sotha Sil is targeted regularly by the cult, suffering alongside the Great Houses. Strange people, calling themselves Sleepers, are seemingly influenced by a strange force. The highly contagious and life threatening Corprus Disease has become a sister threat alongside the Blight, killing many and tormenting even more.
The powers that be in Morrowind are losing control at an accelerating rate, and both the Empire and the Trbunal Temple decide that decisive action must be taken.
The Empire's Gambit: A Gathering of Heroes
Caius Cosades, Grand Spymaster of the Blades receives an order to assemble a group of uniquely talented individuals in order to determine where these afflictions came from and subsequently find a way to stop them, or at least, contain them. Dagoth Ur and his influence must also be investigated, and if possible, dealt with.
With eyes and ears everywhere, Caius sends a set of specific encoded instructions to his spies. They approach various people of skill, some of them to be promised favors or rewards too good to pass up, and others blackmailed or threatened in order to ensure their devotion to the empire's interests.
By letter, or by mouth, the chosen few are told to report to Caius Cosades in Balmora, the bustling council seat of Great House Hlaalu. They are to meet on the 1st of Frostfall, at one of his many safehouses, located beneath a tree in the North-East corner of Balmora before noon.
[Group 1: Elgen, Darknova50, Uglius Maximus, Illusionary Nothing(Vicorva), DeVagrant("Not a Display Name"), KoRRoDEAD, Aulakauss, ArgonianMageZelric, Manu]
Sinclaire: Updated
Spoiler
six: Male
Age: 26
Race: Breton
Birthsign: The Lady
Class: Saboteur
Primary Attributes: Intelligence, Personality
Major Skills: Illusion, Speechcraft...
Minor Skills: Unarmored, Long Blade, Mysticism...
Height: 6'3
Weight: 168
Appearance: Sinclaire is often described as handsome or charming in his personal relationships, yet he leaves these tools mysteriously unused. His black hair flies about in the occasional wild curl, never falling any further than the tip of his brow. A cool, bright set of jade eyes watch intently, two windows with telescopes within to better see into the soul of the listener, as well as leave his air of confidence unadvlterated. His smooth healthy skin is devoid of scars, and most often, dirt. He is tall and graceful, with toned musculature. While he is not overly powerful, his resolve augments a firm grip. Dressed in a grey coat with gold trimmings running down the high collar, he looks rather out of place in Morrowind. The gold trimmings make the grey of the coat appear almost silver, lining the arms and openings of the garment. Black buttons are aligned at the sleeves. Between the open collar of the coat, the white frills of an exquisite undershirt announce their presence. Below the black leather belt with thin silver buckle rests jet black pants of heavy cloth design, better suited for traveling than dinner parties. Black, silver-toed boots poke their glinting heads out from beneath the pant legs. In his left ear, Sinclaire wears a single glass stone stud, cut in an angular design. The gem glints green in intense light.
Personality: Perceptive. Calculating. Sinclaire can be very opinionated, yet knows when it is best to watch and listen. He can read people rather easily, due to his experiences with nobility back in High Rock. Sinclaire is very good-natured and well-spoken, and believes in the idea of a second chance. He abhors those who kill for sport, or kill indiscriminately. He also does not agree with the killing of most criminals, believing that an attempt at reform must first be offered. He also has the confidence of a man of action. Despite his good nature, he can be quite serious; with his quick mind, he is able to think his way out of most situations both socially and tactically.
Weapon: A beautifully crafted straight sword with an ornate http://www.king-cart.com/store/oknight/AngeNoir_Handle_19_goldonsilver.JPG.(Instead of a skull toward the blade, there is an aquamarine gemstone.) The blade itself is crafted of the finest silver, highly susceptible to enchantments; however, the sword is unenchanted. The sword is long, thin, and straight to a fault; it is double edged, and has a particularly sharp point made for thrusting. Despite how thin the blade appears, it is quite sturdy.
Vyktoria: Updated
Spoiler
Race: Imperial
six: Female
Height: 6'1"
Weight: 170 lbs.
Age: 47 years
Sign: The Lover
Class: Sorceress
Physical Appearance: A lithely built woman with cutting, pale blue eyes and blood-red hair shot through with strands of grey, worn loosely down to her hips. Although clearly an individual of somewhat advanced years, her face and body display no evidence of wrinkles or scars, and the gentle angles around her jaw and eyes suggest a distant Elven ancestry.
She wears a pair of heavy, black cotton leggings, leather traveling boots and gloves, as well as a black, sleeveless shirt that angles towards her neck around the shoulders. Around her right bicep she wears an thin band of ebony, which upon close inspection, is inset with five rounded black soul gems. Her various rings are plainly ornamented and radiate a magical aura, and she wears a silk ribbon around her neck, which is laced through a setting with a small, luminous white stone. When on missions, she dons a set of battle-worn leather armour over her clothes, which have Aldmeri curses etched into the right vambrace, and have been stained with blood.
Weapon: Vyktoria possesses a spellbook of her own making. The tome is bound in black leather, with a silver latch on the front and a steel clamp running the length of the spine, which is in turn attached to a steel chain she links to her belt. She wears a fitting on her belt that can securely hold the book in place when it is not being used.
The pages of the book function like magical scrolls, individually enchanted with different spell effects that dissipate once used. Afterwards, the pages may be rewritten and enchanted. A wide variety of spells, including paralysis, barriers, spell shields and teleportation, are represented within.
Nevena: Elsewhere
Spoiler
Race: Dunmer
Age: 27
Class: Mage
Appearance: Small and tense with ash-coloured skin and all-black eyes. She wears feathers in her tousled black hair and hangs them from her staff. Her robes are green and travel-worn, open at the knees, underneath which she wears a brown top, skirt, trousers and boots. A small brown satchel hangs from her shoulder.
Ja'Rikki: Unchanged
Spoiler
Gender: Lass
Race: Khajiit; Suthay
Age: 26
Birthdate: 25th of Sun's Height, 4E 13
Birthsign: The Apprentice
Description: Ja'Rikki is an unwieldy looking woman. Five-foot-nine, more limbs than torso, too-big ears and large ocean-blue eyes that she never fully grew into. She is covered head-to-tail in long orange fur with a large white patch on her front and gray markings in the form of various stripes and thin lining around her eyes. Her cheeks and ears sport fluffy tufts of fur, her feet, elbows and tail are more thickly covered than the rest of her, her nose is pink the whiskers at the end of her short muzzle are black.
Rikki sits at the lighter end of healthy weight with a highly athletic build. Her clothing covers her modestly, care taken to leave pretty much everything to the imagination:
Gear consists of a high-necked gray undershirt under a worn-in dark green lace-up bodice of thick cloth, a pair of gray breeches cut off just above the knees, tucked into leather padding on the knees themselves, free-floating light leather sleeves belted on just below the armpit and just above the wrist, a pair of custom leather boots fitted around her digitigrade foot structure and cloth wrappings around her palms.
Additionally, a handful of assorted rings adorn her ears, a Water Breathing-enchanted steel necklace with an amethyst inset is draqed about her neck and a pair of smith's goggles rest on her head just against her ears.
Eyl'Yti: Elsewhere
Spoiler
Race: Khajiit
Gender: Male
Age: 24
Class: Vigilante (Former Slave)
Skills: Sneak, Acrobatics, Short Blade, Marksman, Hand to Hand, Security.
Appearance: https://dl.dropboxusercontent.com/u/8364502/EylYti%20Final.jpg
Jet black fur covers his body except for his throat which is adorned with a patch of white. His fur is thick but not overly long, it tends to gather in clumped spikes. His eyes are a piercing pale blue. His nose and ears are scarred and nicked from old wounds.
Apparel: He wears very little, some torn breeches, a loose tattered jacket and a ragged scarf that he wears loosely around his neck to cover his white patch of fur. Beneath the sleeves of his jacket he wears a pair of slave’s bracers. His unkempt fur and choice of attire gives the visage of a beggar or slave.
Weaponry: His weapons are a rather plain but well forged steel wakizashi and tanto each with a sturdy steel sheath. He usually also carries a few throwing knives with him.
Yuu'Ko: Elsewhere
Spoiler
Race: Khajiit
six: Female
Age: Late 20’s
Class: Hunter.
Skills: Archery/markswoman and short blades. Tracking. Drinking. Foraging.
Physical Description: https://dl.dropboxusercontent.com/u/8283346/Screenshot%202015-12-29%2022.02.24.png%C2%A0
Yuu’Ko is a Khajjit with mottled fur. Her fur is short and mostly tan coloured with black and white splotches in odd places. She has a slim almost Siamese face plus slender pointed ears, green eyes and a black nose. Her clothing is rough and ready, black, dark green or tan leather. It is evident that she spends her coin on her bow and not her clothing. She is a little grubby but not entirely unkempt.
Character traits: The only special thing about Yuu’Ko is that she cannot hold her drink. She is also terrible at gambling. Whilst good with a bow and short blades for hunting she is also horrible at combat. On the plus side she is very loyal if you win her trust.
Larry: Elsewhere
Spoiler
Race: Imperial
Age: 27
Class: Spy/Blades Agent
Appearance: http://img259.imageshack.us/img259/8996/larryua2.jpg Larry is slim and of athletic build, this is mostly to a lack of diet rather than any effort on his part. He dresses casual with simple black tops over cotton trousers; his shoes are a mix of fur and leather and are more fashionable than protective. He has cotton dressing over his left forearm which conceals a tattoo.
Physically, Larry doesn't stand out - A prerequisite of his job and he keeps himself clean shaven with his hair loose. His average appearance is contrasted by bright green eyes.
Gear: Larry wears a simple iron dagger worn against his boots and in plain sight, whilst concealing five steel throwing daggers within his leather satchel. The satchel itself contains a large number of septims, a map, journal and three flasks of flin. He is always found with moon sugar in a secret pocket. While travelling, Larry prefers a trenchcoat and equips himself with a steel shortsword which he uses to cut grass when bored.
Alan: Elsewhere
Spoiler
Race: Nord
Gender: Male
Age: 35
Class: Scout
Appearance
Height: 6'1
Face: Strong jaw. Wrinkles around the eyes when smiling. Has a not very well kept beard, with some grey already spreading. A scar visible above his left eye, trace of an old incident with a Shein bottle and a grumpy argonian.
Hair: Short hair, dark brown. They grey of his beard has not yet spread to his hair.
Skin tone: Fair complexion.
Eyes: Grey eyes.
Body: Alan has a strong chest, with wide shoulders. His years of service has made his legs strong, but also added some restlesness to his step.
Armour: Dark leather armour, covering the shoulders and chest. Simple leather glowes. Strong and well worn boots.
Weapon: Well honed steel bastard sword strapped on his back with his pack. Hunter's knife.
Fara: New
Spoiler
Gender: Female
Race: Bosmer
Age: fifty-one
Apparent Age: early twenties
Appearance: Fara is a young-looking bosmer woman of average size, on the slim rather than voluptuous side. Her face is nice, lighted by a pair of large green eyes. Her light built is misleading, as years of archery, running and climbing have muscled and toned her frame. Her hair is a nondescript dark brown, cut short and more often than not left in an untidy (but usually clean) tangle. She's wearing an undyed tunic and skirt of good quality linen, under a lightweight dark brown leather armor reinforced with burnished steel scales over the vitals and steel pauldrons. This is supplemented with greaves and bracers of elven alloy. On her back is a cloak of patchwork furs from just about every furred animal she had encountered, the hem weighted with lead shot. On top of it she wears a wide-brimmed hat that hides a steel skullcap, adorned with a vividly colored snakeskin band. On her right hip she carries a saber from Hammerfel – slightly curved, only half of the blade's back sharpened, on her left a silver dagger. On her back is her main weapon, a bosmeri recurve bow - compact but quite powerful, and immune to humidity (Valenwood is a jungle afterall) and a full quiver. What isn't immediately obvious is that the bow is enchanted to reduce it's drawn weight, letting her use a bow more powerful than she could on her own.). A small backpack holds a few items (skinning and gutting knives, thread and needle, some soap, hairbrush and the like, and samples of her last distillations.)
Occupation: Huntress/scout and backwood alchemist. Fara is a skilled huntress; a very good shot with a bow, able to move discretely and find her ways into the wild. She's also quite good with a blade, making up with speed and accuracy for her lack of size and raw power. She has a lot of practice at tavern brawls – more often than not with improvised weapons such as bottles, table legs and the like as she lacks the size and strength to rely on her fists. She's got some skill as a backwood herbalist and alchemist – simple potions and poisons, but also moonshine – both for trade and personal use, though her production usually runs toward strong and foul.
History/Bio: Fara was born in a somewhat destitute bosmer family in eastern Walenwood.She scrapped by as a huntress for a few years until a friendly stranger buying drink turned out to be a Legion recruiter, making for a painful wake-up. She served for a regular twenty years stint as a scout, bouncing up and down the rank ladder as her scouting skills conflicted with a definitively un-military mindset. Barely managing an honorable discharge, she burned her whole retirement bonus in a frantic month of revelry before finding work again as a Fighter's guild affiliate, but also as a Blades contractor, supplementing it with fur hunting, pest control and the occasional bounty-hunting foray, drifting to about every corner of Tamriel.
Her last job has been launched by a full purse and a strange coded message asking her to come to Balmora in Morrowind to meet one Caius Cosades, on Blades work. Having quickly spent the money and her curiosity aroused, she couldn't refuse the task at hand…
Personality: Fara is quite a cynic – her destitute youth didn't leave her much faith in men, mers or beasts. Having served twenty years in the Legion cleaning up behind bandits, cultists and other no-gooder's along with enforcing the questionable decisions of often thoroughly corrupts officials didn't help. She's definitively short-term oriented – she's always been a drifter and knows she's living on borrowed time. Having little to lose beyond her life added to a fairly severe case of the bosmer's lack of common sense means she's willing to take chances most would consider insane. It also makes her very difficult to scare. She's eager to have fun any chance she gets, especially if it's on someone else's money...
The Temple's Bid for Salvation: A Holy Inquisition
Meanwhile, the Temple branch in Molag Mar, increasingly suffers violence at the hands of the 6th House, enduring disease, the unexpected appearance of ash storms, and the faltering faith of the populace. Worse still, heresy is spread by those previously faithful, crying words of prophecy. They speak of a savior, the vessel of Lord Indoril Nerevar, who will return to reunite the clans and Great Houses, and tell the story of those who betrayed him.
The Tribunal Temple, seeking to retain their power and sway over the people, calls for an Inquisition to form. Aid is requested from the High Fane, but due to the need to maintain the defense of each temple, few men were spared. Unsatisfied, the priests of Molag Mar decided to call to the public for both believers and mercenaries alike to clense the countryside, uncovering and eradicating threats to the Temple, and it's leadership.
Rewards are promised, fanatics are drawn. Those who wish to answer the call are told to meet in Molag Mar on the 1st of Frostfall, atop the upper plaza, in order to be judged. Incentive is to be discussed upon approval.
[Group 2: Verlox2, FC4, Shadow666, Adeth, Shadow_of_Eternity(S_o_E), Epic Scroll 97, Half Tooth, Crimson Paladin]
Verlon: Updated
Spoiler
Race: Dunmer
Gender: Male
Class: Inquisitor
Appearance: http://instidy.com/s...3870_1422052138
Face: Angled, clean of tatoos unlike the body. He has a cold and aristocratic, but calculating look.
Hair: Shortened to neck length, black.
Skin tone: Dark ashen tone of the dunmer.
Eyes: blood-red eyes flicker with a hint of a cold curiosity.
Body: Beneath the full Indoril Armour his body is toned but not muscular, covered in scars and traditional Dunmeri tattoos.
Armour: Full Indoril Armour
Weapon: Ebony Mace, Steel Jinxblade
Skills: Illusion skills primarily in mind altering, paralysis and light skills, destruction magic in fire and lightning, proficient in blunt weapons and the medium armour of the ordinators. Skilled interrogator/torturor using his speechcraft and magic spells in gaining information from his guests.
Personality: Verlon is cold and calculative, seeing those who oppose the faith of ALMSIVI to be a threat to that. Does not like outlanders or non believers, but with the formation of the group, he has been made to add exceptions to the list. In the short time he has been shown that not all are to be misjudged from first appearences, yet his beliefs on the matter orevail for all others not aiding the faith.
Avarys: Unchanged
Spoiler
Race: Dunmer
six: Male
Age: 55
Basic information: Avarys hails from a minor noble house that owes allegiance to House Indoril. He had been an Ordinator for 25 years , rising to the rank of "Hornalacor.", roughly translating to "Captain."
Skills: Avarys is a battlemage with a focus on out maneuvering his foes. He is agile, abling to move fast in combat. He is capable of casting fire-based destruction magic.
Equipment: He wears the iconic armor of the Ordinators. As an officer, he stands out among others with a gold cloak on his back. He carries a light-weighted spear as his primary weapon, with a short ebony-forged saber as a backup.
Appearance: Avarys stands at 6'3, roughly average for a dunmer. While most Dunmer has a dark blue skin, Avarys oddly has a light green pigment. Years as an Ordinator has him in prime physique. His year is a short, bright red mohawk.
Suren: Unchanged
Spoiler
Race: Dunmer
Gender: Male
Age: 76
General Information: Suren was born into the noble Falawi family of House Redoran and is a native of Morrowind. A devout man, in his early years he sought to join the Buoyant Armigers, but was rejected on account of getting into a scuffle with other prospective recruits.
He returned to House Redoran, and due to his family ties was made a House Brother. Incredibly skilled in arms, Suren was always a part of the seasonal crusades in the interior of the Red Mountain. His spear and blade have hewn their fair share of Corprus beasts and other blighted beings, and he had won for himself great honor.
His preferred weapons are spears and long blades, but he has training in most other types of weapons. Incredibly athletic, he is used to forced marches both in and out of his traditional bonemold armor.
Equipment: A full harness of bonemold armor, a spear with a silver tip, and a silver bastard sword
Misc items: Signet of House Falawi
http://igorlevchenko.deviantart.com/art/Redoran-watch-434310461
http://igorlevchenko.deviantart.com/art/Morrowind-Dunmer-pilgrim-452938758
Zethan: Unchanged
Spoiler
Gender: Male
Age: 54
Talents: Magic, alchemy, Dwemer lore
Items:
A message from Divayth Fyr explaining Zethan's expertise and purpose.
Two Dwemer gauntlets, one looking a bit like Wraithguard but with a strange dark stone embed on the back of the hand. The other a simple gauntlet with a hidden compartment for assorted Dwemer tools.
Clothing: A brown simple robe with Telvanni symbols and a Dwemer briastplate with an alchemist's satchel.
Gerald: Updated
Spoiler
Gender: Male
Age: 35
Race: Imperial
Class: Fighters Guild Defender
Class description: A Moderately skilled warrior of the Fighters Guild, a defender can be relied upon for more difficult tasks than basic swordsmen, and are often allowed to perform a job solo, while lower ranks are encouraged to work in teams. His fighting skill is comparable to that of a guardsman, and he is experienced in dungeon delving and pest control.
Skills: Blunt Weapon, Block, Medium Armor, Short sword, Hand-to-Hand, Wilderness Survival
Appearance: An average man of unremarkable build and common features: he has a squared jaw and slightly protruding, almost claw like nose between brown eyes. His hair is short cut and wild, with an earthen color. He stands at maybe 5’8” and looks to weigh no more than 180 pounds with good physique.
Weapons: Steel Mace, Iron Dagger
Armor: Nordic Ring mail cuirass, Chainmail Coif, Bonemold bracers, leather gloves, Bonemold boots, Iron shield
Clothes: Simple cotton tunic under his armor, brown breeches, thick netch leather belt, skull cap under coif, and a thick ash cloak with a Fighter’s Guild clasp for storms.
Inventory: A brass wedding band on his left hand and a small piece of painted chitin on a beaded leather strap around his neck, under his armor. A map of Vvardenfell and compass, as well as rations and waterskin.
Bio: Has a wife named Seria and a child. He was born and raised in Mournhold and moved to Balmora for work, joining the fighter’s guild there. He is now one of the highest ranking members of that branch, as it is a more novice branch of the guild. His views on the temple are mixed, but he feels a religion is important for people. He worships at the Imperial Shrine, preferring Mara and Stendarr but worshiping them all the same.
Eyra: Updated
Spoiler
Race: Nord
Class: Shaman
Age: appears around 46
Height: 5'11"
Hair: pale blond, slowly greying, long and flowing relatively free. Held back from her face with a narrow silver band carved with runes.
Eyes: greyish blue, like thin ice, and just as piercing
Skin: pale and thin, the first lines showing around her eyes.
Clothes: Grey wollen dress, the hem reaching just above her ankles. Sturdy leather boots. Fur-trimmed blue cloak
Weapon: Yew staff, carved with runes. A human skull with rubies for eyes is fastened at the top. Various feathers, teeth and beads are dangling from it.
Known skills: Restoration, Alchemy
Personality: anolytical and organised, Eyra likes to view problems from different angles before deciding on the best solution. She is confident in her own abilities and passionate about healing. Eyra has little patience for people seemingly displaying a lack of common sense.
Known bio: Eyra had links to a covern of witches in her youth, but now regrets that time of her life. She is haunted by the memory of a young girl she was ordered to kill during a ritual. At some point, Eyra killed a red-haired witch named Ellya and it is her skull that is serving as a focus for Eyra's staff.
Eyra suffers from an illness of as yet unknown origin or manifestation. She joint the Temple in order to gain the favour of the Tribunal, in the belief that they will cure her in return.
Inzlaalurith: Unchanged
Spoiler
Race: Dunmer
Gender: Female
Age: (Not specified)
Height and Build: Tall for a Dunmer. Awkward, bony and knobbly.
Home/Origin: Beneath Tormented Spire in Stonefalls (Morrowind mainland)
In Five Words: Unafraid, Erractic, Unconventional, Magical, Confident.
Ashu: New
Spoiler
Race: Dunmer
Gender: Male
Age: 32
Birthsign: The Lover
Appearance: Standing at 5'9" with a lithe physique, Ashu is not an imposing looking Dunmer. He has black hair, worn in a topknot, and a tattoo bearing the imagery of the Shrine of Valor on his back.
Personality: As with many Armigers, Ashu endeavors to model his behavior off of the virtues traditionally espoused by Vivec, such as courtesy, daring, generosity, humility, valor, compassion, and a silver tongue. More of a listener than a talker, he is typically a quiet mer but can talk one's ear off when interested or engaged, typically about the topic of poetry. He has taken a particular interest in Ashland verse, and has expressed a desire to track down the Nerevarine prophecies for the purpose of literary preservation. Coupled with his belief that the Nerevarine Cult is harmless and undeserving of persecution, only his loyal service in Vivec's name and his silver tongue have kept him from being tossed in the Ministry of Truth.
Equipment: Full chitin armor, Ashlander styled shirt and pants, a chitin recurve bow, a steel flameblade (enchanted steel shortsword), a steel dagger, thirty chitin arrows, and a ring of aversion.
Misc items: Quill, inkwell, several blank papyrus scroll.
These two groups of brave individuals may very well hold the key to the survival of Morrowind...and perhaps even, Tamriel. It is yet to be seen whether or not mortal kind will be able to accept that only the Gods decide the fate of man and mer...
Recap:
http://www.gamesas.com/topic/1578538-rp-dark-apotheosis-i-introduction-and-union/
Sinclaire, a mysterious, well-dressed noble exile, arrives in Morrowind as a stowaway on a trade boat. Receiving a letter from the Empire, he is instructed to head for Balmora. Around the same time, Pale-Heart is an outlaw who primarily frees slaves, and as he frees another group of them, one of them approaches him with orders from the Empire to report to Balmora. As Nevena, an austerely cursed, quiet girl, arrives in Balmora via Silt Strider, she chances upon the beginnings of a fight. Vyktoria, a hot headed Shadow Legionnaire, was threatened by a drunkard in the streets; instead of disarming the man, she armed a spell with the intent to kill. Nevena quickly disarmed the man herself, and disappeared into the crowd, prompting Vyktoria to follow. Meanwhile, Larry and Alan both meet by coincidence at the Drowned Rat Bar. Larry is an Imperial Agent, with a raw addiction to drugs; mainly, moonsugar. Alan is a simple lumberjack from Skyrim, and unsure of what to expect. During their drinking session, it is revealed that both of them are heading to the same place. Simultaneously, Yuu'Ko, an eccentric archer, is traveling in the countryside surrounding Balmora. Set upon by a brigand, she is put in a dire situation. However, Eyl'Yti, who is secretly the infamous Pale-Heart, hears their struggle, and appears just in time to disable the thief. Years later, Ja'Rikki is an accomplished Dwemer excavator, and exploring a Dwemer ruin in the mountains of Hammerfell. She and her companion Demona uncover a complicated Dwemer construct. Once Ja'Rikki began to examine the machine, she is stolen off into a portal, and sent back years into the past. Knocked unconscious, she floats down the river Odai into Balmora, where Sinclaire finds and drags her from the water. Soon, the party meets together with Caius Cosades. They are briefed on their mission, which is to obtain a Dwemer Puzzle Box for his informant, who is supposed to be an expert on the Dwemer. Sinclaire and Vyktoria have an argument, and the party becomes wary of Vyktoria, who cannot always control her powers. Larry stops by his house and receives orders from Caius to watch Vyktoria. Sinclaire simultaneously takes it upon himself to nurture the morale of the group due to its haphazard nature; if they are to survive what's to come, they must all learn to trust each other. Continuing on to the ruins, the party encounters a group of marauders. Ja'Rikki and Nevena steal off to the side, unsure of what to do. Vyktoria decimates most of them, prompting Sinclaire and Eyl'Yti to save the few that remain. Nevena attempts to help Rikki, giving her the power to conjure a spell to kill one of the archers. Ja'Rikki is horrified by this, and Nevena feels alienated by her. Vyktoria and Sinclaire have an exchange, and Sinclaire tries to control his hatred for Vyktoria, realizing that she reminds him of his father, Alistair Dorell. Mercy killing a guar, Ja'Rikki yells at Vyktoria and Nevena for their perceived readiness to kill. Vyktoria is jaded, and relents on her choices that she believes she made in order to protect the innocent. Nevena is hurt, and begins to believe she would be better off not trying to make friends. Sinclaire attempts to console Rikki, in an effort of damage control. As the party recovers, they arrive at the entrance of Arkngthand... Group Two: Verlon is an Ordinator, and an Inquisitor of the High Fane. Interrupted during an interrogation of a heretic, the High Fane sends him and Avarys, an Ordinator Hornalacor, to lead an inquisition that will be forming in the city of Molag Mar. Verlon is abrasive, commanding, and xenophobic; he is known to be quite ruthless among the Ordinator ranks. Avarys is plagued by the trauma he suffered from the hands of the Sixth House; he was one of the few survivors of a large-scale, secret operation in the Ashlands. Around the same time as their departure, Gerald, a Defender of the Fighters Guild, says his goodbyes in Balmora and makes his way to Molag Mar, where he believes he will be able to better protect his family from the growing threat of the Blight creatures. A long distance away, Inzlaalurith is chased and almost killed by a Dremora, seeking to retrieve a powerful gem from her. Inzlaalurith is cold, mysterious, and always accompanied by an equally enigmatic Flame Atronach she calls Blaze. Severely injured, Inzlaalurith struggles to seek out civilization. Verlon and Avarys travel together and meet with a caravan, where Suren, a respected warrior of the Redoran, silently rides. Once they arrive at Molag Mar, Verlon and Eyra meet. Eyra is a gifted mage who excels in healing; she is intelligent and perceptive, and is wary of the Temple and its followers. Eyra experiences a tense moment when she screens Verlon for signs of disease; healing him of the beginnings of a minor sickness. Simultaneously, Zethan of the Telvanni watches the caravaners as they disembark. Zethan is an apprentice of Divayth Fyr, the most elite of researchers investigating Corprus and the Blight. Suren sees him, and judges the wizard. Zethan, however, soon earns a modicum of trust from the Redoran. Soon, all of those who answered the summons of the Temple meet with Rotheloth, who tells them of their most immediate threat: the sewers. Something in the sewers has been calling Dunmer to the depths; these Dunmer find themselves diseased and confused once they are broken of their trance. Springing to action, Gerald, Verlon, Suren, and Avarys split up and form search parties to survey the underworks. Soon after they enter, Inzlaalurith arrives in Molag Mar. Once she is healed, she takes care of her errands and is convinced by Blaze to help heal Red Mountain; and the best way to do that was to help the Temple. Tentatively, Inzlaalurith seeks out the Temple, and is informed that she must find them in the sewers. While this happens, Verlon's party finds a delusional Dunmeri woman, and sends her to the Temple of examination and questioning. Suren's party is attacked by a grotesque Corprus infected rat, which is killed by the Redoran. However, a multitude of other things happen in the sewers; Suren falls under a trance and attacks an Ordinator, Verlon and Zethan find evidence of Sixth House activity, and Avarys encounters a large group of smugglers. Suren and Gerald meet and decide to send the Corprus infected rat specimen to Eyra, as an Ordinator from Suren's party tells his comrades of what transpired when the rat attacked them. Making what seems to be his last stand, Avarys is found by Gerald, who aims to come to his aid...
Spoiler
Rules for RP:
1. Please wait for Character Sheet approval before posting. Message your sheets to me, ArgonianMageZelric, and I will get back with you ASAP. This RP is open for new members!
2. Fighting between characters is allowed, but please make sure you properly arrange this with the player(s) involved, especially before any lasting damage is intended. Please, no senseless killing. NO UBERING. Be reasonable.
3. Romance is allowed as well, as long as no intensely pormographic scenes are detailed. I believe this is also Forum Policy. Also, try and make it realistic.
4. Currently, the use of multiple characters is strongly discouraged. The multitude of players and splitting of groups dictates a need for simplicity at the outset. This will likely change as well as the RP goes on.
5. The scaling of the cities and structures in Morrowind will be more immense than rendered in the original game. Balmora is a large, busy city. Molag Mar is a haven for refugees, pilgrims, and priests.
6. Please try and begin your post with your group number, to make the threads easier to navigate. Any chat directed toward players should be noted by "OOC:". Any character pvssyr thereafter within the same post should be marked "IC:".
7. Overall, the focus is to have fun and flesh out an amazing story for our characters.