The Dragon's Spine

Post » Tue Dec 06, 2011 3:42 am

Within the wastes of the legendary Alik'r Desert of Hammerfell, a little known canyon exists harboring a well known Arena. Well known within certain circles that is, The Dragons Spine Arena. A place that has existed for years ever since the Yokudan tribes came to Hammerfell and discovered the canyon within the jagged and gutted crevices that make up the Dragons Spine, a place of life and death where the ancient Yokudans took their captured and forced them against one another in martial combat with the winner being set free. As the years have passed and new cultures, societies and travelers come and go, word of this arena began to spread and soon attracted others to its blood drenched sands. Soon a community began to form along the walls of the Dragon's Spine, homes, shops, halls and more, while the original Yokudan tribe has taken over the ancient Dwemer Ruins that exist within, hiding the many secrets that the Dwemer have kept there and some even figuring out how to use the ancient constructs for their own use. A secret many take to their graves.

The Arena now is used by many to test their mettle in a way that the traditional Arenas of the Imperium rarely do. That is, anyone can enter, provided they accept they may never leave. The rewards for surviving the Arena are numerous depending on the fights and who is fighting, from Slaves of the Dunmeri fighting for their freedom to Adventurers seeking to prove they are worthy of exploring the untouched and highly guarded Dwemer Buildings and claim a prize from inside. As more people have arrived, so to have guilds and other factions that naturally follow, Mages Guild, Imperial Cult, Fighters Guild, even a small group of assassins and thieves have popped into the area. With their addition the Redguard natives have enforced their biggest rule much harsher, no violence outside the Arena a crime punishable by death inside the very Arena.

The most famous and well known fighters of this Arena are entombed within what appears to be an Aylied burial ground an empty one... the tribesmen first discovered the ancient burial ground under the arena by accident and found strange writings along its walls, doors sealed shut inside it as if keeping something in. This burial ground is the most guarded place in the entire settlement. Every year however people go missing, mainly arena combatants which many thought had lost their nerve to fight, occasionally a priest or mage would disappear as well but these have been largely ignored. But now the disappearances have become more common and more frequent rumors have started to spread about ancient ghosts kidnapping people, or the Redguard taking them. And it all started when two curious adolescents sneaked into that burial chamber and never returned.

Some people have begun to report strange whispers on the wind, in their dreams forcing them to wake in a cold sweat as if waking from a nightmare as if something was reaching out to them.

Now, the Redguard's Shaman has gone missing, spurring them to act on these disappearances finally and so rather than cause panic within their ranks they have taken to hiring a group of outsiders to go down into what the redguard say is Hallowed ground and find what happened to their shaman.


Alright this is my first RP I have started for awhile and is the interest/OOC thread for it. It may be a bit everywhere but the idea is sound! :P

Rules:
Enchantments are allowed; Just don't go overboard with them.
Vampires/Werewolves Allowed but if played properly (And fit :P)
Simple common sense otherwise.

I'll be allowing six people at most to begin with, then maybe allow others in later.

Either post your sheets here or PM them to me!
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Neliel Kudoh
 
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Post » Tue Dec 06, 2011 1:17 pm

I'll add a character... but I don't have time right now.

Though the base concept of this RP does seem rather familiar to me.
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Reanan-Marie Olsen
 
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Post » Tue Dec 06, 2011 10:22 am

Really? O,o
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Rachyroo
 
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Post » Tue Dec 06, 2011 10:44 am

Yes. The core of the RP seems to be a dungeon-crawl: An ancient door to lost history has opened up underneath a culturally-notable location, with several people (Many of them wealthy!) having disappeared inside. It is up to a small party of personally-motivated outsiders to come along, secure the dungeon, and get rich in the process. Because the town's built around a gladiatorial martial economy, there are merchants capable of buying and selling pretty much anything.

Aside from the location, the biggest difference I see between this and my own idea is you're giving the players a pre-defined plot.
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Alister Scott
 
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Post » Mon Dec 05, 2011 10:15 pm

Yes. The core of the RP seems to be a dungeon-crawl: An ancient door to lost history has opened up underneath a culturally-notable location, with several people (Many of them wealthy!) having disappeared inside. It is up to a small party of personally-motivated outsiders to come along, secure the dungeon, and get rich in the process. Because the town's built around a gladiatorial martial economy, there are merchants capable of buying and selling pretty much anything.

Aside from the location, the biggest difference I see between this and my own idea is you're giving the players a pre-defined plot.


And?
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Stacey Mason
 
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Post » Tue Dec 06, 2011 4:49 am

Anyway, I have my character made now!

Spoiler
Name: Therris Bloodtooth
Race: Khajiit (Ohmes-Raht)
Birthsign: The Warrior

Class: Gladiator Marksman
Skills:Point-blank archery, Dual-wielding shortswords, Running, Jumping, Climbing, Unarmored, Stealth.

General Appearance: Like all Ohmes-Raht of the Illiac Bay, Therris' skull is humanoid, his broad, flat nose, wide face, large, gold eyes, and angular jaw- and brow- lines acknowledge feline ancestry. The tawny fur and shoulder-length dark brown hair make that feline ancestry say "lion". Judicious use of burgundy face-paint on his cheeks and forehead give more ferocity to his visage. Therris' body itself is stocky and very muscular, sporting strong muscle definition in his broad-shouldered upper body and arms, supported by powerful legs. The years of archery have pulled his body out of symmetry: One shoulder rides slightly higher than the other, with lightly-discernable scoliosis. Likewise, there's a difference between his arms, although they seem to be the same size: His right (non-dominant) arm's muscles are thinner than his left arm's, yet the bone itself is larger. Ripples in his thick, tawny fur speak to numerous scars earned from fighting without wearing significant protection.
Clothing/Armor: Any Khajiit from Elsweyr would be shamed by Therris' immodest fashion sense. But the crowds loves a show (Think 300). His chest is bare except for a a hardened, dark leather spaulder over his left shoulder, with a flexible leather belt spanning from the spaulder to his right hip, carring his quiver on the back. The belt is clasped to his broad sword belt. The covering of his lower body is hardly a step up: His leggings are segmented around each joint, leaving the back of his legs bare save for the straps holding his thigh-plates, while his sandals extend to his knees and include shin- and knee-plates. His hips and waist are "protected" by a loincloth made from hardened leather molded to his form, clamping to each side of his waist with steel clasps. A "V" is cut in back to accomodate his tail, with his sword-belt riding above the tail to alleviate the indecency.
Weapons: A Steel, recurve shortbow, quiver of 20 steel arrows, two steel short blades. (They need more description... or a picture)
Magical Equipment: His outfit's enchanted as a custom Arena Raiment. The magic increases his endurance, and subtly improves his crowd-appeal. He also sports a Ring of Firewalking, Amulet of Spell Resistance, and Ring of Healing.

History: Therris is one of the Khajiit born and raised in the Illiac Bay. He is named after a certain thief from the second era that gained a bit of post-humous notoroity. He was raised near the border of the kingdoms of Wayrest and Sentinel amongst the lower classes. He became strong friends with another Ohmes-Raht, who'm he met in the city's crime-ridden Red Light district, and the two of them managed to become wanted criminals within weeks, going from beggers (at their least desperate) to a pair of notorious acrobat-thieves. Fleeing the law of Wayrest, the partners-in-crime continued to amass wildly fluctuating quantities of highly transient wealth as they travelled south, ditching town whenever the guards started catching on to them.

Eventually, their luck ran out. The pair was captured deep in Hammerfell, and the law effectively separated them. Instead of being executed for his crimes, Therris was conscripted to become a Gladiator until he could earn his freedom. After five years of desperate survival in the bloody arenas, he'd earned the coin and fame to buy himself free. However, he has no clue what had become of his friend. Therris refused to give up hope and assume the worst though, instead choosing to continue to fight in the arenas in the hope of making enough of a name for himself that his friend will find him again, or die and at least have his fate recorded.

With the discovery of the ancient burial ground beneath the Dragon Spine Arena and disappearance of a local shaman, he's put his Gladiator career on hold to help out. A bit of freelance heroism would give a much-wanted boost to his reputation.

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Anna S
 
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Post » Tue Dec 06, 2011 12:54 pm

Well..it may seem like that but I can tell ya it has some interesting twists :P (Some might be a tad cliche but well... we can't win them all!)

One thing I am curious of is the Rainment that improves his...crowd appeal? What exactly is that? Fortify Personality? I'd imagine crowd appeal would differ considerably depending the people and his actions within the Arena. Plus the other items are they a Constant effect or Cast on Self for X time?
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Isabel Ruiz
 
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Post » Tue Dec 06, 2011 3:39 am

You speak as though Dungeon Crawls don't have interesting twists. (As long as "Interesting Twist" doesn't mean "Sigmund's waiting for us on the first floor." That's just annoying)

Well..it may seem like that but I can tell ya it has some interesting twists :P (Some might be a tad cliche but well... we can't win them all!)

One thing I am curious of is the Rainment that improves his...crowd appeal? What exactly is that? Fortify Personality? I'd imagine crowd appeal would differ considerably depending the people and his actions within the Arena. Plus the other items are they a Constant effect or Cast on Self for X time?

Yeah, it's Fortify Personality. It supernaturally makes him look better and gives him more style. Most are constant-effect, but the Ring of Healing's a cast-on-self. He has 25% fire resistance (Ring of Firewalking). Actually, I think I need to replace his Resist Magic amulet with an Amulet of Spell Reflection instead (Since that one's actually in the games), which has 14% Spell Reflect. The Magic resistance equivalent would be 13% Resist Magic.

Yes, I use the games for determining what enchanted equipment is available.
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Emma
 
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Post » Tue Dec 06, 2011 12:21 pm

Hmm, seems moderate. Though as for the fortify personality I always assumed it worked by giving off a subtle (Or strong) Air of liking them.. Something that most people might not be able to put their finger on or something but it works. As long as its not something that is very compelling :P Come on people! Come and join in! *pokes Uglius* :P
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Batricia Alele
 
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Post » Tue Dec 06, 2011 4:35 am

Hmm, seems moderate. Though as for the fortify personality I always assumed it worked by giving off a subtle (Or strong) Air of liking them.. Something that most people might not be able to put their finger on or something but it works. As long as its not something that is very compelling :P Come on people! Come and join in! *pokes Uglius* :P

http://www.youtube.com/watch?v=nIhyfCIcdzQ. Being a Restoration effect, it changes the user, not those around him. Most of the changes are mental, but there are a few non-visual physical tweaks as well.
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Aliish Sheldonn
 
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