And so it does for the common folk. Two years after the Last War of the Wolves, an almost unified Hammerfell engaged in talks of annexing Betony, and with the old connections of Anticlere was successful in doing so. A large surge in Highrock's economy soon followed. Daggerfall, at first pressured into the deal, soon exploded into a successful trading relationship through Anticlere and the Hammerfellian Kingdom opening trading rights on Hammerfellian wares and goods.
The isle of Betony was transformed into a large fort colony, dotted with three major foundries for producing the famous Sentinillean Cannons, two harbors, a master shipwright and trading posts throughout the entire island. The promise of high pay, new jobs, and adventure has brought men and women from all over the Iliac coast to move to Betony and try their hand at working the factories, producing weapons, and sailing across the bay in hopes of beating other traders.
None come larger in number then the children of the workers, unanimously called the rascals of Betony. The large increase in prosperity has lead to both the aristocracy and common folk to produce large families. That is where you come in. Whether you be the daughter of a trading baron or the Governor of Betony, a young orphan who makes his way through pickpocketing, perhaps the son of a smith, or a ship's powder monkey. You are a child who will find themselves thrust into a grand adventure across the Iliac and western Tamriel. You will find yourself aided by and chased by unique characters, explore the locales of the Timeline and be introduced to some of the unique experiences that only the Timeline can offer.
A Brief History:
The Summerset Isles had erupted into rebellion shortly after the Oblivion crisis, they were successful in winning independence, but had also convinced the chieftains of Valenwood to join them, the Empire after much deliberation, discussions, and paperwork had come to the Treaty of Anvil, reinstating the Aldmeri Dominion. Peace lasted briefly. Towards the end of the same year, the Hammerfellian King (in title) Thassad III had declared Hammerfell independent from the Cyrodiil Empire. The Imperial Legions invaded Hammerfell and brought all of it to its knees except for the City of Sentinel. In an attempt to stabilize the falling empire, Morrowind, Highrock, and Skyrim leadership were offered the Red Crown if they could subdue Thassad and take the city of Sentinel.
During the Siege, Thassad III was assassinated, his son, Prince Haroun inheriting the title of Elden Yokeda, leads his armies along with the help of the, Aldmeri Dominion, Barca tribe of Hammerfell and Ayuub tribe in victory against the Imperial Legion. The War of Last Wolves is said to begin during the Siege of Sentinel, when the Legion broke their Siege and were pursued by the Ra Gada.
Imperial Chancellor Ocato was assassinated during the war, Imperial leadership as well. Were it not for the military Genius of an Imperial Engineer, one Septimus Aquilla, the Ra Gada would not have been defeated at the Battle of Lainlyn forest, where the Redguards took close to 10,000 casualties. Shortly before the Aldmeri Dominion invades Elsweyr, soon abandoned by the Imperial Legion.
One year later, 4E 3 the Dominion seeks to gain ground in Highrock, but to no avail. They are stretched too thin. The Lord Manfred Flyte, Captal of Anticlere takes advantage of his land's rights to trade with Sentinel and uses shrewd maneuvering to avoid war with the Dominion and the Nordic confederation (which made claims in Highrock) and still remain independent.
4E 4 Naval expeditions from Hammerfell are sent to Yokuda. There purpose is unknown, but rumors fill the Betony wind. Precious metals and priceless treasures travel with this fleet on their return.
Headed straight for the Isle of Betony.
Word from the Author: Around three years ago I and a group of friends began a roleplay called the Siege of Sentinel, we loved it so much we spawned its own world and storyline of prequel and sequel roleplays tied into the same universe. This universe is known as the Immortalblood timeline, dedicated roleplayers hoping to continue the work that they have created. Although my good friend Immortalblood is not the author of this roleplay, it is tied into the same universe. I hope that people find the roleplay to be refreshing and new. And to simply have fun with the situations our characters find themselves in.
Now, for the boring but necessary stuff:
Rules
Ages of characters will be 8-12 but I will allow two characters to be a bit older so as to provide some guidance over the younger members. Nothing over 14.
Power is great when restrained, so as not to steal spotlight, but since you are children...there will be no famous soldiers or Daedra hunters amongst us. Be reasonable.
Do not disrespect another roleplayer and keep ooc chat concerning the roleplay to an ooc thread.
PM me your character sheets.
Mandatory fun. You have to have fun.
Character sheets are as follows:
Name:
Age:
Gender:
Race:
Occupation:
Appearance:
Items carried:
Notable skills or abilities:
Brief history:
And voila, thats it. Feel free to send a character sheet to me and I will respond as soon as I can.
Current character sheets:
Storyteller
Name: Jinjeera Talowey
Age: 9
Gender: Male
Race: Redguard
Occupation: Student/ pickpocket
Appearance: Jinjeera is a short lithe child with chocolate skin and erratic brown eyes. His hair is braided in neat rows thanks to his mother, but is usually covered within the mouth of the wolf hat and cloak he wears atop his head. With a quick grin and roguish look about him, the boy wears clothes suitable for the climate, brown cotton pants tied at the waist by rope, straw sandals, and a brown cotton vest with nothing but bear skin underneath.
Items Carried: At his waist is a hollowed minotaur horn his father had given him after a successful voyage out to sea, a fisherman's knife and a slingshot.
Notable Skills or abilities: Having worked with his father on a ship before, Jinjeera is skilled at climbing and quite agile. Even more so, this agility has helped him in picking more than one pocket.
Brief History: Jineera has always been a mischievous youth, always getting caught stealing bread from the baker, climbing a ship's rigging, or being the class clown. His mother, a hard working but lovely woman from the main foundry has struggled to keep Jinjeera out of trouble while his father has been gone. Jinjeera's behavior is said to stem from his father's absence, often out to sea, trading with Morrowind, Summerset or some far off land. Often bored, the young boy escapes within himself, imagining grand adventures and expeditions. Even so, he has always been a top student and so the school's teacher has not yet given up hope on him.
Self Proclaimed thief king of Betony, Jinjeera usually spends most afternoons with his Gang of Thieves...
Person from AnticlereName: Tancred Clement
Age: 10
Gender: Male
Race: Breton (Anticlerian)
Occupation: Student
Appearance: Tancred is shorter than average for a boy his age, with the trademark Breton pale skin, making it easy to mistake him for a sickly boy. He is, however, anything but, as his large, vibrant blue eyes can tell; he’s definitely a bit groomed though, as his dark brown, rather long hair usually bears signs of attempts to comb it. He’s dressed in a way that caters to the climate somewhat but is predominately Anticlerian, not Ra Gada in fashion and thus less suited for the heat – white shirt with loose, long sleeves (Tancred usually rolls them up to his elbows), light gray breeches, white boothose and mid-calf high brown boots. The boy can rarely be seen without a brimless scarlet cap, too, headwear nearly universal to young Anticlerians.
Items carried: A small wooden pendant with a crude carving of a mounted warrior on it.
Notable skills or abilities: Quite a sharp boy, Tancred is also capable of taking a strong beating, something he brought over from Anticlere and the quite rough games he used to engage in – mock battles with wooden swords. Having spent more than a year in Betony alongside many Ra Gada, he’s also pretty fluent in Yoku as well as his native Bretic.
Brief history: Tancred is from a middle class Anticlerian family, having grown up in the city itself. His father is a minor ordnance officer in the New Model Army, an assignment that has taken their family to where it is now – Betony, where his father is to help calibrate the cannons for Anticlere. Though Tancred is a bit shy when it comes to meeting new people, he seems to have fit in rather well in the isle, even if he eagerly waits for the distant day when he’ll return to his home city, since an officer’s career in the military is what his parents have in mind for him and for that he will need Anticlerian university education.
Ni!
Name: Raig
Age: 11
Race: Redguard
Occupation: Bread thief
Appearance: Long, unkempt tatty brown hair, with flies constantly hanging around him. Raig has a droopy face, with rings under his eyes – a result of many a bad night’s sleep. He wears a dirty red shirt, with a small rip in the hip, the shirt is creased and ragged around the edges. He wears a stolen pair of green breeches, which are also very dirty, and goes around barefoot. He smells of mud, manure and rotting fish.
Items Carried: Raig carries 7 lock picks, a rusted, blunt Iron knife that he found on the street and a muddy handkerchief.
Notable skills or abilities: For his age, Raig is quite good at lockpicking and can get into a few places – mainly bakeries. He can also go unnoticed, and is very quiet.
Brief History: Raig is an orphan. His father was lost at sea when Raig was just 8, and his mother died of the disease Collywobbles a year later. Raig is also quite stupid. And after his mother died, that was the perfect excuse the local school needed to kick the boy out. He has always been a troubled boy, however. Ever since the small family moved to Betony from Skaven, his father beat him, this was mainly for Raig’s idiocy. This damaged Raig’s self esteem, now he is cautious around advlts and older kids. In a way, Raig was relieved when his father’s schooner was found crashed into jagged rocks near Stros M’Kai. His mother was always loving of her child, and Raig was distraught when she caught Collywobbles, and since they couldn’t afford a healer, she died.
Raig wasn’t allowed to keep the home – as he was only 9 – and refused to go to the orphanage. He was taught by a school friend how to pick locks, and joined him on petty thieveries throughout the dock district of Betony. Raig now is rather good at picking locks for someone of his age, and uses his skills for food, breaking into bakeries and stealing bread.
Darkom95
Name: Donatello Dovere
Gender: Male
Race: Bosmer-Nord Halfbreed; Nord dominant traits from mother
Age: Twelve
Sign: The Lover
Class: Benevolence Student
Class Description: As a young boy training to become a Maran priest, Donatello spends most of his time within the chapel, though he does attend some classes at a local public school. His days are filled with classes and tutors, even his free time spent reading or praying, with relatively few friends and no real family to call his own. An orphan, his school tuition is paid for by the chantry, maintained only as long as he keeps up his schoolwork.
Class Skills: He is primarily a scholar, and his knowledge truly is impressive for his age, but his real talents lie in magic. He is a skilled mage, in both healing and mysticism, and has dabbled in alteration and illusion as well, though most of his spells are strictly within the church’s guidelines. He is also trained to heal without using magic, and is a keen student of anatomy. Donatello is also an excellent runner, with surprising stamina for his meager frame,
Appearance: Donatello has sharp, angular Bosmer features, with a small pointed nose and long (yet not pointed) ears, though his face is distinctly stronger than the average elf, even at his age. He has a pointed chin, thin lips, and sharp cheekbones, making his face look even thinner than it is. He has thin slanting blonde eyebrows over light gray eyes, with unruly dirty blonde hair frequently hiding the upper half of his face. He hides his merish features whenever he can, ashamed of the differences in his appearance.
His thin, bony body is just starting to resemble the man he will soon become, a thin layer of muscle slowly covering his small form, yet many still mistake him for an even younger child. He is short and scrawny for his age, a fact many of his classmates enjoy reminding him, and isn’t particularly athletic, though his stamina frequently impresses his trainers. He spends most of his time alone, reading, and his physique reflects his mostly sedentary lifestyle.
Eyes: Slate light gray, almost blue
Hair: Dirty Blonde, short unruly wavy hair
Skin: Light toned Nordic skin
Height: 5’ 2’’
Weight: 80 lbs.
Build: As a boy just starting to grow into his manhood, Donatello’s naturally skinny build has begun putting on the natural layer of muscle of any man. However, due to his heritage, he remains almost sickly thin, though in surprisingly good shape.
Personality: A decidedly shy, easily distracted child, Donatello has few friends amongst his classmates. He clings to the few friends he does have, and tries desperately to please them. He cringes at the thought of violence, or even confronting the many bullies at his school, and wants little more than to read his books and meditate. He is not outgoing at all, thoroughly introverted, and resists any form of change in his life or routine, though he is very easy going. He has little to no self confidence, and wonders constantly what his parents were like.
Donatello is aloof, frequently lost in his own thoughts, and also enjoys daydreaming in the gardens. He is very empathetic, especially towards the less fortunate and animals, and has a host of small pets that he hides from his teachers. But most of all, he is unsure of himself, who he is and what he will become, and wanders through his life, as if waiting for a purpose.
Goals: Serve the church, graduate school and become a scholar-priest, discover the truth about his past.
Fears: Criminals and other shady characters, most of his fellow classmates, heights, displeasing his bodyguard, teachers, or the Benevolences.
Hobbies: Studying, reading, practicing magic, walking through the church garden, staring at the sky, running through the fields of Betony, and spying on girls in the city.
Religion: Devoted to Mara, but worships all of the Nine Divines
Clothing: Donatello wears the blue and white robes of his chantry, with the knot of Mara loose around his neck in thin white rope. He has tight sandals laced around his feet, bracing his ankles and providing protection when he runs. When he does go running across the Betony countryside, he changes from his white robes into a pale blue tunic and soft white shorts, which he also frequently wears when going into the city.
Weapons: Priests, even those in training, carry no weapons.
Miscellaneous: Donatello can usually be found with one book or another in hand; more if he is going to school. Aside from that he has a small collection of odds and ends: a handful of birdseed in a pouch at his waist, any flowers he recently picked from the church’s garden hidden in his robe, a small pouch of salves and poultices that he uses for healing, and he usually forgets his feather pen behind his ear.
Magic: Donatello has been taught much by the Benevolences, and, along with his natural gift for magic, has already become an adept sorcerer. He specializes in the arts of healing and mysticism, but is also learned in illusion and alteration.
History: Donatello never knew his parents; he was brought before the chantry by his bodyguard Hamon at a young age, and has been raised by the Benevolences ever since. He has led a sheltered life, his only real friends the priests that guide him and the bodyguard who is like a father to him. His earliest memories are of his terrible stay in Solitude, where he was held captive after being captured by Nordic skirmishers raiding his native home near Jehenna. After a few long months in the city, Donatello was saved by invading Breton soldiers, a little malnourished but other than that fine. Hamon, however, was not so lucky, losing his hands to the Nords after trying to save the young boy from being whipped. (3E 331; he was six at the time)
Shortly after, Hamon takes the boy away from Jehenna, hoping to keep him out of harm’s way, and journeys to Betony, then a quiet city on the edge of High Rock. There he takes him to the local Chantry of Mara, hoping the priests might give him the education he deserves, and soothe his traumatized psyche. Donatello has remained there ever since, learning from the priests and spending many happy days with Hamon, but his dark memories haunt him. He has nightmares of Solitude, and the cruel men there, but sometimes his dreams involve the mother he never knew, a Nordic woman being slain by Bretons.
Glass Warhammer
Name: Charlette Bienne
Age: 11
Race: Breton
Occupation: Student/Courier
Appearance: Short even for a Breton of her age with pale green eyes, messy ginger hair and a permanent look of bewilderment that had nothing to do with facial features but had everything to do with her being permanently bewildered and barely intelligent enough to outsmart an orc or possibly even a rock.
Items Carried: An amulet given to her by her sailor father who bought it in some faraway land during a voyage. It has a small Fortify Intelligence enchantment that when used almost makes her as intelligent as the other children in her class. He hoped that the enchantment would help her do better in school even if it was technically cheating. Maybe it would have worked, if it hadn't been for Charlette's attention span being shorter than a Wood Elf with no legs meaning that she was probably capable of doing the work now but never paid it much attention. Occasionally, usually after using the amulet, she wonders how her dad managed to afford it. She has a job carrying things like packages to people's houses and as a result tends to have a few coins that she'd earned that day in her pockets. She keeps the rest of her earnings at home because her mother said not to run around town with anything that might attract thieves. She kept the amulet hidden inside her shirt for the same reason.
Notable skills/talents: Charlette makes up for her low intelligence with enough running speed to even outrun a fair number of advlts. This was the main reason she was given the courier job. That, and as dumb as she was, she could still understand instructions. She also managed to learn a Chameleon spell from her father who learned it himself on another voyage. She doesn't have enough magicka to cast it often but she finds it useful when she has to get through the bad areas of town. Combined with her natural sneaking abilities, that spell means that she is yet to be caught by thieves on a delivery. As brainless as she is, it is possible to teach her things with some patience and once a fact has managed to enter her tiny brain, it will never leave, so she won't need teaching the same thing twice, at least.
Brief History: Charlette and her family live in the poorer end of town and lose most of their money paying for Charlette's education, a decision that her mum is regretting and is thinking of pulling Charlette out of school since it doesn't seem to be doing much good. Charlette wouldn't mind either, she enjoys her job far more than her schooling, where she spends most of her time looking out of the window, wishing she was out there in the sun instead of the dark classroom being told things she didn't care about, assuming she even understood most of them. She could read and write and that was all she felt she needed. She wouldn't mind going with her dad to see the far away places he always told stories about whenever he returned home from a voyage. She'd quite like to learn more spells too, but hardly anyone did magic on Betony. That confused her, since she was sure Bretons were supposed to be great mages, yet here was a whole island of Bretons with no magic at all.
Tes96
Name: Vedaa Addammassar, adopted daughter of Ashlandic Dunmer, Ahti & Zebnannamu-Ilu Addammassar.
Age: 8
Gender: Female
Race: Dark Elf
Class: Sorceress
Birthsign: The Serpent
Appearance: Born and raised in the wilderness of Summerset Isle, Vedaa is a little short for her age. Being an Ashlander native to Summerset Isle, she has an accent that still lingers in her high-pitched, child-like, girly voice. Long sleeve shirt, shoes and pants are all she is wearing; including a necklace made from string and bones.
Equipment: Clothes made from fox and muskrat fur, amongst other hides of other native creatures of Summerset. She wears a necklace given to her by the whole tribe, as a symbol of their property and protection. It basically has teeth laced on it from creatures they've killed during their times.
Abilities: Incredible at the arcane arts for her age, but very misguided. A lot of spells were self taught and learned by other amateurs and critters. She is able to cast a Tongues spell to communicate with everyone else outside her tribe. Without magic, she can't communicate since she doesn't know common, mundane languages, like Tamrielic/Cyrodillic, Dunmeris or Altmeris.
Background: She procreated out of the interplay of the Aedra and Daedra. She was transferred to the wilderness of Summerset Isle, about 30 miles from Rosefield. Being born and raised by an indigenous Ashlandic Dunmer tribe (who were ostracized from the Vvardenfell clans), she has spent her entire existence living in the wild, surviving off of what the tribesmen would bring for food and drink. Their wise-woman, Vedaanamhii Addammassar (after whom Vedaa was named), sensed their was something divine about Vedaa. They believed she was Saint Veloth incarnated, which she wasn't. She spent a lot of time playing with the fey folken of the land, i.e. sprites, faeries, hobgoblins, gnomes, brownies... It was discovered even before she turned one, that she had a natural gift for magic. At 10 months old, she could heal injured insects and small animals. Around 2 she was able to cast levitation and telekinesis spells efficiently. When she began talking, it wasn't long before she was able to teach herself ways to communicate with other creatures and fey folken by using magic. Since she only lives with her tribe 30 miles west of Shimmerene, the only natural language she knows without using magic is her own native dialect that her tribe speaks. She knows not one word in Cyrodiilic or any other mundane language. She can however, speak Faerie fluently, though not all sects of it, as faerie worlds and languages go beyond that of the Mundus, into pocket realms yet to be discovered by mer.