The Games
[please note that Broken Scale had this exact idea, so bow before him]
4E 396: The Aldmeri Dominion is in complete control of the Tamriel, its empire composed of all ten provinces. Many decades ago, the provinces (who were victims of increasingly horrible Thalmor atrocities), banned together and started an insurrection; a rebellion against the Aldmeri Dominion. Weakened by the atrocities and oppression, the rebellious provinces lost the civil war, being placed once more under the Dominion’s control.
But how to punish the unruly provinces? More atrocities will just spark more rebellion; while lessening the amount of oppression will just make the elves appear weak. The answer that the most noble of Thalmor came upon: The Games. The Games would be a highly publicized event, similar to that of gladiatorial battle, where each province would send two “tributes” of the respective race (both a boy and a girl). All of these tributes, twenty in all, would be placed into a massive arena and battle one another to the death for the glory of their province, and the Aldmeri Dominion.
And it is once again time for the reaping in your province- the time when tributes are selected. You shuffle out of your homes, and head to the capitol, where you will line up as the local Thalmor representatives select the boy and girl who will represent your race and province in The Games. Some of you pray to your gods that it is not your name that is called by the Elvish bastards, while others may be doing the opposite, or even volunteering to go into The Games. Regardless, the tributes are about to be selected, and The Games about to begin…
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So, I thought it would be cool to make a Hunger Games-TES cross over. What are your guy’s thoughts? It’ll be mainly PvP, so if expect your character to die (unless you make some sort of utility character like a mentor or media personnel). You won’t need to have read the books to understand or participate in the RP, for it will all be laid out for you. Let me know what you think, I could use a lot of help with this. When I return later, I will lay some more basic information out. But for now, a basic response and impression will do. *tips hat*
Rules
1. No Ubering; make deep, logical characters.
2. No bickering. The Game Makers and Game Makers alone (with the aid of an impartial 3rd party) will determine the outcome of a fight if the two PvP combatants are unable to come to an unbiased conclusion.
3. No character controlling
4. Be respectful towards one another.
5. Feel free to make more than one character
6. No bread puns.
7. Have fun!
Provinces (some basic information that is subject to criticism and revision)
Black Marsh: The homeland of the Argonians has been touched by the Dominion the least out of all the provinces, due to its inaccessible terrain, lack of desirable resources, and hostile inhabitants. Despite this, the lizard-folk are treated horribly by their Altmer masters, and seen as inferior creatures, causing many Argonians to abandon society and tread deep into the inner swaps of Black Marsh, where the wage a guerrilla war against the Dominion. Many Thalmor concentration camps and secret prisons adorn the coasts of Black Marsh. Tributes from Black Marsh are some of the most successful, due to their natural claws, water breathing, and survival skills.
Cyrodiil: Where the Imperial Empire once flourished now lays an impoverished and exhausted nation of people, all weary and resentful of their brutal Mer rulers. The Imperials have the heaviest taxes of grain and money, and the province they live in holds the numerous military bases and concentration/work camps.
Elyswer: The Khajits of Elyswer are renowned merchants in the Aldmeri Dominion, and for this reason, the Thalmor’s oppression in this land is minimal (or at least minimal in comparison to other provinces). The sands and jungles of Elyswer produce many trade goods, such as lumber, jewels, and various rare ores. The Dominion’s activity here is surprisingly low.
Hammerfell: The home of the Redguard people has been long plagued by the Dominion, even before the Mer conquered all of Tamriel. One of the most hatted races of men, the Redguards are naturally skilled warriors, as well as being very prideful, despite their degration by the Aldmeri Dominion. Many concentration/work camps and military bases persist in the province.
High Rock: Treated as filthy half-breeds, the Bretons of High Rock have had their once precious feudal system shattered before their eyes, replaced by a weaker, Thalmor advised system of Bretonic Kingship. Taxes in High Rock are quite high, and many prison/work camps are found throughout the province.
Morrowind: Seen as outcasts and degenerates by the Thalmor who control the Aldmer Dominion, the Dunmer of Morrowind are just as oppressed as the Imperials and Redguards, and other races. The province, or what’s left of it after the Red Year disaster, is dotted with prison camps and military bases. Dark Elf tributes are generally dangerous; due to the rough environment they grow up in, but are no considered to be “career” tributes (children trained from birth to win The Games).
Orsinium: Perhaps the poorest province in Tamriel, Orsinium is full of Malcath worshiping Orcs, some “civilized” (or as close to civilized as Orcs can get), and some organized into war-like mountain tribes. Said tribes are common victims of the Dominions genocides and other atrocities. Tributes from Orsinium are usually volunteers trained from a young age, and are considered to be “careers”, though not as highly trained.
Skyrim: The hardy Nords of Skyrim are honor-bound and prideful folk, even under the oppressive rule of the Dominion. Many are rebellious, despite the fear of death and torture, and The Games. It has been difficult for the Nords to adapt to the loss of Talos, their most favored god, and they are often dangerous opponents in the arena. Skyrim serves as the Dominion’s main source of coal, iron, and ebony producing province, resulting in many mining camps run by Human slaves.
Summerset Isles: Home of the Altmer, and head seat of the Aldmeri Dominion, the Summerset Isles is a glimmering archipelago of tropical islands. Many prosperous cities are on the islands, including the infamous arena. The Thalmor actually submit tributes to the games as well, though they are trained from birth to win the games in the name of the Aldmeri Dominion.
Valenwood: Valenwood used to be part of the Dominion (and more accurately, still is) until the rebellion. Even with their dissent, the Dominion still accepted them back into their arms. The Bosmer, the native Mer of Valenwood, are quick, nimble, and well in tune with nature. The Thalmor allow the Bosmer to train career tributes for The Games.
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Character Creation
This is pretty simple. We will have a few different types of characters: tributes and non tributes. If you play as a tribute, you will probably die. Accept that. Remember, this is PvP, which means you have to be fair to one another during combat (us non-tributes will make sure of that). Unfortunately, we will have to semi-force race/six on some tribute characters. In addition, I don’t want to see some 15 year old experienced warrior who swings a battle-axe without losing a bit of stamina (I’ll give a lot more lenience for career tributes). I also don’t want to see cutout characters from the books/movie, nor do I want any bread puns. Just be logical and realistic. Also, Tribute characters won’t be starting with any equipment, instead obtaining equipment in the arena.
Other than tribute characters, we can have Mentor characters, who are previous winners of The Games who train, teach, and advise the tributes from their home province. All sponsoring is handled through the Mentors.
Characters
The Ascended Sleeper
Name: Aengvir
Gender: Male
Age: 17
Province: Valenwood
Appearance: Aengvir stands at roughly five-foot eleven, a tall height for most Bosmer. He is lean and wiry, with powerful muscles clinging to his athletic form. His face is handsome and gaunt, holding a pair of deep green eyes and a head of shaggy, sandy-blonde hair.
Skills/Proficiencies: Aengivr has been trained profusely in hand to hand combat, and is dangerously fluent in several forms of martial arts. In addition, he has also received extensive training in the fields of archery, bladed weapons (knives and smaller swords are his forte), and trapping (snares, booby traps), and is beyond proficient in each. Being one of the most cunning and devious career’s from the academy, Aengivr is also skilled in the arts of Stealth, persuasion, and poisoning, often deceiving and tricking many of his rivals in the cutthroat world of Thalmor controlled Valenwood. He doesn’t, however, have much real world experience outside of his training academy, and has only made a few kills in his lifetime.
Mental Status/Personality: Aengivr is a very deceptive and cunning Mer, and almost utterly uncaring for those he harms in his quest for power and elitism. Despite this, the Bosmer has an annoying streak of compassion, pride, and chivalry, which have (on rare occasions), gotten in the way of his objectives. Aengivr is not quick to laugh, and can be very subtle with all of the things he does. He holds a secret hatred for the Dominion in his heart, though he barely even realizes it.
Background: Aengivr was the son of a kind family of Bosmeri, until the Thalmor raided their village and committed genocide, sparing no one except the one year old Aengivr and a few other children. From there, he was sent to the Career Tribute Academy in his province, and was militaristically provided for until the age of five, which is when he began his formal weapon training. Aengivr has no recollection of the genocide the Dominion afflicted upon his hometown or his parents, but he vaguely knows that it happens, and he often becomes enraged when he sees a child enjoying themselves with their parents. Aengivr was train extensively, and quickly mastered archery, stealth, hand to hand, and trapping. In the cutthroat world of his academy, he soared through the ranks, with a knife in one hand and cunning deception in the other, graduating at the age of only seventeen, and being placed in the sixtieth anniversary of The Games.
Trannigan
Name: Allimir
Race: High elf
Gender: Male
Age: 16
Description: Allimir is 6'8 with a slender but toned build. His hair is long on the top but shaved down on the sides and back, and he puts it up in the style of a Bosmeri swordsman. His irises are Ember colored but unlike the 'pure' Altmer that line the Thalmor ranks, Allimir's sclera is white like a human being. His face is smooth and hairless as he is still but a child. (Well, teen, but yeah lol) On his chest remains a nasty scar from the Thalmor wanting to be rid of him as a baby.
Skills: Allimir is very skilled with a bow, having been raised by his adopted Bosmeri mother, then sent off to the academy when he was of age. While there he was also taught to be very skilled in the art of knife fighting and sword play. Among other things they taught the boy was the art of camouflage and trap setting.
Background: Allimir was born in Alinor, but due to the baby being considered impure the Thalmor tried to kill the young baby off. fortunately for the dying baby he was found and nursed back to health by a sympathetic Bosmer named Belwen. The woman knew that the Thalmor would discover what she did and punish them both, so knowing that the boy would have a particularly hard life anyways, she had him sent off to their Academy to try and become a career Tribute. Under his teacher/mentor's tutelage he was expected to quickly be as skilled and efficient as the other Tributes. They trained him and the others many hours a day, correcting any weaknesses with punishment and making sure that they would be fitting of the Thalmor. Thanks to their strict teachings, Allimir has learned to have no use for such things as compassion or mercy. Although... He does still have the needs of a child. He still feels fear and loneliness.
Disturbed
Name: Aurane "Swift" Imbendt
Race: Breton
Gender: Male
Age: 15
Appearance: Aurane is quite skinny but is almost completely muscle from a lifetime of being a laborer. His long brown flowing hair is cut short for the occasion and his usually happy eyes have adopted a fierce look since the reaping. Aurane stands at five feet seven inches.
Skills: Aurane is very fast and can run long distances without stopping. His natural running abilities earned him the nickname: "Swift" back in High Rock. Although the teaching of magicka to a Manmer is outlawed in the Thalmor controlled Tamriel,(OOC I can edit this if you want but I thought it would make sense because Bretons are the only real Magickal threat to the Altmer) his parents trained him and he is proficient in Alteration and Destruction and is a novice level healer.
Personality: Aurane is quite cheerful, but ever since the Reaping he has become more dark and brooding. He will stop at nothing to win and has mentally prepared himself to kill.
Background: Aurane was born a lowly Breton laborer to one of the many Thalmor plantations scattered around High Rock. His loving parents provided support and training if he ever needed to defend himself. Aurane witnessed families being burned alive by ruthless Thalmor overseers and despises all Altmer.
Broken Scale
Name: Camille Leon
Gender: Female
Age: 16
Province: Cyrodiil
Appearance: Camille’s most defining feature is that she is far more attractive than anyone in her position could ever normally hope to be. Even while underfed and while growing up on the street, Camille is incredibly beautiful. She stands at 5’7”, with a skinny (though not quite bony just yet) frame, and blonde hair and amber eyes.
Skills/Proficiencies: Growing up on the streets of a slum just outside of what used to be Bravil, Camille has had to learn to fend for herself. Stealing what she could, fighting with fists and knives for what she couldn’t, and trading whatever she could to get what she needs, Camille is used to living in a cutthroat, dog-eat-dog world. She feels, for her, the Games will be a welcome change of pace.
Mental Status/Personality: Not just living, but relatively thriving on the streets, Camille is not entirely mentally sound. She has killed before, with a shank, and would gladly do so again, if she felt it would get her ahead. Also extremely cocky, or at least more so that someone with her life should be, Camille is perfectly willing to use whatever assets she has - her looks, her skill with knives, her stealing for her benefit. However, that being said, she does have a conscience, and once she grows close to someone, she’s a valuable friend, and one who will be by that someone’s side whenever they need it.
Background: Camille has not just survived on the slums of Bravil, but she has thrived. A orphan who became a successful thief and knife fighter, Camille had assembled a relatively large gang of fellow young orphans, and who, together, looked out for one another and made their own way. However, this year Camille was unlucky enough to be chosen as the female tribute for Cyrodiil. Camille hopes the skills she picked up on the streets will transfer easily to surviving in the Arena.
Name: Claudia Accalia
Gender: Female
Age: 20
Province: Cyrodiil
Appearance: Far from unattractive, Claudia stands at 5’6”, with a lithe, though not nearly as undernourished as in the past, frame, with black hair tied in a ponytail, and gray eyes that have seen more than any young woman her age has a right to have seen. She has dark circles under her eyes, as she has trouble sleeping after her experience in the games, and is rarely seen smiling.
Skills/Proficiencies: Claudia has the skills that someone who grew up with next to nothing would have: surviving. While her brother had handled most of the actual, day-to-day risk taking involved in their survival, Claudia proved rather efficient at making do with little. In the actual Games themselves, Claudia spent most of her time running, though she was decent enough with a dagger to score one kill with it. Since the Games, Claudia has taken out her anger through training, developing the skills she lacked during the actual Games themselves.
Mental Status/Personality: Obviously, having seen first-hand the horrors of the Games, Claudia is broken inside. Having to watch the other Cyrodiilic tributes that she has been forced to mentor die year after year, unable to do anything about it has only compounded her brokenness. She has developed persistent insomnia, being plagued with night terrors, and a hatred for other mentors, especially Careers, who look down on her for not being a “deserving winner.”
Background: Claudia’s mother died giving birth to her, and her father died when she was only seven, so for the longest time, it was just her and her older brother, taking care of themselves. Unfortunately, during the Games of her 14th birthday, both she and her brother were chosen as tributes. With nobody willing to volunteer to separate the siblings, they were both taken out to the Games. Her brother, despite having no training, excelled, impressing the judges and public with his raw talent, while Claudia made the public feel sympathy for the situation she and her brother were stuck in. The combination of the two made them a popular choice for the sponsors during the games, and allowed them to receive supplies they desperately needed, like food or medicine. Once in the Games, her brother proved relentless and ruthless, killing eight other tributes single-handedly, including two of the Careers. Claudia pitched in by killing one tribute. The pair managed to make it to the end of the Games as the final two, where her brother, in order to make sure she survived, killed himself, meaning that Claudia became the winner of the 54th Games, and the only living victor from Cyrodiil. Even six years later, Claudia is still mourning her brother’s death.
Monkey Hominid
[reserved]
JDKilla
Name: Olvyne Andrano
Gender: Male
Age: 16
Province: Morrowind
Appearance: Olvyne, more commonly known as Olv, or Vin, comes from a long line of former Redoran Nobles, one in particular that is credited with saving the Great House, and it is in his likeness that the current sons of House Andrano are styled. Their heads are shaved and their faces tattooed with the Hand. The one difference that separates Vin from his older and younger brothers, besides his middling height, is a scar that runs diagonal across the palm of the tattooed hand, which he received in a knife fight with the son of a former House Hlaalu noble, who had not only challenged him to a duel with the short blade, but had also attempted to poison him. On that day, he had gone shirtless and worn only a pair of black breeches that would be common among the peasantry. In general, though, his shirts and pants were of a softer material, but stuck with a black and red theme.
Skills: Vin is skilled in the art of stealth and hiding naturally. Along with that, he is also fairly proficient in the use of short blades, especially for one of his age. Dual-wielding is also something that he has played with and likes the feel of, but he has yet to use it against someone. He is also pretty good at throwing knives, but has also only done so against a tree. Unlike most his age, he is a killer. He has killed before and has no qualms with it. Going with his skill in stealth, Vin is also a good climber and can be fairly acrobatic.
Personality: Cold would be an easy way to describe Olvyne. He does not speak much, and does not show much emotion, especially after he killed his first person. In some families, there are members who are disowned for being cruel or for the acts they have committed, and it is highly possible that Olvyne could become one of those disowned sons. His parents had always told him the legends of his family and how they had brought back the Great House from the precipice of disbandment and extinction. In a way, Vin felt that the rest of the members of House Redoran owed the Andrano family fealty, and he should be able to order them around. After all, their ancestor wasn't the Savior of the House. However, as Vin grew older he began to understand primogeniture, and realized that it was his older brother who would get everything, and he would be left with the remainder, while his youngest brother, being the baby, would be doted upon. Some would attribute this as the beginning of his cold, dangerous nature, but in reality, it was something that he had been born with.
Background: The Andrano family is an ancient one that has been part of the Great House Redoran for longer than there are records. It has served the House faithfully and fully, and even provided the Savior of the House in one Boden Andrano, who brought the House back from the brink of extinction after the Oblivion Crisis some three hundred years prior. It was in this shadow and under those expectations that Olvyne was born. His older brother, Miner, obviously named for the Councillor who had been Boden's mentor, was the one who was showered with the most gifts and favors and it was he who was expected to take one of the Council seats upon their father's death. Olvyne's destiny and fate were unwritten, and with the birth of his younger brother, Bradas, his slate was wiped clean once more. He dutifully sat through lessons with his brothers, but as soon as possible, he would escape to the roof or leave the compound entirely, but not before retrieving the steel dagger he had hidden, which he had stolen from the secret armory in the compound. These constant disappearances distanced him from his brothers, and his parents noticed, but Olvyne would always lie to their face when questioned. He simply did not care.
It was during one of his explorations that he encountered the son of the Hlaalu noble, who ended up being about the same age as he. All Vin remembered of the boy's name was that his last name was Bero, which had been a noble one within House Hlaalu for some time. The boy had insulted House Redoran and Vin personally, so he had challenged him to a duel, then and there. He accepted and when the other offered to shake on it, Vin had been cautious, but grasped the hand anyway. The boy had held tight and quick as a snake, he had produced a hidden dagger and tried to slash Vin's throat. The glint of light on the blade had been enough to make Vin lean his head back as far as possible and once the the blade had passed, he rammed his head forward, into the nose of the Hlaalu boy. The nose was broken as was the grip, and this allowed Vin to retrieve his own dagger. A few feints and slashes went between the two before the Hlaalu boy made a wrong move and the hilt of Vin's dagger protruded from his chest. Vin had watched impassively as the life of the boy quickly drained away. Altmeri guards had eventually found the body, but there was no way to tie it to Vin.
The Reaping that had called him had been two years after he had killed the Hlaalu boy. Dressed in the finery of his House, he had been picked to represent the Dunmer of Morrowind in The Games. They had been a constant cloud over his head, but he had never worried, because he had never cared if he was chosen or not. Truth be told, he had wanted to be picked, in the deepest parts of his heart, so that he could have a chance to kill freely and test his skills. His parents were distraught but held themselves together well. This did not touch Vin nearly as much as it would have touched either of his brothers, but he had nodded at them with the cold indifference that had seemed to be perpetual for the past few years. He had also shared a nod with his older brother, Miner, who knew that Vin was a little off, but they were still brothers. Those were his last images before being taken away.
Magnus the Red
Name:Alecor Valteryan
Race: High elf
Gender: Male
Age: 73
Description: Alecor stands at 6'2 and has pure black hair (oiled see oblivion) and Grey eyes he is slightly pale and walks with a cane due to an injury in the first ever game. He is clean shaven.
Skills: Alecor is an excellent swordsman and can cast destruction spells very well he knows one master level spell, he is competent at most things but fails to understand archery and hammers.
Major flaw: other than his injury he is haunted by the past memories and sometimes can flashback with devastating consequences, his temper though long can snap.
Background: born in alinor, alecor was raised to be a soldier but fate ended up with him becoming the first male high elven tribute in the first games surprisingly the girl tribute was expected to win but at the last duel between the two alecor won, he has trained every single tribute since then for the thalmor and knows he will have to have memories of every one he has trained and who have died etched into his mind.
Radioactive Bacon
Name: Bokal
Gender: Male
Age: 18
Province: Orsinium
Appearance: Bokal is muscular even for an Orismer he stands at 6,3, he is covered in scars and evidence of broken bones. His head is covered in black dreads and he has a rough beard. His eyes are a deep yellow.
Skills/Proficiencies: Bokal's only experience comes from fighting lesser Orismer in the Pit (The stronghold's arena) he has never lost a fight except against his father, the cheiftain. Bokal can take an incredible amount of punishment before he falls unconscious, Pain does not bother him anymore, it only reminds him to hit his opponent harder.
Mental Status/Personality: Bokal is ignorant of new ideas and will seldom listen to others, his hatred of his fellow kin has carried over to all Men and Mer. Bokal can hold a grudge for a long time. What Bokal wishes most is his freedom, and he will do anything to gain it.
Background: Bokal was 7 years old and already had shown traits of being the next Cheiftain, but his arrogance earned his place in the pit fighting his former loved ones. Bokal thinks there is no possibility of him losing the Games and when he wins he shall gain his freedom.
Crymson
Name: Vera
Gender: Female
Age: 16
Province: Skyrim
Appearance: Vera sports a lean, athletic build, with a strength deceptive for one of her stature, a trait undoubtedly thanks to her Nordic heritage. Her sandy-blonde hair, normally shoulder-length, is tied into a pony-tail and like the classical image of a Nord, her eyes glimmer like twin shards of sky-blue ice.
Skills/Proficiencies: The chance of being selected as a tribute was a threat to all children of Skyrim, whether or not they were chosen. Vera was trained in the usage of blunt-weaponry, whether mace, quarterstaff or club, the deceptive simplicity of such weaponry often gave Vera the slight edge she needed to knock out a overconfident opponent. In addition, Vera is quite a decent shot with a sling. The harsh wilderness of Skyrim taught Vera the usefulness of stealth and some essential survival skills (Make fires, cook, etc)
Mental Status/Personality: While at first Vera might appear to be the anti-thesis of a typical Nord, with her quiet, unassuming demeanor and her smaller-than-usual size, physical appearance doesn't equate personality. Beneath her apparent indifference, Vera takes pride in her craft and her nation, a slight against it is one that is unlikely to forgotten, even if that revenge comes years later or in an unexpected form. In terms of honour, while Vera once might have adhered to one, past transgressions proved to her the futility of keeping one. Nevertheless, she tries to adhere to basic tenets of honour, but she is never bound by them. An early childhood trauma of being locked within a chest has left Vera with claustrophobia.
Background: Born and raised on the outskirts of Whiterun, Vera's family was murdered by Orc marauders when Vera was six, she only survived by being hidden in a chest. The experience left her scarred and claustrophobic. Miraculously, Vera was discovered by a passing trade caravan and she was deposited at Riften, a whole world away from Whiterun. Nevertheless, she was taken up by a local woodsman's family from whom she learned woodcraft and stealth, while the seedy atmosphere of Riften necessitated her to learn how to fight, or die trying.
Amateur Explorer
Name: Isessi Cayir
Age: 29
Race: Bosmer
Gender: Female
Appearance: Isessi has a darker complexion compared to most Bosmer. Freckles dot her cheeks and her eyes are very wide, but they are without pupils nor irises. Her legs are quite long, and one of her ears is bent over at the top.
Skills: strong Restoration, good Conjuration, strong Acrobatics, some Survival. No combat experience or training (unless you count staff dances as 'combat.' But really, none at all.) Her reading and writing skills aren't up-to-par.
Personality: Isessi's very honest, and will always blurt out what she thinks of something or an individual (especially individuals, always to their faces) the moment she is reminded of said thoughts. However, she has an abnormally long attention span, can focus on some things very well, and can meditate for days at a time. Although she will try to avoid violence, she understands that there are some in this world who simply need an arrow to the knee without Mara minding all that much. In dire situations, she will often think of all possible options and revise them regardless of what is going on around her, and by the time she makes a decision it is at the last possible moment--many times, not even that. She does not think of herself as her own person at all, and resigns herself to follow the energies of the universe, and land wherever they lead her. She values the group over the individual and places a very high importance on knowledge. Isessi allows emotion to overtake her, and will often become irritable and reckless if knocked out of her usual sedately contented state of mind.
Bio: Isessi was born to a poor mother and father who, while extraordinarily happy with their new baby daughter at first, eventually grew to notice odd things about their baby. Later on, they were informed by an alchemist that their daughter's apparent slowness/stupidity and erratic behavior was caused by some rare poison the mother had accidentally ingested while conceiving. Deciding that they'd be better off not caring for the child, they handed her over to a priest of Mara in effort to give her a "normal" life. (In later recounts, Isessi would show somewhat of a grudge because she would often draw the conclusion that her parents did not want her.) The priest cared for Isessi for some odd years until he died in his sleep. It was at that point that Mara and gave Isessi the blessing of intellect and told Isessi that she would eventually find a contented place in life. In the years after, Isessi spent time with both priests of Mara as well as priests of Y'ffre. Isessi did not spend as much time in the temple as she did in the woods, preferring to glorify the gods outdoors instead of inside, getting a better tune of nature.
A crippling disease coupled with Dominion genocide had hit Valenwood just before the 48th games, especially hitting the metropolitan cities. Valenwood was stripped of a good chunk of its population and lost a lot of students studying at academies. The career tribute training centers were hit hard as well, with many prepared and elite students either dying or in short supply, opening a path for a random tribute draw from Valenwood since the first decade of The Games. As luck had it, Isessi was randomly chosen along with one of the surviving "prepared" career tributes. It was a blow to Isessi to join the games, but she had ended up becoming dragged into it anyway, stuck between basic survival and the teachings of Mara.
Once in the arena, she headed to the most faraway section of the arena she could think of, and, failing an attempt to receive guidance from Mara, she conjured a few atronachs and forced herself to come up with something to survive. She eventually adopted a strategy to construct a few makeshift havens around the map, staying in them for only a few hours at a time and never returning, so that she could distract the other tributes from any effective way of finding her, and she never interacted with any of the other tributes. The 58th games came down to Isessi, the female Dunmer tribute, the male Orc tribute, and the male Altmer career tribute, all of who hunted her relentlessly across the arena. When it came down to the nitty-gritty of things and she had nowhere left to run else come into combat, Isessi finally ordered her elemental atronachs to attack the other tired tributes, resulting in their deaths not too long after.
The moment the games were finished, Isessi ignored any honors and left the Summerset Isles almost immediately, trying to find some sort of repentance for the Games, seeking more guidance from Y'ffre rather than Mara. Eventually she was pushed back to mentor games, figuring that the thing that went wrong happened during them, and the only way to find out what she had done was to visit the sites of the games again. She will usually advise those under her that this is not necessarily a game of hunting but survival, and having solid supplies is the key to maximizing your chances regardless of anything--a good economy, no matter how minute, wins out in the end.
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Tribute Roster
Alinor
-Male Tribute: Allimir. Status: Alive and uninjured. RPed by Trannigan.
-Female Tribute: [name unknown]. Status: Alive and uninjured.
Black Marsh
-Male Tribute: [name unknown]. Status: Alive and uninjured.
-Female Tribute: [name unknown]. Status: Alive and uninjured.
Cyrodiil
-Male Tribute: [name unknown]. Status: Alive and uninjured. RPed by Yesman FTW
-Female Tribute: Camille Leon. Status: Alive and uninjured. RPed by Broken Scale.
Elyswer
-Male Tribute: [name unknown]. Status: Alive and uninjured.
-Female Tribute: [name unknown]. Status: Alive and uninjured.
Hammerfell
-Male Tribute: [name unknown]. Status: Alive and uninjured.
-Female Tribute: [name unknown]. Status: Alive and uninjured.
High Rock
-Male Tribute: Aurane Imbendt. Status: Alive and uninjured. RPed by Disturbed.
-Female Tribute: [name unknown]. Status: Alive and uninjured.
Morrowind
-Male Tribute: Olvyne. Status: Alive and uninjured. RPed by JDKilla
-Female Tribute: [name unknown]. Status: Alive and uninjured.
Orsinium
-Male Tribute: Bokal. Status: Alive and uninjured. RPed by Radioactive Bacon.
-Female Tribute: [name unknown]. Status: Alive and uninjured.
Skyrim
-Male Tribute: Alleric Skysword. Status: Alive and uninjured. RPed by Leverus.
-Female Tribute: Vera. Status: Alive and uninjured. RPed by Crymson.
Valenwood
-Male Tribute: Aengvir. Status: Alive and uninjured. RPed by The Ascended Sleeper.
-Female Tribute: [name unknown]. Status: Alive and uninjured.
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The Arena
keep in mind that your characters will know none of the following information
The Sixtieth Anniversary Games Arena: The Ruins of Man
Greetings, illustrious and noble citizen of Alinor! What you are reading is the manifest for The Sixtieth Anniversary Games’ Arena, rightfully titled, The Ruins of Man. This Arena theme has occurred a few times in the past, and due to Alinor’s glorious anniversary of our spectacular Games, we the Game Makers have decided to bring it back. And without further ado, the arena:
The Ruins of Man is, quite simply, the eviscerated remnants of one of the greatest cities man-kind has ever known- The Imperial City. While magically and artificially fabricated, the Arena is nearly an exact replica of the once royal city as it is now today after the Second Sacking by the almighty Aldmeri Dominion. The city can be simply described as a massive wheel, five miles in diameter, with The Imperial Palace at its center, surrounded by outlying districts that number to ten. These ten districts are in utter ruin, destroyed by our invading armies, and left to rot, the jungle slowly reclaiming the white-stone that the city is composed of.
All twenty Tributes will start in direct center of the city, where White Gold tower would stand, instead replaced with a large, circular grassy plain. In the direct center of this plain is the cornucopia, a large metallic structure housing the most exquisite and useful supplies, such as powerful potions of healing, large quantities of food, durable armors of many materials, and deadly weapons crafted from the most skilled Altmer in the Isles. Further away from the cornucopia are more supplies; the further from the cornucopia, the less potentially game changing, yet still essential.
In a neat circle around the cornucopia are the spawning crystals- the places where the Tributes will be teleported to at the start of The Games. The Tributes, as I’m sure you the reader knows, must stand on their crystal platform for sixty seconds before the gong sounds, signaling the start of The Games. Failure to remain on the platform for the full duration of the sixty seconds will result in a rather unpleasant death. Below are breakdowns of all of the districts of the city.
Emperor’s Green Way:
Home of White Gold Tower, where the human emperors unrightfully and disgracefully claimed the work of our Aldmer ancestors as their own palaces. Instead of replicating a fifty story tower, we the Game Makers removed it, instead replacing it with the cornucopia field. The field is situated atop a tall stone platform, with six wells of pure water surrounding it. Around said wells are the graves of past human emperors and nobility, all crumbling into nothing more than forgotten stone. Around this area is a circular stone wall, beyond which lies the other districts.
Item Log:
-[in cornucopia]: three healing potions, four restore magicka potions, an array of moonstone knives/daggers, three steel spears, an articulately curved moonstone longsword, a crossbow of Dwemer origin with 20 bolts, a Dwemer War Axe, a steel mace, ten throwing knives, a full set of [] armor, a full set of boiled leather armor, various amounts of supplies such as lockpicks, torches, backpacks, herbs, string, and bandages, and two months’ worth of food stored in crates(with skins full of water).
-[outside cornucopia]: Several backpacks with contents of small knives, lockpicks, canteens, bandages, etc. There are also two short swords a bit closer towards the cornucopia, as well as a lacquered wooden shield, and an iron shield.
The Talos Plaza District:
Named for a blasphemous idea, this district, once home to luxurious mansions of the rich and the influential, this district has, like many of the others, been reclaimed by the jungle. The dragon statue that once sat in the middle of the district is now a sinkhole to the sewers, allowing easy access in for tributes ... and out for whatever dwells beneath. The numerous mansions are as likely to be safe havens as they are to be death traps. For every stable house with doors, there are several more that are ready to collapse. The bodies of Cyrodilic traitors - so-called ‘Blades’ Imperial Legionaries, and nobles - hang from buildings and lampposts, preserved in half-rotten states by magic.
Item Log:
- Most of the houses have been stripped of any valuables. At best, tributes could hope to find makeshift weapons or kitchen supplies. However, in the sink hole, there is a chest with a steel sword and helmet, though to get it, Tributes would have to brave the depths, of which there is no easy escape. Also, some of the corpses have daggers or worn pieces of armor, but Tributes would have to first find a way to the bodies, and then endure the stench of half-rotten flesh to get them.
Temple District:
Where the great Temple of the One once stood in idiotic blasphemy is now nothing but a pile of shattered marble and granite. The city surrounding the plaza with the collapsed temple is slowly sinking into the earth, its crumbling upper class homes being taken over by the murky waters of Lake Rumare, causing the landscape in the Temple District to mimic a swamp- complete with wildly growing foliage that clings onto the surface of the water and onto the collapsing stonework. The Temple District is south-west of Emperor Green Way.
Item Log
-[on top of the Temple of the One in a poorly locked and built chest]: an Nordic iron helm with a night-eye enchantment.
-some rusty yet still sharp iron weapons are submerged within the murky waters of the swamp.
-a sack of apples and wax-encased cheese lies on-top a pedestal in the southern part of the swampy district, in the middle of what used to be a road.
The Arboretum:
Once a great and spectacular garden that rivaled even the most extravagant of the Thalmor’s hanging orchards, the Arboretum is now an overgrown forest, with young trees growing their way up from the cobbled streets, and older larger trees completely overtaking the grassy areas outside of the streets. In the depths of this abstract forest, one can still find the remnants of ancient imperial columns and statues, representing their silly gods and false authority. The Arboretum lies south-east of Emperor’s Green Way.
Item Log:
-In the very center of the arboretum, in the remains of a circle of columns is an Dwemer gladius (short-sword) stuck into the earth, along with an enchanted ring that increases the wear’s speed and agility.
-Scattered throughout the forest are small satchels containing alchemical herbs.
The Arena:
Not to be confused the The Arena of The Games itself, the arena is a separate district within The Imperial City. The Arena housed a rudimentary coliseum where combatants (either paid warriors or prisoners) would fight one another to death for a crowd. Inside the Arena is nothing but a sandy fighting area, but deeper inside, in its bloodworks lays a pitch black armory and training area, where a certain trainer or two may have left quite a nice amount of weapons and supplies. Outside the area lies the remains of what used to be training areas for gladiators and waiting areas for spectators/gamblers, and small neighborhoods go on for miles around them. The Arena is due east of Emperor Green Way.
Item Log:
-Inside the bloodworks, where the darkness is pitch black lies an armory. Inside such are two suits of steel armor, one suit of boiled leather-chainmail armor, one suit of light elven armor, an array of sharpened steel blades, and one moonstone warhammer. In addition, there is a crate of food and torches here.
The Market District:
Once a bustling center of bustling trade, the Market District is now completely dead- its buildings collapsing and scorched, its streets choked with rubble. The jungle is slowly overtaking this district, but only a few vines and shrubbery can be seen growing on the dilapidated shops and apartments.
Item Log:
-In the remnants of the ruined stalls, one can find many small useful things, but nothing worth noting in particular, except a small amulet with a life detect enchantment, which is located hanging on the door to an old Inn.
The Elven Gardens District:
A district of towering apartments and narrow streets, what vegetation has begun to grow back in this district consists of thick grass on the streets, where the pavement has worn away, and trees that have begun to push their way through the cramped former living spaces. Here, Tributes can either make their way through the small compartments that once passed as ‘houses’ for residents of the City, and try to get to the roof tops, or they can continue on the ground, through the labyrinthine streets. However, tight spaces and confusing layouts mean that this area can easily trap Tributes, or result in the tables being turned on the hunters.
Item Log:
- While devoid of true weapons and armor, resourceful and observant Tributes will find that the apartments of the Elven Gardens District still have some food hidden in them, as well as mundane utensils that could be turned into makeshift supplies for a Tribute in need.
The Waterfront:
Consisting of the docks and the massive shantytown that the poor of the City made their home. The shanty town has been flooded, and the water has caused some of the makeshift buildings to flood, while others collapsed from old age. The docks aren’t as flooded, but are almost destroyed. Wrecked and capsized ships are visible throughout the area. The Waterfront also holds several warehouses, designed to draw Tributes in by giving them false hope of supplies.
Item Log:
- The shanty town, for those willing to brave the slaughterfish infested waters, still holds the weapons that many of the poor thugs that made residence in the area used, and several capsized ships hold weapons as well. One notable ship holds a pirate’s cutlass, and a map of the arena, enchanted so as to not get damaged. The map could prove a valuable advantage to Tributes smart enough to use it. The warehouses are filled with crates, all sealed, but also all filled with rocks. Tributes are expected to recieve a surprise when their efforts getting the crates open is rewarded with a common stone.
The Arcane University:
Formerly the home of the home of the Imperial Mage’s Guild, this district is possibly the most promising of all of the districts. The magicks used by mages have kept the jungle from reclaiming the island, even as the very entrance gates have become entangled with vines. Consisting of a tower with several outlying building surrounding it, the Arcane University could be a treasure trove for those looking for magical help. However, three Atronach guardians lie hidden in the tower itself, and the entire area is trapped magical obstacles and pitfalls. Heavy risk for the tributes, but for some, the prize ...
Item Log:
- The Arcane university still contains numerous scrolls of ice, fire and lightning, and staves that can serve as either blunt weapons or magical projectors. However, all of these are hidden in the tower, of which Tributes would have to make their way up on foot, the mage’s magical transportation being disabled.
The Imperial Prison:
The final area of this year’s arena, the Imperial Prison is an old, decrepit fort where the scum of the Imperials were once kept. Tributes brave enough can delve deep into the fort’s prisons, where the hallways become twisting and maze-like. It’s easy for Tributes to get lost in the prison that, completely with cells, skeletons and chains, has been designed to evoke a feeling of being haunted.
Item Log:
- Those that delve deep enough can find some iron weapons and a shield resting in the last cell. however, who knows what else they might find ...
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Tasks to be done
-Figure out how we are going to run the RP in general (how to manage the interviews and what not, how to get tributes in arena). This has been mostly figured out.