Note that you can join this anytime. I will not start the RP until we have at least 5 or 6 active people.
Character sheets posted below, here is the list of members.
Yes, turned in the sheet
Yes, hasn't turned in their sheet
Maybe...
The Hunted
Hircine seeks a champion... Mortals shall be tested with mighty, horrible beasts. His hunt shall run red with blood. He seeks not only to torment mortals, but a champion worthy of his might.
This RP will be based in Hircine's realm, where your character will be hunted through vast rooms of wilderness, seeking to become his champion.
Many seek great wealth in the beginning days of the 4th Era. Hircine, like many Daedric Lords, Hircine seeks to test mortals, and elect a great one as his champion. Many portals to his realm have opened into the vast wilderness of Tamriel. They are everywhere. Many adventurers, scholars, and other peoples have begun testing the jaws of death openly, but only few will survive. Once you have entered, it seems you may never go back, unless you find a special way out. Most of the storyline is hidden, and will be revealed later.
Your character can be any character, but he must enter a portal. Portals are in the forest, caves, lakes, etc. He will hear of the prophecy, and attempt to reach Hircine and become the champion, or he will accidentally get lost into the realm, and he will look for a way out. Now, he may be trying to get out, but he may end up in Hircine's palace and be chosen as the champion?then the sequel comes.
Send all character sheets to WoolyMammoth.
Rules
1. No Character control
2. No Ubering
3. Werewolves are only open to experienced RPers. I will allow a vampire or two.
4. I don't want artifacts guys.
5. Your Character may die. Most do not survive the Hunting realm. I won't kill off many, for most, that will be your decision. But, if it is necessary to keep the plot going, someone must die.
6. You can have up to two characters, if you want more for some reason, like if you have a mercenary group, talk to me.
7. If your character dies, you can make a new one. The realm is huge, and portals are everywhere.
8. I will send things after you, and you will do most controlling. I may though, pop up with something that you will have to kill, that I will RP. If your character is at a serious risk of dying, I will give you the right to make that decision as always.
For your character, I want you to describe what they look like, and what their equipment looks like. If you want to save the history to be revealed, then do so.
Name (Lore appropriate please):
Gender:
Birthsign:
Race:
Age:
Physical Appearance:
Mental:
Apparel:
Weapons:
Misc:
History:
The Story
Most of the story is going to be hid behind a curtain for now, but, I will reveal part of it. It is quite interesting.
"Hircine, I have told you, issue the call immediately."
Hircine was sitting upon his throne. The Lord of nature fearful. A spirit appearing as a cloud stood upon him,
"It will be the last thing we need Hircine, then I can return, and you get your end of the Bargain. Make it quick, my patience is faltering. The Hero's body shall allow me to return to the mortal world. His soul is the last ingredient for the required realm"
The spirit disappeared into thin air, and Hircine was left all alone with his bull-like servant.
"Garandus, issue the call immediately, the prince must not wait."
1: Basic Animals: Wolves, Bears, Dreugh, Mountain lions, etc.
2: Basic Were Creatures
3: Mage Were Creatures- They are 1 in a 50 were-creatures. They are intelligent, and can speak and cast magic. 1 in 10 of them are skilled to the point where they can change the content of some rooms through magic.
4: Hernes and Morphoid Daedra- Similar to scamps
5: Minotaurs and Minotaur Lords
6: Centaur warriors: Horse-Men with Armor and weapons. Don't tell me they are not in ES, some live in Orsinium, look it up. It is in the pocket guide.
7: Spriggans
8: Golems- of course!!!
9: Giant Mudcrabs
10: Daedra Lord: One of the most powerful Daedra to be commonly seen in Tamriel and is to be feared by all but the most experienced of adventurers. The Daedra Lord is a powerful fighter and spell caster and can only be harmed by mithril or better weapons (From UESP).
11: Daedra Count: A very intelligent and powerful Daedra spellcaster (From UESP).
12: Other Mortals: Many gang groups, and Adventurers that have gone mad will attempt to kill you and loot your things
13: Necromancers: Necromancers have entered the realm. Not many, but they are there
14: Rogue Vampires: Rogue Vampires have also entered the realm. Not many, but they are there.
15: Daedra Cult Worshippers: Worshippers that worship Daedra. They are crazed, and will attack on sight.
Just post whenever. The Realm is infinite is far as I know. And remember, it is easy to meet up, because you never know what the next room holds. Have fun.
Allies
Some Adventurers- Some Adventurers will venture to help you.
Legion soldiers- Some Legion Soldiers are trapped within the realm as you are.
Battle Mages: Battle Mages sent out to find missing people. They are caught up in the realm, and will help you.
Mages Guild Scholars: Scholars from the Mages Guild that study daedra have found this realm. They will help you.
Just post whenever. The Realm is infinite is far as I know. And remember, it is easy to meet up, because you never know what the next room holds. Have fun.
Pretty much, your character will either:
1: Win, and become the champion
2: Die
3: Leave
Remember that you get to describe and pick the rooms, unless it is specialized and I describe it. I will warn you of that.
CHARACTER SHEETS
Elite Birthday
Name: Utadeek
Gender: Male
Birthsign: Steed
Race: Argonian
Age: 23
Physical Appearance: Utadeek inherits a unique color of orange features. He is smaller then most of his peoples, and much more frail. However, as slim and small as he is, he has extremely strong legs, thanks to his birthsign and love of running, and has a extraordinary ability to run quick and jump high. He has a single orange dorsal fin that runs down the center of his scalp, and he has a small, needle-like snout. He has long, slender fingers, and, as was his tribal tradition, his tail was split into two at a young age, much like a fork tongue, except it is his tail.
Mental: Unlike his race, Utadeek has an open personality. He expresses himself, in one way or another, and is not afraid to say what is on his mind. Another thing about Utadeek is that he is extremely smart. Not that he is good with numbers or magic, but he has an amazing memory and learns very quickly. So, in short, Utadeek can quickly adapt to what is going on. He is mostly friendly, but if he wants something, he will do anything to get it.
Apparel: Because Utadeek is a Hunter, of sorts, he has created a forest green robe covered in thick brush and bramble. Because of his bright face, he usually wears a mask that also reflects the deeper forests.
Weapons: Steel Bow, some Steel Arrows
Misc: The Shaman of his tribe, before he left it, provided him with some magical scrolls. Utadeek does not know what they are, but if you know anything about Shamans, is that their magic is not necessarily clean magic.
History: Utadeek grew up near the Hist in the inner part of Argonia. He belongs to the tribe of the Agacephs, and took part in the Hist-Licking at the required age. At 18, he left his tribe to go to the Imperial City with a couple of friends. His friends decided to take up jobs of blacksmith and arena, and became acolytes. Utadeek, however, decided to become a freelance hunter to provide for himself.
The Mages' Guild had contacted him many-a-time because of his high intellect, but Utadeek refuses to become a part of it.
Bmont3779
Name: Vantus Prelius
Gender: Male
Birthsign: The Mage
Race: Imperial
Age: 29
Physical Appearance: Vantus is six foot one inch tall. He has some muscle but doesn't have any definition to it. Vantus' eyes are a cold green, but unlike most mage's his eyes are not deep. Instead are like a blank slate, showing no emotion. His hair is like charcoal and lays in a natural flow. The hair its self is no less then chin length.
Mental: Vantus is highly intelligent, and generally a good spirited person. At times the man can be head strong, and set in his ways. Most people believe his is because of his position, but those that knew him before he became Arch-Mage disagree.
Apparel: Arch-Mage's robes and hood. Both the robes and hood are blue with a gold embroidering around the ends. White mage's shoes; a pair of pure white shoes.
Weapons: Mage's staff (Paralyze enchantment). Pure Oak staff with slight green pulse to it.
Misc: nothing
History: Vantus Prelius was born in Skingrad under the sign of the Mage. From day one his parents could see that Vantus showed an affiliation to magic. At a young age of six he cast his first destruction spell to re-heat his dinner. He entered the Mage's guild at the age of 20. When the Oblivion crisis broke out, Vantus had just joined the mage's guild. While the Champion was trying to end the fall of the mortal world the mage's guild was out doing its own thing, and solving their problem. Vantus was sent on his recommendation quests for his acceptance into the Arcane University. It was during these quests that Vantus discovered a plot by the Necromancer Mannimarco. Vantus embarked on a quest to discover the source of the Necromancer's and how to stop them. Eventually Vantus linked them to Mannimarco. It was at this point that the old Arch-Mage, Hannibal Traven, sacrificed himself so Vantus would be protected from Mannimarco's magic. Vantus took a contingent of Wizards marched on Mannimarco's hideout. Vantus and his party fought their way through the Necromancers until they reached Mannimarco. Vantus knew that the King of Worms was a lot stronger then himself so he found a way to out smart Mannimarco in order to kill him. Vantus was promoted to Arch-mage, not because of his skill in magic, but because of his intelligence in locating the Necromancers and his determination to never quit.
Like Traven, Vantus is against Necromancy, but unlike his predecessor Vantus is very aggressive in recruiting the daily activities of the Mages guild (be in teaching the apparentness himself or conducting experiments in the field himself). With the new aggressive recruitment the Mage's guild has grow past its numbers before the Mannimarco Event.
Faldom (The great one in the first Hunt RP!)
Name: Tanzarus Gro-Malog
Age: 44
Gender: Male
Race: Orc
Birthsign: The Warrior
Class: Huntsman/ Werewolf
Class Description: The huntsman is a predator that will make anything, or anyone, his prey, using means of tracking, stealth, combat, and literally any means necessary.
Skills: Long Blade, Short Blade, Axe, Marksman, Stealth, Hand to Hand, Light Armor.
Non TES Skills: Hunting, Survival
Weaknesses: Over confidence and is inept with any human relations skills, no magic use.
Height: 6'6"
Weight: 264
Eye Color: Jet Black
Hair Color: Charcoal with a silver streak down center
Appearance: Has long tattered braided hair that is mostly un kept except for occasionally cutting it with a knife crudely. His face is rough, masculine and is rather unappealing, even for an Orc. He bears many, many tattoos, all are the same ceremonial blue Orcish tattoos, and no part of his body is without one. His body itself is intimidating by size and muscle, and even with the many tattoos his body is bears almost as many visible scars. His most clear one is that of a critical stab wound in his chest, it was the closest he had come to death. When he becomes a werewolf he is just as intimidating, he is even more massive and even though he is almost always on all fours, standing up he is almost eight feet tall. He weighs in around at around five hundred pounds. His fur is the same charcoal color and silver streak. Fur is thin and skin is thin is place where scar is on chest.
Weapon(s): Orcish sword, an Orcish hand axe, and a long Orcish dagger, almost a short sword. For ranged combat he has a large Orcish crossbow with powerful bolts.
Misc. Items: Basic survival equipment, the bare minimum because mostly survives on his skills, other misc. equipment that help him set traps.
Apparel: His armor consist of three layers, a fur layer covering his whole body, a layer of large hard leather pieces cover most of his body while limiting no movement, and than special light Orcish metal plates giving necessary protection.
Mental: Very confident in abilities, doesn't believe he can fail.
Background History: Was born in the wilderness during an Orsinium military campaign, was raised in secret for the first two years of his life until he was discovered and his parents were forced to abandon him. Tanzarus was on his own in the wild living like an animal until eleven when he was taken into a small town of Orc populace. The whole community discovered his already advanced hunting and wilderness skills that put the town's best hunter to shame. The town kept them and raised him as a proper Orc while he provided the town with food. At seventeen he left in the middle of the night with no notification to the people of the town. He went back to surviving on his own. Around his mid twenties, he began hunting more and more dangerous pray, including Were-creatures and Vampires. He eventually contract Lycanthropy himself and became a werewolf, although that didn't stop him from hunting him. He also picked up bounty hunting because he wanted a more thrilling hunt.
Now he has heard from the prophets of Hircine's search for a new Champion, and he intends to be that Champion.
I may or may not RP in this. It depends on the number of people. However, I will send stuff, and possibly RP Hircine some (Unless an awesome, great, qualified RPer who is a strong veteran wants to do it).
Have fun boys and girls, good luck...