”I am Qorindil, a collector of all things Daedric. My research has revealed a rather fascinating discovery about the Daedric planes of Oblivion. According to an old, translated, book I found in the public library of Daggerfall, there are fragments scattered across all the planes of Oblivion. These fragments seem to originate from the same source and are part of something big. These fragments are unique and so far untouched by outsider’s hands. I am determined to obtain all of these fragments, but I cannot do this alone. A team of dedicated warriors, thieves and mages is needed. Whether you’re in it for the money, the adventure, the knowledge or experience, this is a golden opportunity you cannot miss.
Daggerfall is an interesting city indeed. It has many public libraries worth checking out and the guilds have a strong precense in here. Daedra cults can be found all around here, in the city, in the forest, in the mountains. Researching is important, in order to find what we need. Let's hope the daedra cults don't find out what we're doing. Asking too openly about daedric realms might make them suspicious, and the last thing I want is to be attacked by a group of crazy worshippers trying to prevent us. Still, they may be our best source of information..."
The Planeswalkers RP is an adventure taking place mainly in Daggerfall (city of Daggerfall and the surrounding area), Skyrim and Cyrodiil. The main focus is to set foot on the Daedric realms of Oblivion, hunting for these ancient fragments. Very little is known about the fragments, and very little is known about most of the realms of Oblivion. Thus, gaining knowledge of all things Daedric will be important in this RP. Going into libraries, talking to daedra cultists, breaking into hidden libraries, ancient ruins, etc, are all part of the RP. While the main focus is to reach a Daedric realm, obtain the fragment and return, there will be a lot of RPing set outside the planes and in Tamriel. Knowledge is power, and before going into any realm, valuable information must be gathered; Information which will lead the group of adventurers to different locations across Tamriel, trying to obtain still unused Sigil Stones and Welkynd Stones.
Asking around for information, reading books in libraries etc, will give the necessary information to your characters. However, Qorindil will gain information himself as well, sharing it with the adventurers.
The base of operations is Qorindil's large manor in Daggerfall, inside the city. The RP will begin there.
The year is 4era, 201.
I will be RPing the Altmer Collector, Qorindil, in addition to a master conjurer: An altmer mage born under the sign of the Atronarch, with deep pools of magicka. However, he will need Welkynd stones to recharge himself before attempting on opening a gate to oblivion.
Like in all RP’s, there are certain rules that needs to be followed. Mainly:
Spoiler
- Don’t be too powerful. One-man-armies are boring. However, a certain amount of knowledge and skill is required for your character to have been chosen.
- Don’t control other player’s characters, unless given permission.
- Try to stay away from game-mechanics, in the RP as well as in the character sheet. I do not want to see a “Dagger of 5 pts fire damage”.
- Throw your post through a word-document and refine it to get rid of spelling errors before posting.
- The more different races there are, the more fun the RP will be; meaning, think twice before creating a character with the same race as someone already in the RP.
- Try to post a bit longer sections than just one sentence. Reaching a minimum of 3 very long sentences or 6 shorter sentences is appreciated.
- Try to post in third person instead of first person.
- Don’t join the RP if you know you might not have the time for it. If you are already part of 2 active role-plays, I advise not to join this one.
- Do remember to have fun!
- Don’t be too powerful. One-man-armies are boring. However, a certain amount of knowledge and skill is required for your character to have been chosen.
- Don’t control other player’s characters, unless given permission.
- Try to stay away from game-mechanics, in the RP as well as in the character sheet. I do not want to see a “Dagger of 5 pts fire damage”.
- Throw your post through a word-document and refine it to get rid of spelling errors before posting.
- The more different races there are, the more fun the RP will be; meaning, think twice before creating a character with the same race as someone already in the RP.
- Try to post a bit longer sections than just one sentence. Reaching a minimum of 3 very long sentences or 6 shorter sentences is appreciated.
- Try to post in third person instead of first person.
- Don’t join the RP if you know you might not have the time for it. If you are already part of 2 active role-plays, I advise not to join this one.
- Do remember to have fun!
Character sheet:
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Name:
Age:
Race:
Gender:
Height:
Birthsign:
Appearance:
Class:
Skills and spell-effects:
Clothing / armor:
Weapons:
Miscellaneous items:
Personality:
( Major flaw: )
Background:
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Characters:
GorbadPS3
Qorindil –(Altmer)
Spoiler
Name: Qorindil
Age: 86
Race: Altmer (High Elf)
Gender: Male
Height: 6’’6’
Birthsign: The Tower
Appearance: Qorindil has pale yellow skin and stands quite tall. He is slim, but lacks muscles. Because of the odd height-to-(lack-of)-body-fat-ratio, he seems even thinner than he is. Dark yellow, almost orange eyes. His hair is light brown and is combed neatly to one side, reflecting light.
Class: Collector
Skills and spells-effects: Reading, talking, charming, drinking. Uncomfortable in armor. Has extensive knowledge in the school of destruction, specifically lighting and shock spells.
Clothing / Armor: Wears a fine black outfit with gold decoration. A pair of matching boots complete his outfit.
Weapons: None.
Miscellaneous items: A number of scrolls in a large leather shoulder-bag.
Personality: Calculating but friendly. Eager and impatient. Interested in all things Daedric and will stop at nothing to get his hands on the fragments.
( Major flaw: ) Believes he cannot die.
Background: Grand-son to Umbacano. Little is known about his background, but he is known widely as a collector of Daedric artifacts.
Name: Qorindil
Age: 86
Race: Altmer (High Elf)
Gender: Male
Height: 6’’6’
Birthsign: The Tower
Appearance: Qorindil has pale yellow skin and stands quite tall. He is slim, but lacks muscles. Because of the odd height-to-(lack-of)-body-fat-ratio, he seems even thinner than he is. Dark yellow, almost orange eyes. His hair is light brown and is combed neatly to one side, reflecting light.
Class: Collector
Skills and spells-effects: Reading, talking, charming, drinking. Uncomfortable in armor. Has extensive knowledge in the school of destruction, specifically lighting and shock spells.
Clothing / Armor: Wears a fine black outfit with gold decoration. A pair of matching boots complete his outfit.
Weapons: None.
Miscellaneous items: A number of scrolls in a large leather shoulder-bag.
Personality: Calculating but friendly. Eager and impatient. Interested in all things Daedric and will stop at nothing to get his hands on the fragments.
( Major flaw: ) Believes he cannot die.
Background: Grand-son to Umbacano. Little is known about his background, but he is known widely as a collector of Daedric artifacts.
Noryail-(Altmer)
Spoiler
Name: Noryail
Age: 314
Race: Altmer (High Elf)
Gender: Male
Height: 6’’1'
Birthsign: The Atronarch
Appearance: White-grey, wrinkled skin. White, short hair. Black eyes.
Class: Warlock, Conjurer.
Skills and spells-effects: Purely focused in the school of Conjuration, knows how to summon any creature from the planes of Oblivion and banish any creatures of Oblivion back to where they came from. Knowledge and skill to open gates to Oblivion, if he has a sigil stone. Has an deep pool of magicka that is impossible to recharge with simple potions and spells.
Clothing / Armor: Wears white wizards robes and a white wizards hood. A diamond ring. All heavily enchanted with magical power.
Weapons: A staff that grants additional prowess in magicka to himself. Uses it as a walking stick most of the time.
Miscellaneous items: None worth mentioning.
Personality: While you'd think Noryail is old and wise, he is just old and slow most of the time.
( Major flaw: ) Needs a welkynd stone to recharge his magical supplies.
Background: Knew Umbacano as a close friend and stays with the grand-son for practical reasons. Together, they are both very excited about all things Daedric.
Name: Noryail
Age: 314
Race: Altmer (High Elf)
Gender: Male
Height: 6’’1'
Birthsign: The Atronarch
Appearance: White-grey, wrinkled skin. White, short hair. Black eyes.
Class: Warlock, Conjurer.
Skills and spells-effects: Purely focused in the school of Conjuration, knows how to summon any creature from the planes of Oblivion and banish any creatures of Oblivion back to where they came from. Knowledge and skill to open gates to Oblivion, if he has a sigil stone. Has an deep pool of magicka that is impossible to recharge with simple potions and spells.
Clothing / Armor: Wears white wizards robes and a white wizards hood. A diamond ring. All heavily enchanted with magical power.
Weapons: A staff that grants additional prowess in magicka to himself. Uses it as a walking stick most of the time.
Miscellaneous items: None worth mentioning.
Personality: While you'd think Noryail is old and wise, he is just old and slow most of the time.
( Major flaw: ) Needs a welkynd stone to recharge his magical supplies.
Background: Knew Umbacano as a close friend and stays with the grand-son for practical reasons. Together, they are both very excited about all things Daedric.
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Maximum number of adventurers that fit into this RP is around 7. Give or take 50 feet.
Note: Since so little is known about most realms, I will use whatever information I can find to liven that place up. However, there will be a bit of my personal ideas in the mix if I can't find something solid about them.
Edit: Your character can die if you make bad choises. Going to the daedric realms of Oblivion isn't safe! If you suspect your character won't do well in any specifc daedric realm, your character can stay behind. This way, you won't be at risk of dying.
Edit2: I'm trying not to spoil too much of the story. But if you have questions, shoot away with a PM.
Did I miss something important? Questions?