The Warp in the East- Adventure style Morrowind RP

Post » Wed Jul 13, 2011 7:38 pm

The Warp in the East

Morrowind. Once a nation of great power and wealth. Led by the Tribunal gods, the Dumner people were infallible. But as the wisest of mortals know, golden ages don’t last.

The nation’s tragic downfall started when the god Vivec used his power stopped the moon Baar Dau from crashing into the city of Vivec. It was one of the many prodigious acts he performed to save the Dumner people from utter destruction, but unfortunately, he could not save himself from destruction.

After the Nerevine destroyed the Heart of Lorken and vanquished Dagoth Ur, his powers began to falter and fade. By the time the Oblivion Crisis descended upon Tamriel, his power had faded completely, and rumors of his disappearance were rampant. Some say he was taken by Deadra, and others claim the Neravine killed him, but the specifics are not important. Vivec’s power faded, and so did the magic that held Baar Dau in place.

The Temple engineers crafted a device called the Ingenium, which allowed the small moon to stay afloat in the sky… at the cost of human souls. The device worked fabulously, but like most mortals, they engineers bickered and ended up battling one another. The result was the destruction of the Ingenium, and Baar Dau immediately gained all of its built up velocity, smashing into the city of Vivec.

The city was wholly eviscerated, and the surrounding landscape was transformed into a smoldering crater. The shockwave from the impact caused Red Mountain, the massive volcano in the center of Vvardenfell to violently erupt, covering the island in lava, ash, and debris. The survivors of the duel disasters fled to the mainland, where more catastrophes were waiting.

Nords and Orcs attacked from the west, hoping to gain plunder and revenge during the Dark Elves time of weakness. Soon, the Argonians joined in and begin to conquer the province from the south, hoping to settle scores as well. With Morrowind’s moral, military, and economy on the brink of destruction, the Nordic raiders and Argonian tribesmen easily conquered the mainland, forcing the Dumner to flee to the island of Solsthiem to rebuild.

It took many years for the Dumner to assimilate themselves to the land, but soon, each surviving Great House had a holding, and the colony of Raven Rock was converted into their capitol city. King Hlaalu Helseth began to reform his once mighty nation of Dumner, but it took a very long time until things became manageable. But soon after things started looking good for the Dumner, many terrorist attacks began occurring on the island of Solsthiem.

The first occurred at Fort Frostmouth, where a group of mages were found responsible for an alchemical explosion in the Redoran barracks in the middle of night, which caused two deaths and wounded several other soldiers. The mages resisted arrest, but were apprehended through brute force, and questioned thoroughly. Unfortunately, the mages resisted the interrogation, and were executed.

The second attack took place at Raven Rock, when a small group of similar mages summoned antronachs and set lose on the city’s inhabitants. There were no deaths, and the city guard slew half of the group before capturing them. Another thorough questioning revealed that the attacks were related, and when pressed further, one of the mages informed the authorities of a smuggling ring that supplied the terrorists, who were now being called “The Rogues”, with weapons, poisons, and explosives.

King Helseth ordered his troops to raid the smuggling caverns, and captured a few Rogue prisoners that were more willing to talk than the mages. It was revealed that the smugglers and terrorists were supplied by an installation called Falasmaryon on the island of Vvardenfell, deep in the wasteland.

The King saw the Rogue base as a threat to his throne, and needed to have it eliminated. Instead of sending an army across the wasteland that would suffer at the hands of the harsh environment, he decided to hire a group of mercenaries to infiltrate and destroy the Rogue base.

So where do you come in? You’re one of the elite mercenaries hired by King Helseth to take out the Falasmaryon installation, and report back with any findings. We all meet up in Raven Rock, and take a ship to Khuul, a small coastal village on Vvardenfell. We will start once i have ten or eleven people signed up.


The World of Post-Red-Year- Morrowind

Here is the map I made for the RP: http://i1210.photobucket.com/albums/cc405/Dagoth_Gojira/morrowindedit.jpg

As you can see, the Island of Vvardenfell is in pretty bad shape. After the explosion of Red Mountain, everything is covered in ash, and pools of lava cover the land, making travel very hazardous. Several more towns and villages have sprung up on Solsthiem due to the massive population shift.

What are the new places in Solsthiem?
Fort Frostmouth- Was abandoned by the Imperials once money ran out at Raven Rock, but the new Morrowind Government is now using it as the main area of training for their army, as well as supporting a small settlement. Controlled by house Redoran.

Raven Rock- The colony slowly began to wither and die after the Oblivion Crisis, but the city was assimilated into the Nation of Morrowind after the Red Year. It now serves as a capitol city, with each [existing] Great House having a holding there.

Thormoor’s Watch- A small, bustling town exists on Thormoor’s watch, a Cape on the western coast of the island. The town not only serves as an ebony mining town, but a naval outpost. Controlled by house Redoran.

Brodir- This large town is situated just North of Raven Rock. It is name is derived from Brodir’s Grove, which close to the town. The architecture of the town resembles that of Ald’Rhun and Mar Ghan, with hollowed bug-shells serving as homes and shops. The locals have recently cleared much of the nearby Hirstaang Forest and converted it into farmland. Controlled by House Hlaalu.

Ald Hler- This town in North East of Fort Frostmouth, across the Jggnir River. After house Indoril’s disbandment, the surviving members set up this settlement. The inhabitants are mainly hunters, soldiers, and craftsmen. There is a decent sized garrison in the town, though they are reluctant to help King Helseth after his defilation of their house.

Skaal Village- The village has grown since the events in Bloodmoon, but not by much. The locals are still xenophobic and violent to outsiders, and even attempted to drive the Dark Elves out of their homeland, with little success. Skaal’s casualties were heavy, and now they sit atop their mountain in bitter defeat, attacking anyone who comes near. It is unknown if the King of Morrowind wants them exterminated or not.

Thirsk- The Thirsk mead hall, unlike the Skaal, welcomed the Dumner with almost open arms, allowing a trade agreement to be signed, supplying the nation of Morrowind with Nordic weapons and animal furs. The local Nords also allowed the Dumner to build a small outpost next to the hall.

Castle Kirstang- The castle was taken over by the remaining Telvanni, who use it as their main base of operations. A small town has flourished inside and outside its walls, creating a small outpost in the northern reaches of Solsthiem. Unfortunately, due to the savage raiders of Skaal, no one has been able to access the bridge to the castle, and few dare to take the bandit infested back ground around the Moresing Mountains.

What is the status of the old places on Vvardenfell?
Khuul- This small fishing village is still under jurisdiction of the King of Morrowind

Ald Velothi- This town functions as a naval outpost for the nation of Morrowind.

Mar Ghan- Destroyed. Ruins exist where a small city once stood.

Ald’Rhun- Wiped off the map during the Oblivion Crisis.

Fort Buckmouth- The fort was abandoned during the erruption and forgotten, but a supply of imperial weapons may still persist in its armories…

Gnisis- Also destroyed, and picked clean by treasure hunters and smugglers. Almost nothing is left but foundations and scattered bits of rubble.

Vos- Vos was eviscerated by falling debris from the explosion. Its ruins still persist in the ash choked Grazelands.

Tel Vos- This city survived the explosion, but its inhabitants did not. It’s walls still stand, but very few have dared to peek into its depths.

Tel Ahrun- Abandoned and heavily looted

Tel Mora- Abandoned and heavily looted

Dagon Fel- Still persisting, but the Nords of the town have broken away from the empire and Morrowind completely, forming their own, self-sufficient community.

Ald Redaynia- This Velothi ruin is one of the few that are still standing after the explosion of Red Mountain. An alcove of Necromancers currently controls the ruin, attacking anyone who comes near.

Dumner Fortresses- Most of these are abandoned, and being overtaken by the deserts of ash, but some have very nefarious activities going on inside of them…

Where can we go in this RP?
Anywhere on the map. If you need to capture an abandoned Dumner Fortress for a strategic point, then you are allowed. If you need to take shelter in the ruins of a city, then you can. Just like the Elder Scrolls games, anywhere and everywhere, just make sure you get it permission from the hosts first.


Rules:
1. Don’t sign up unless you are committed to the RP
2. JDKilla and I are the hosts, our word is law
3. No Ubering
4. No bickering
5. Romance is allowed, but keep it non-graphic
6. No character controlling (without permission)
7. No major plot changes (without permission)
8. Submit your sheets to me, and I will post them on the thread
9. Have fun!

Sign-Up Sheet:
Name:
Gender:
Race:
Age:
Apparent Age:
Birthsign:
Appearance (Height, eye color, hair style/color, ect.):
Skills/abilities:
Traits/Quirks (NOTE: if you have a trait that affects you in a very positive way, you must have some sort of weakness to balance it):
Weapons:
Armor/Clothing:
Other gear:
History:
Personality and mental status:
Faction Affiliation (if any):
User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Wed Jul 13, 2011 4:34 pm

Character Sheets


Dagoth_Gojira (host #1)
Spoiler

Name: Varthlokkur (Varth for short)

Gender: Male

Race: Dark Elf

Age: 97

Apparent Age: 36

Birthsign: The Mage

Appearance (Height, eye color, hair style/color, ect.): Standing at six foot two, Varth is an imposing figure. He has dark brown hair on top of his head, which holds a hawk-like face. His crimson eyes have been trained to constantly move and observe.

Skills/abilities: Blade, Light Armor, Conjuration, Illusion, Destruction, Sneak, Hand to Hand.

Traits/Quirks (NOTE: if you have a trait that affects you in a very positive way, you must have some sort of weakness to balance it): Varth is naturally talented in the arts of stealth and swordplay, but he loses energy faster than most people.

Weapons: Varth carries a Silver Longsword, and a Mithril Shortsword for close quarters combat, though he mainly relies on magic during combat, and is known to summon various weapons and creatures to aid him.

Armor/Clothing: Underneath his black robes and cloak, Varth wears a raiment of light leather and chain armor, which allows him to move freely and gracefully while still offering some protection. He often wears a large, black hood draqed over his head to hide his features. His normal, civilian outfit is a simple dark shirt and green linen pants, and his pair of leather boots.

Other gear: A few books, potions, money, food, and utility equipment are not uncommon in his pack.

History: Varth grew up in a strong religious household, his parents constantly reading him Almsivi sermons and temple teachings. However, despite his apparent brain washing, Varth kept an open mind and mainly rejected the religious teachings. One day, as he was exploring the streets of Balmora, his home town, he met a weathered Imperial Sailor, who introduced him to nihilistic and misanthropic philosophy. From there on out, Varth studied philosophy and history as a hobby, and quickly became one of the brightest of his generation.

He joined Great House Hlaalu at age 20, hoping to escape the religiously fanatical parents. He quickly excelled in the arts of swordplay and persuasion, and made it to the rank of lawman before Red Year occurred. Varth, like the rest of balmora, fled to the mainland to escape the disasters. After being shifted around duties for House Hlaalu, Varth ended up helping refugees flee to Solsthiem.

There, in a refugee camp, he met the love of his life, Inevera. They were quickly married and built a cabin in the Hirstaang forest, away from the crowded camps and cities being built. They lived in quiet solitude for many years, until bandits came to the homestead one night. The raiders burned the house down, injured Varth, and killed Inevera.

This event left Varthlokkur utterly traumatized, and partially insane. He vowed revenge against the bandits, and wandered into the Moesring Mountains. There, near death, he stumbled upon an icy cave, full of ancient tomes and spellbooks. Varth taught himself magic, and day by day, grew more powerful. Within six years, he set out in search for the bandits who slew his wife.

He eventually found their encampment, and discovered that their numbers had grown quite large. Long story short, Varth brutally slaughtered the bandits with his powerful magic. From there, he lost all motivation to live, and his power decreased as a result of a lack of motivation. But he continued to explore the world, searching for forbidden knowledge and more magic. He did several mercenary jobs, and joined the Dark Brotherhood, becoming a deadly assassin. Yearning to get away from Solsthiem for a while, he has signed onto the military job King Helseth has put up.

Personality and mental status: Varthlokkur is a very clever individual, showing intuition and a strong willpower. He is a misanthrope, and quite self-centered, caring only for himself and his allies. After the death of his wife, he began to have suicidal tendencies, often putting himself in danger without caring about the consequences. Despite this, he is [sometimes] in good humor and cracks jokes and mocks others in a playful way.

Faction Affiliation (if any): Great House Hlaalu, The Dark Brotherhood


JDkilla (host #2)
[reserved]

Arrow Slayer
[reserved]

Capitanrex
[reserved]

Trannigan
Spoiler

Name: Sun-Scale

Gender: Male

Race: Argonian

Age: in his 30's

Apparent Age: Hard to say with a reptilian man. It's obvious he has been in advlthood for a while though.

Birthsign: The Thief

Appearance He is average in body weight and height when compared to other Argonians. Where he differs though is his scale color. His scales are a bright yellow color, like that of a lemon. His "hair style" is off-white spikes along the back of his head.

Skills/abilities: Bow, Alchemy, Sneaking, Illusion, Mysticism, Mercantile

Traits/Quirks: He is quicker and more agile than most because of his birth sign, but he is also weaker than most of his species.

Weapons: A silver bow and 50 steel arrows.

Armor/Clothing: He wears all leather armor and his main outfit consists of a huntsman's vest, tan slacks, and pigskin shoes.

Other gear: Journeyman Morter and Pestal, some food, a few cairn bolete caps and 40 gold.

History: He has spent most of his advlt life as a hermit in the harsh wilderness of Vvardenfell. He was originally from Blackmarsh, but as a teen he was captured along with some friends by some Dunmer slavers. As luck would have it, before they reached their destination Sun-Scale and his friends managed to escape, and they each went their seperate ways to make it harder for the slavers to track them. Sun-Scale decided to stay in the foreign land in order to help any future slaves he might come across but mainly keeps to himself to avoid capture again.

Personality and mental status: His mental status is hard for non-Argonians to know. He is a quiet person but by no means is he unfriendly to others unless he is around dark elves. Because of what happened to him, and with the bad blood between his race and theirs he is extremely distrustful in the race; the amount of Dunmer that he likes could be counted on one hand. As far as the other races go, he feels indifference to each of them. He usually judges people individually instead of making assumptions about a whole race except Dunmer for obvious reasons. He even goes out of his way to help any one in need that he comes across although he only has average fighting skills.

Faction Affiliation (if any): None


Athell
Spoiler

Name: Andros Dravasi
Gender: Male
Race: Dunmer
Age: 46
Apparent Age: 40ish
Birthsign: The Apprentice
Appearance: Andros is 6ft tall standing shoulder to shoulder with most. He has the typical dunmer ashen skin and dark red eyes. He keeps his long hair tied back in a loose tail behind him.

Skills/abilities: Spear, Destruction, Light Armour, Alteration and a basic grasp of Illusion.

Traits/Quirks: Andros likes to use his spear as an intermediate for casting spells, often sending shock spell down its length, this doesn’t affect the spell at all other than allowing him to aim it better.

Weapons: Andros has a silver spear which he uses as his main weapon, and a curved steel dagger that he keeps with him at all times.

Armor/Clothing: His boots are made from confortable netch leather as are his greaves. The rest of his armour is basic chitin. He has no shield
.
Other gear: Some bread and cheese, 25 gold coins. Andros also wears a small gold band with a deep blue stone set into it, he decided long ago that it could be enchanted but he lacked the skill to do so and has been looking for someone trustworthy to perform the act for him.

History: Born in the Imperial Province he was considered an outlander by his own kind in Morrowind, he found it very difficult to deal with their bigoted nature while he was there. It was during this time that Andros studied with the Mages guild in Vivec whilst still in his early twenties however he quickly decided that this was not the path for him. After this he left Morrowind and travelled aimlessly for a decade or so. Eventually while he was in a small village in Skyrim he heard of a small group of Necromancers that had been causing the locals trouble, he offered his help to deal with them. He selected two of the strongest looking villagers to help him, they guided him up to the cave the necromancers were hiding in, as soon as they entered one of the villagers was killed by a fiery blast, the other was seriously burnt, Andros however was unhurt due to his Dunmeri ability to resist fire. He had no difficulty in despatching the small group who were relatively weak compared to some of the Worm King’s followers. Andros however deeply regretted the loss of the Villager and vowed that he would never endanger others where possible and would always plan his attacks carefully to reduce the suffering of his enemies and risk to his companions. He has continued to act as a mercenary since this event, gradually earning the respect of his peers.

Personality and mental status: So far Andros remains sane, despite the horrors he has seen. He is compassionate for a killer and prefers not to cause undue suffering.

Faction Affiliation (if any): Ex-mages guild member.


Polish Gamer
[reserved]

Lady Syl
Spoiler

Name: Azula
Gender: Female
Race: Dunmer
Age: 38
Apparent Age: 20

Birthsign: The Mage

Appearance (Height, eye color, hair style/color, ect.): Average height for female dark elves, red eyes, fiery red hair that she wears in various styles, but usually up so that it’s out of her way. Her skin has a more bluish tint to it.

Skills/abilities: Mostly magical abilities, as she specializes in the arcane arts, but she is also good with daggers and can wield a sword if necessary, and she is also decent at fighting without a weapon, if need be. She’s pretty good at sneaking around and picking-locks, too. She is good at survival in the wilderness, skilled at hunting and tracking.

Traits/Quirks: Impatient, demanding, and quiet unless it pays to speak. A lot of people are uncomfortable around her, because it doesn’t take much to set her off. She’s not really unfriendly, but she’s definitely more of loner. She is known to laugh at a good joke every once in awhile; however, she is also been rumored to have stabbed a man in a tavern once for telling an off-color joke in front of her. Most people are not brave enough to attempt to find out for sure if it’s true or not, though.

Weapons: She carries two steel daggers, holstered in her knee-high leather boots.

Armor/Clothing: She wears knee-high brown leather boots with a sturdy heel, and usually wears traveler’s clothing. She alternates between three different outfits, all of them in darker colors and suitable for travelling and fighting, as well as stealth. She wears a shark-tooth necklace that she got from her father, and it is carved with some kind of symbol that is said to contain a powerful enchantment to protect its wearer from harm. A thick red scarf, for use in the Ashlands.

Other gear: A leather back pack, rope, sload soap, a bedroll, a carving/hunting knife, a small mirror, a mortar and pestle, a sketchbook/journal and some kind of pencil (made of lead or charcoal, or something…). A small cast-iron pot for cooking over an open flame.

History: She was raised by her father out in the wilderness of Solstheim, so she was taught from an early age how to live off the land. However, her father realized her potential for the use of magic, and when she came of the appropriate age, he sent her off to Cyrodiil to study at the Arcane University, where she excelled at her studies. She doesn’t care to use her last name, preferring not to be associated with the family her father himself wants nothing to do with. She’s never met any of them, but her father’s descriptions of them are enough to tell her she has no interest in them.

After completing her courses at the university, she returned home to find that her father had died of pneumonia more than a year earlier. Though her step-mother wanted her to stay, Azula left home again and has been on her own ever since.

Personality and mental status: Determined, adventurous, and slightly insane. Those who have been around her tend to speculate about whether or not she has been “blessed” by one of the Daedric Princes, though she cares not for gods or daedra, and she especially dislikes the tribunal.

Faction Affiliation (if any): Mages Guild, or its equivalent.

User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Wed Jul 13, 2011 7:45 pm

I'll work on a sheet.
Reserved
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Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Wed Jul 13, 2011 4:57 am

I'll work on a sheet.
Reserved

your spot is reserved. welcome to the RP :)
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JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Wed Jul 13, 2011 2:37 pm

We will start once i have 10 or 11 people, but i will allow other to jump in later.
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YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Wed Jul 13, 2011 4:02 pm

Could you please put in reserve good sir. :smile:
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darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Wed Jul 13, 2011 6:19 am

I'll sign up, gonna think of a new character for this one. I'll send ya the sheet when I have it.
User avatar
OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am

Post » Wed Jul 13, 2011 9:04 am

Could you please put in reserve good sir. :smile:

of course! always glad to have ya, Capitan! :)

and you spot is reserved too, Trannigan. i didnt see your post earlier haha :)
User avatar
JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Wed Jul 13, 2011 4:09 pm

Seems interesting, I'm going to muse over a character for a while, could I go down as a reserved place for now?
User avatar
Michelle Chau
 
Posts: 3308
Joined: Sat Aug 26, 2006 4:24 am

Post » Wed Jul 13, 2011 1:02 pm

It wont let me PM you right now for some reason so I'll just post my sheet here.

Name: Sun-Scale

Gender: Male

Race: Argonian

Age: in his 30's

Apparent Age: Hard to say with a reptilian man. It's obvious he has been in advlthood for a while though.

Birthsign: The Thief

Appearance He is average in body weight and height when compared to other Argonians. Where he differs though is his scale color. His scales are a bright yellow color, like that of a lemon. His "hair style" is off-white spikes along the back of his head.

Skills/abilities: Bow, Alchemy, Sneaking, Illusion, Mysticism, Mercantile

Traits/Quirks: He is quicker and more agile than most because of his birth sign, but he is also weaker than most of his species.

Weapons: A silver bow and 50 steel arrows.

Armor/Clothing: He wears all leather armor and his main outfit consists of a huntsman's vest, tan slacks, and pigskin shoes.

Other gear: Journeyman Morter and Pestal, some food, a few cairn bolete caps and 40 gold.

History: He has spent most of his advlt life as a hermit in the harsh wilderness of Vvardenfell. He was originally from Blackmarsh, but as a teen he was captured along with some friends by some Dunmer slavers. As luck would have it, before they reached their destination Sun-Scale and his friends managed to escape, and they each went their seperate ways to make it harder for the slavers to track them. Sun-Scale decided to stay in the foreign land in order to help any future slaves he might come across but mainly keeps to himself to avoid capture again.

Personality and mental status: His mental status is hard for non-Argonians to know. He is a quiet person but by no means is he unfriendly to others unless he is around dark elves. Because of what happened to him, and with the bad blood between his race and theirs he is extremely distrustful in the race; the amount of Dunmer that he likes could be counted on one hand. As far as the other races go, he feels indifference to each of them. He usually judges people individually instead of making assumptions about a whole race except Dunmer for obvious reasons. He even goes out of his way to help any one in need that he comes across although he only has average fighting skills.

Faction Affiliation (if any): None
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Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Wed Jul 13, 2011 12:51 pm

Sure can! I'll let him know he needs to edit the post.

Been looking forward to this for a while now, guys. Gojira and I have big plans for this!
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Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Wed Jul 13, 2011 6:23 am

Reserve a place for me, this looks promising
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Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm

Post » Wed Jul 13, 2011 7:35 pm

Sure can! I'll let him know he needs to edit the post.

Been looking forward to this for a while now, guys. Gojira and I have big plans for this!

indeed we do! glad to see the interest, we look forward to RPing with you guys. if you have any questions, feel free to post them
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Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

Post » Wed Jul 13, 2011 12:17 pm

If you could reserve a spot for me, I am interested. :)
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Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Wed Jul 13, 2011 6:40 pm

If you could reserve a spot for me, I am interested. :)

yes ma'am, spot saved
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Gemma Archer
 
Posts: 3492
Joined: Sun Jul 16, 2006 12:02 am


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