If you're looking for the character list, links to specific acts, or summaries, please look at this post. If you're looking for a list of reoccurring tropes and tendencies, please look here instead.
- Intro:
Hidden:MARS, the original DM wrote:Two years ago, I started an RP on a whim. "Hey," I thought, "these RPs are fun and all, but where's the true ES spirit? Where's the organic life of a fantasy world?". Forth I went and created Tamrielic Adventures. I threw the OP together in about 15 minutes, not thinking it'd get much traffic. I mean, who wants to join a greenhorn's RP? I got around 12 sheets within a day. For the 2011 RP subforum that was pretty [&@%!]' phenomenal. We made a whole bunch of threads for TA related stuff, we even spilled out into other subforums. Despite the fact that it was a complete and utter [&@%!], lacking any structure or meaning, it went on to set a new bar for RPs on the UESP. Hey, I'm not gloating. It was an accident.
TA has been ongoing ever since then, and the few of us who still participate are quite attached to it. Hell, me, Eltee and Per wouldn't even be friends if not for this RP. But the lack of focus, the inconsistency of the updates and the general inacessability caused interest to die out. Eventually only a couple of us were left. I'd like that to change, so I'm rebooting my first-and-best-born in hopes of more people joining and giving it life again. With more players will come more motivation to post regularly on my part, and perhaps I'll actually see an RP of mine finished. And if it does finish in the way I intend it to it's going to be something to remember. - What you'll be doing and how you'll be doing it:
Hidden:There is a main plot that will happen around you regardless of whether you choose to actively take part in it, or do your own thing. You will be encouraged to take part in the main quest, but it is ultimately your choice. I will be trying to give everyone an equally good experience as a DM. The "gameplay mechanics" if you want to call them that are very meta and based on feeling rather than a system. Things I take into account are: quality of writing when describing the action that I have to decide the outcome of, the general situation, the judgement of your action based on your surroundings, and fairness to other players. - Character creation:
Hidden:For anyone who wishes to join the action now, send me a PM with your character. I'll require:
Name:
Race:
Sex:
Age:
Appearance:
Personality:
A short bio:
Skills:
If you have any questions about what to put into the fields, just ask me. You can also give me your character in an alternate form if you so desire, I really don't mind. - Notes: Hidden:Please PM me rather than posting your sheet here. IMPORTANT: Please make sure to send any TA related PMs under one of these subjects (without quotes): "TA" "TA2" "Tamrielic Adventures". This is for my own convenience so that I don't have to keep moving PMs around in folders.
I recommend you turn your censor off. - Previously, in TA1...:
While it's not necessary to read, I threw together a quick recap of the most important stuff that's happened in the first roleplay, so that you may have an idea what's going on with already existing characters:Hidden:A mysterious note appears on a bulletin board in Cheydinhall.
Fellow wandering adventurers!
I know you tire of your solitary life our line of work brings with itself.
I know that you long for good company.
If you wish for adventure, good loot, and good company then I have your answer.
Come to my camp northeast of Barren Cave.
I promise you riches, adventure and loyal companionship.
It was noticed by many. Some viewed it with suspicion, some with naive interest. A fair number of adventurers set out in order to see what was up with it. After mingling at the empty camp for a while, the note's author showed herself: Llevana Ther, a young Dunmer Nightblade, friendly and approachable, yet apprehensive about her past. Her words of companionship, adventure and riches quickly convinced most everyone to stay at the camp.
The adventurers continued mingling while Llevana, Kent, a Breton Bard, and Per, a middle-aged Nord Warrior set back out to Cheydinhall in order to purchase more tents and supplies. While they were there some things happened. Things we don't [&@%!] talk about. Ever.
After those things that we don't [&@%!] talk about, ever, the small group returned to camp with dawn. More mingling happens.
Llevana, Per, Llela Ienith, a young Dunmer Rogue, and Owen, a Dunmer Knight set out to Nagastani, an Ayleid ruin nearby. Meanwhile some other peeps are fighting some bandits near the camp.
Iceman and the Darkys stumble over a Doomstone on the road. They try to activate it, to no avail, since the sun is shining. They decide to leave and come back later. Llevana discovers a lake nearby and the adventure quickly jumps head-first into risque territorry as the two Dunmer maidens undress and jump into the lake. Per the old pervert has a good [&@%!] over it behind the Doomstone. Really, that's what happened. It's so canon you don't even know.
Meanwhile, Leowyn and Kent, the two Bretons make their way to Belda, another Ayleid ruin slashin' 'n' 'lootin'.
After a night's rest in their camp near the Doomstone, Iceman and the Darkys enter Nagastani. Their little venture soon turns into their biggest nightmare yet; an undead abomination patched together from various dangerous creatures is rampaging through the ruin and nearly kills all four of them. Through luck and teamwork, the adventurers persevere. However, more danger lies ahead.
Meanwhile, two new characters, Aythu, a young Dunmer (yeah, we have a lot of these), and the late Kind-Heart are introduced. Both are making their way to the camp. Some unimportant stuff happens there.
Back in Nagastani, the small group presses onward. After evading some traps, they reach the Varlasel. Which is inhabited by more undead (although they are of a tamer variety) and some necromancers.
Meanwhile Leowyn, Aythu and Kind-Heart are facing some vampires in another dungeon. Things get pretty risky.
Things for Iceman and the Darkys are getting risky as well. Gas traps and zombies at the same time are proving to be quite a handful. But naturally our protagonists get the upper hand (though Owen was hurt in the fight). They find a scroll with Daedric writing on it, which turns out to be gibberish, however. Further in, they find some loot which they plan on pawning back in the city, after a well deserved rest. Bondage ensues, pardon the completely intentional pun.
Then stuff that we don't [&@%!] talk about under any circumstances happens. And it goes on for quite a while.
Meanwhile, stuff we remember fondly happens. Namely Iceman and the Darkys activating the Doomstone. Llela absorbs some sweet Steed powers. Exhausted from the day's trials, the adventurers go to sleep. In the morning Per cosplays as his favourite Necromancer. And then Per, Llela and Llevana put Imp Gall on Owen's face. [&@%!] is so cash.
In the main camp, Aythu is acting mighty weird, after a close encounter with vampires. WE ALL WONDER WHAT'S GOING ON, IN AWE OF JV'S EPIC TENSION AND MYSTERY BUILDING SKILLS.
Iceman and the Darkys return to camp. Social interactions follow. Then drinking and hissy fits. The hissy fits totally have nothing at all to do with Aythu and vampires. No, sir. Also Per's birthday happens.
Cue next morning. Leowyn and Voryn, a grumpy old Dunmer warrior are up to shenanigans for which they're buying supplies in Cheydinhal. Owen happens to be selling last night's loot at the same time.
Back in camp stuff happens. Voryn and Leowyn announce their plans to leave for Morrowind.
Iceman and the Darkys go into town in order to celebrate Per's neglected birthday. On their way to the tavern, they stumble across a crazy priest. Which turned out to not be important in the least bit. They move on to the bar, where they proceed to get really [&@%!] hammered. As is common for hammered boys and girls, the conversation quickly moves on to sex. After a while of being uncomfortable Llevana kisses Llela and confesses her attraction to her. Things get awkward, but Llela indulges 'Vana in the end. It started off a bit rocky, but eventually the alcohol-spawned romance blossomed. It should be noted that Per had a tryst with an okay-looking Orc woman at some point of the night.
Cue camp next morning. Awkward stuff. Breakfast.
Meanwhile, Aythu wakes up at Newlands Lodge which doesn't actually exist yet, but whatever, who cares.
Mean-meanwhile, Tisiphone, a mute Breton is introduced. Awkward mute-to-non-mute conversation follows.
Iceman and the Darkys plus Tisi decide to head after some dumb sword. They never found the sword in case you were wondering. Anyways, they set off and turn down poor Sam. I don't even remember what race and class Sam was. He kind of got overshadowed a lot. So yeah, Llevana, Llela, Per, Owen, and Tisiphone leave for Kemen, where they will begin their search for the [&@%!] magic sword that I don't even remember the purpose for. Some long since abandoned plot [&@%!], I'd wager.
Then it starts raining. Everyone gets in their tents. Llesbian sex. Moving on.
Ivan is trying to buy some fruit. This took him quite a few pages, so I guess it's important.
Later on, character development. Evidently Llela's sister was raped and killed. Ouch.
Elsewhere: "Sam said to Kind-Heart: "Hello, Kind-Heart, I'm Sam." " Exciting stuff. THEN THE THING WE NEVER EVER [&@%!] TALK ABOUT CAME BACK.
IN OTHER NEWS. Llevana is not a morning person. Yeah, sorry this recap is kinda falling apart. The RP was pretty much a mess until recently. So anyway, Llevana and the gang raided Kemen. Surprise, surprise, no sword there. But they did find some very useless assassins. Llevana and co. murdered them and took their stuff. All kinds of [&@%!] yeah. Oh, and Per got cut up bad because he's a dumbass. So they resurrected one of the corpses and had it carry him. As they were walking out, they were faced with Aythu who was now DUN DUN DUN; a vampire. Big [&@%!]' surprise. Llevana seems to have some deep dislike for vampires and wanted to roast her right off the bat. Llela, however, intervened and proposed that they find another way. And thus we started the dreaded vampire cure quest. Also, at this point deadknight (Owen) and Vivec's Tears (Tisi) never posted again. We'll say that they got fed up with our [&@%!], got married and now have a farm somewhere. As a side-note any characters that don't get mentioned anymore also stopped being updated. I can't be bothered to look up the exact circumstances for each one, so I'm only reporting the ones I remember.
Meanwhile Sam and Beorn are doing pointless stuff at camp. Woo.
Back to the real business. Llevana and co. find Melissandre who wants a man killed in exchange for a cure for Aythu. The adventurers accept because they have no choice. After some shenanigans they reach the Imperial City. Per is relatively okay now. He's got a big, badass scar.
While staying at an inn, they meet Gudrun and Deimos. Gudrun is a young Nord woman with a (fake as [&@%!]) cheery attitude who says she wants to be an adventurer and that she's heard of Llevana and Co.'s exploits. She's actually an assassin hired to kill Llevana. And kind of a psycho. Deimos is a wood elf who doesn't talk much. He has a bow. He shoots things. He ends up being on Gudrun's side.
Gudrun claims to know where the man Llevana and Co. are seeking is. She directs them to a cave outside the city. Well tough luck, girls, it's an ambush. Gudrun captures Llela and Llevana, who went there alone and left Per with Aythu. Aythu at some point found and hypnotized Kerin, a Breton boy, who is now her walking lunchbox.
The Dunmer are trapped. Gudrun has them cornered. But, they still have one ace up their sleeve (literally up Llela's sleeve). Llela uses a scroll of Almsivi Intervention which teleports the two Dunmer to Morrowind. Gudrun's jimmies are very rustled over this.
While Llevana and Llela do stuff in Morrowind, Gudrun tricks Per and Aythu into boarding a ship to Morrowind with her. Bad break, since the ship has been taken over by Gudrun's crew. Aythu, Per and Kerin are at Gudrun's mercy. She intends to use them to kill Llevana and Llela.
This is about where we left off.

As a child of the isles, Nandrnil has the standard height of an altmer and as a scholar, he possesses a slight build as well. His hair is a platinum blonde color, his eyes are bright amber and his skin is a pale yellow color like most Altmer who spent most of their lives indoors.Personality: Carefree and freespirited in his younger days, Nandrnil has matured quite a bit over his life and the experiences that have led him to where he is today. He still smiles often but his reactions have become more muted, he is slow to anger and tries to be understanding and is perhaps a bit condescending.






