The stench of death hung in the air, filling their lungs. Thick, white smoke swept and curled around their feet. Glancing about, a few might have wondered what in the name of Stendarr they were doing in the Church Undercroft at such hours of the morning.
Our story begins in the earliest hours of 20th First Seed, 4E 175. It is eight years since Emperor Titus Mede II succeeded his father at the throne and his empire lies in the throes of chaos and ruin. His last publicised actions that of fleeing his capital, with barely his life in possession. You are his subject, resident in the occupied city of Cheydinhal. Captured by the Thalmor almost two years prior, their ascension led to the swift curtailment of your traditional liberties. Negligible official news reaches your ears: you have heard whispers of the Thalmor being held to a standstill further north, but the situation seems desperate nonetheless. Little were you aware, of the organisation abound in the background. Whilst the emperor feigned defeat at the hands of the invaders, his most trusted lieutenants arranged revenge.
To this end, there was a need for a great many new recruits. Those suited for the unconventional warfare that they would need to engage in. These would make up the Black Legions, the Cheydinhal arm of which, was the most famed of all.
Your Environment
The war has been ongoing for four years and Cheydinhal has suffered. Once an important mediator of trade between Morrowind and the Greater Empire - for both geographical and cultural reasons, economic activity stalled with the onset of war. With Thalmor conquest and occupation, exports were at century level lows, and people scrape by with the barest living. In contrast, the invaders live a luxurious life, with the newly-minted Count Mothralli holding nightly banquets to feast allies and collaborators, and his soldiers stealing daily from the native citizens.
Occupation has been tough in other ways. Thalmor occupation has led to a considerable reduction in the freedoms of the citizenry. The local publishing houses have been closed down and no outside papers are allowed inside the city walls. Leave of the city necessitates a visa, and curfews require citizens be indoors by dark. Gatherings of more than eight require official approval: The-guild house of the local fighters guild has all but closed down as a result. Memories of the city's revolution against tyranny during the course of the second century persist - and there is quiet speak of underground societies forming, plotting fiery retribution against their oppressors - but other than a handful of quickly-contained skirmishes between citizen and guard, the spirit itself seems loss for them. Most live with a sense of ineluctable dejection about their future.
Recently, there have been moves towards collaboration within the city. The count's eldest nephew leads in this, amongst the city's elite.
Your Character
You are the hero of this tale. Whether a fearless warrior, a scuttling mage, an amoral rogue; a priest, alchemist, bookseller, blacksmith, house-hand; noble or pauper; or entirely otherwise, it is up to you. The choices are near endless. I only request - however - that whilst there can be transfers from the Legion-proper that there is a limit on the number of these. I can make exceptions on the number of major and minor skills allocated too your character but please PM me about it first. Note, regardless, that you'll need to have written an exceptional character if I'm to start considering buffs.
[b]Name:[/b]
[b]Race:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Sex:[/b]
[b]Physical Appearance:[/b]
[b]Starting Apparel:[/b]
[b]Other Equipment:[/b]
[b]Short Bio:[/b]
[b]One Major Skill:[/b]
[b]Two Minor Skills:[/b]
[B]Spells Known:[/b]
[b]Other details that don’t fit into existing categories[/b]
:
The skills that can be chosen are below.
When I attempt to DM outcomes, your skills will be referred to for two reasons. The first, is that it offers a basic impression of what your capabilities in an area are. In the hope of not having the RP seem too mechanical or dice-dependent - and to further description in actions - the broadest consequences of your actions will be determined before I even roll a dice. This will be similar to the sort of reference that occurred in Tamriellic Adventures, II, for those aware. The second point will be to mediate dice-rolls, somewhat. Those with neither a minor nor a major will receive (dice-roll * 0.40), those with a minor will receive (dice-roll * 0.80), and those with a major will receive (dice-roll * 1.20).
Warrior
Blade
Those with a major in Blade will have a 5% chance of a disarming foes when their blade meet another weapon.
Blunt
Those with a major in Blunt will have a 5% chance of dazing foes with strikes of their blunt-weapon.
Block
Those with a minor in block will find themselves capable of blocking all arrows shot from within your line of sight.
Those with a major in block will find their reflexes have increased across the board. Your attacks and defence motions with blade, blunt, and staff weapons will be better (+1 on the score of all dice-rolls), as well as all effects associated with the minor.
Stave-weapons (spears, pikes, staffs)
Those with a major in stave-weapons will find themselves with a 5% chance of bypassing armour with their stave-weapon.
Marksman
Those with a major in Marksman have a 10% chance of bypassing armour when shooting from a range >30m, or an elevated position at a range >5m.
Heavy Armour
Those with a major in Heavy armour will find themselves with increased strength: their melee attacks doing 20% more damage (dice-roll * 1.20), and possessing increased stamina.
Rogue
Free-run (athletics and acrobatics)
Those with a minor in free-run will find themselves with a defter hand, their blade and stave-attacks doing 10% more damage (dice-roll * 1.10).
Those with a major in free-run will find their reflexes have increased across the board. You have a 10% chance of withstanding no damage from an attack within combat. You will also posses effects associated with the minor.
Sneak
Those with a major in sneak will find themselves able to sneak in light-armour without penalties.
Fingersmith (pickpocketing and lockpicking)
Those with a minor in Fingersmith, will find themselves more nimble overall, gaining a 25% boost on acrobatic-actions (dice-roll * 1.25), and a 15% boost on light armour use (dice-roll * 1.15).
Those with a major in Fingersmith, will find themselves possessing greater dexterity. Your attack motions with Marksman and Stave-weapons will be better (+1 on the score of all dice-rolls). You will also posses effects associated with the minor.
Speechcraft
Those with a minor in speechcraft, will once a day, have a 40% chance of instant-success in a persuasion effort.
Those with a major in speechcraft will find themselves, with the right gear, able to disguise themselves to considerable effect, as well as the effects associated with the minor.
Alchemy
Those with a minor in the alchemical arts will find themselves capable of brewing concentrated poisons (3x use per brew).
Those with a major in the alchemical arts will find themselves capable of purifying their mixtures (pure-poison, pure-potion), as well as the effects associated with a minor.
Light armour
Those with a major in Light armour will find themselves with defter senses. Their attacks with blades and stave-weapons have a 5% chance of being critical ([dice-roll * 2] * 0.05).
Mage
Illusion
Those with a major in Illusion will be able to cast their spells silently and without alerting all but the most astute, otherwise.
Restoration
Those with a minor in Restoration will absorb magicka blocked with their wards 75% of the time, when dual-casted.
Those with a major in Restoration will find their healing efforts temporarily more effective after absorbing magicka.
Destruction
Those with a major in Destruction will be have a minor resistance to fire, frost, and shock enchantments and spells.
Alteration
Those with a major in Alteration will find their spell-armour degrade weapons that strike them (disintegrate).
Conjuration
Those with a majors in Conjuration will find themselves capable of sustaining multiple summons at once.
:
I am open to giving players wide discretion in what spells their character has access to. Fundamentally, I trust that player creativity and ingenuity will craft a much more magical experience than I am going to be able to write for them. I will be rejecting sheets where characters possess either game-breaking spells (mark/recall, levitate, etc.), or spells that can't be justified as being accessible to the character (your Orc-berzerker did not pick up advanced illusion spells from the Breton she had that weird, illicit fling with).
If someone wants to discuss their character having a spell that goes unrevealed to the cast, that is perfectly fine, and they should PM me about it.
The Rules, because I believe in civilisation.
Respect the DM and Respect other players: You can break all the other rules (please don't though) but this is the only one I will consider booting you for. We're all here to have fun at the end of the day. If things aren't going your way I'd appreciate a politely-worded PM to having to find out what your deleted-post's said.
Don't be afraid to PM me and ask me questions, even if they seem silly. Unlike an old college lecturer of mine, I'm not going to forward those on to the whole class.
Follow the RP forum rules: which can be found here
Please send all PMs concerning the RP with the subject reading, 'Re: Black Legion'.
No Godmodding: That means no controlling other's PC's, no controlling my NPC's, making assumptions about other's characters based on stuff you read in their sheet or heard in GRDT but has not been stated in the game.
One action per character per post: I would also appreciate if people could attempt to keep the amount of action described in a post appropriate to how much time the post will be carried out over.
You can die: PM me about a new character, in that case. Prospective players can feel free to PM me about joining at any stage.
The RP has begun! Please inquire via PM about starting late.
Last edited by Velvet LeChance on Sun Sep 11, 2016 1:07 am, edited 6 times in total.
*reserves spot* Got the general idea for my character, just gotta come up with specifics and a name....
EDIT: And here he is.
Spoiler:
Name: Sorondil
Race: Altmer
Age: 268 (basically like the equivalent of a 70-year-old human)
Sex/Gender: Male
Physical Appearance: Average height for an Altmer. His skin is tanned and weathered from his years working on ships, and scarred; he was once muscular and strong, but age has caught up to him. His once light-brown hair is now gray and kept neatly trimmed; his beard is not as neat, but he makes sure to keep it from getting overly long. He has an angular face with a long nose and yellow eyes.
Hidden:
Starting Apparel: Sorondil wears mages' robes - usually muted colors - with a cowl.
Other Equipment: An elven shortsword from his olden days, which is mounted on a wall in his home as he doesn't really use it anymore. Various potion ingredients, and a couple potions - restore health and magicka, cure poison.
Short Bio: Sorondil was born around 3E 340, in the town of Firsthold, Auridon, in the Summerset Isles. He grew up aspiring to be like his father, who was one of the Auridon Marines. Sorondil was part of the Mages Guild for several years, and at the age of 30, after honing his skills, he indeed followed in his father's footsteps: a conjuration mage, defending the Isles from Maormer and pirates. He enjoyed visiting various Mages Guildhalls during his off time, and met and fell in love with an alchemy student. They eventually got married. Over the years, he began to hear whispers of the Thalmor and didn't like what he heard. Sorondil and his wife had two children, a daughter and a son. It was years later, when she was pregnant with his third child, that things changed; something went wrong, and she died in childbirth. Sorondil spent many years at home to raise his newborn son: while he wasn't as close to his older children (by then young adults with their own lives) due to the amount of time he'd spent away when they were young, he was completely devoted to his youngest, who, like Sorondil himself, dreamed of following in his father's footsteps - and later did so, though he joined the Imperial Legion rather than the Summerset Isles' forces, in order to get a chance to see the world beyond the Isles. After the Thalmor took over the Isles, Sorondil was increasingly discontent with them and their actions, though he wasn't loud about it. Eventually - particularly after hearing news of the Night of Green Fire - he decided he couldn't stand living in the Isles under their rule anymore, and around the time he turned 180 he retired honorably from service, citing his growing age and desire for a change in career as reasons. He knew a bit of the basics of alchemy from his wife, and was able to get in touch with one of her former fellow students and trained with him for a decade or so before he was ready to move onward. He traveled Tamriel for a time, ostensibly scouting for potion ingredient suppliers, and decided that Cheydinhal would be a nice place to stay, so he eventually moved there and set up an alchemy shop in town. He took on an apprentice, a Redguard woman who also hated the Thalmor. She has since passed away, but nowadays her daughter, Kahla, is Sorondil's assistant. Sorondil's hatred of the Thalmor started to peak several years ago, when the Thalmor purged any Altmer members of the Imperial Legion, and they killed his youngest son. Sorondil has kept his conjuration skills sharp through the years, but his swordplay - though he has practiced that too - has deteriorated with age. He, has of course, not made his practiced skills obvious: he has carefully cultivated the appearance of an aging shopkeeper, especially in the past few years: sharp enough to still travel on his own occasionally and make potions, old enough to need help and sometimes seem forgetful.
Other details that don’t fit into existing categories
Sorondil lives with his assistant, Kahla, and her fiance, Namar. Kahla is a Redguard in her 20s, and Sorondil is like a father to her. She was raised on his and her mother's views of the Thalmor, but knows full well to keep it between them. Namar is also a Redguard, the same age. They help with Sorondil's "old man" act. Sorondil intends to leave the shop to them when he fully retires.
Reserved by order of Sheodovah and his brave creative mind.
Will get it done within the next few weeks.
Hidden:
Name: Shulbash (Formerly Skullbash Manbreaker)
Race: Orc
Age: 43
Gender: Male
Sex: Male
Physical Appearance: Shulbash is a 6ft musclar orc. He is completely bald and has a full thick black beard with traces of grey in it. His eyes are dark brown and his body has many signs of battle. From faded scars to missing his right tusk.
Starting Apparel:
Orc Heavy Platemail Armour. Other Equipment:
An Orcish Claymore that used to be kept in a sheath made out of a lion. Two handaxes for throwing, both iron and steel. An Orc dagger for emergencies. Short Bio: Shulbash has a dark past and his tale begins at the age of 18. He was born to one of Cyrodiil’s remaining orc tribes and taught to value strength, might, valour over everything else. He was taught in the ways of the orc and melee. Magic was barely a blimp in terms of usefulness and he departed his tribe in hopes of finding glory. Instead, he discovered how weak imperials were. How low the legion had fallen and the rumours of the emperor being lesser then the Septim was true. He tried working as a sellsword for a year before getting fed up of the pay and being ordered around so he took up banditry. He started off with a few friends that felt the same way as him and began to rob easy targets. But within 5 years, he built a moderately sized gang and called the Skullletters. He terrorised the folk by ransoming, stealing, murdering and hunting them. Their livestock were killed for fun. Their would be heroes slaughtered and Shulbash called himself Skullbash Manbreaker
The gang was never in one place and towns were their favourite targets. In their cockiness and actions, they brought down the wrath of the legion and were slaughtered like pigs. Only, Skullbash was killed. Shulbash was found by a few knights of an order called The Nine. They carried him back to their abby and tended to his wounds. He wanted vegenance on the legion but something happened that was unlikely. He found the nine over the course of a month and began to feel guilt for the first time. He slowly became ashamed of his actions and undertook many holy rituals along with improving himself as a person. He cast Malacath aside as his god and embraced the nine. For 20 years, he worshipped and served them as a Knight of the Nine but fate decided that he wouldn’t live in peace. 2 years ago, the Aldemeri Dominion invaded Cyrodiil and initially, the order was left alone but after the Emperor fled Cyrodiil, they sent force out to deal with the knights of the nine. The order had flourished and had 200 knights. For the first year, they sat by and did nothing whilst Cyrodiil suffered from the acts of the Thalmor and for 3 months of the second year of the occupation, they began to take action against the Dominion. Raiding camps, liberating prisoners and taking out officers. If it harmed the Thalmor or the Dominion, they did it. However, the order was tracked back to their base and the Thalmor sent an attack team to deal with them. It was a slaughter and not a knight remained. Whether it was dumb luck, fate or toughness, he survived despite being run through by an elven blade. He vowed to bring back Skullbash Bloodletter. To steer him to the Thalmor and bleed them a thousand times for each knight and friend he lost. He cast aside his order’s armour as he knew what he had to become was unworthy of the nine.
“If I must become a monster to defeat the monsters, so be it.”
He knew that by himself, he would only get himself killed and Shulbash was a patient man. He has been biding his time and working odd jobs that required strength whilst keeping his eyes and ears open for any signs of resistance. He will have his revenge and they will regret forcing him to drag Skullbash Manbreaker from the dead.
One Major Skill: Blade
Two Minor Skills: Blunt and Heavy Armour
Spells Known:
None Other details that don’t fit into existing categories
Works various odd jobs around Cheydinhall
Last edited by The SheoDovah on Sun Aug 14, 2016 11:23 pm, edited 1 time in total.
RANDOM SILLY STATEMENT AS SIGNATURE! Praise Sheogorath!
Eh, sounds like it could be fun. Count me in, one bard coming right up eventually, before we start anyway. Just need to figure out their gender, race, backstory, religion, personality, political views, skills, spells, appearance, equipment. Really everything other than them being a bard. It'll be fine.
Oh and don't let me making a bard discourage anyone else from making one. If anything it should encourage them, we could set up a musical duo, maybe even a band. All bard party!
So we have come to solve every squabble in the village personally? The last thing you never see
Flattered to see so much interest (between here and people talking to me otherwise, there's seven interested, so far.)
For reasons relating to crafting something believable though, I am going to cap the number of player-characters at 8, to start. There will be opportunities to join later on, if more people are interested, but it doesn't strike me as believable that the Legion would recruit any large number of black-agents at the same time. That means there is just one space left to be reserved.
Sorry for also not warning before hand, I wasn't expecting as many sheets.
BetaB17 wrote:Also, this may help yall.
I added this sheet to the OP, because it's just better.
Kerr wrote:[...] political views [...]
Here, by the way, it is going to be difficult to feel included, unless you're at the least decently anti-Thalmor (or pro-something-that's-anti-Thalmor).
Doesn't mean you have to be, but I would appreciate if people had some sort of reason to join the legion, just because it's going to be difficult to include you at the beginning, otherwise.
In my case my character is going to be very anti-Thalmor and willing to work with and join the Legion, no problems there. I was thinking more about his views on the Empire itself, if he'll be a loyalist and patriotic or if he'll be more skeptical towards them, currently leaning towards the latter. I've already figured out some details about him, he'll be a Redguard from Hammerfell, mother a Redguard and father an Imperial and ex-legionary.
I don't think I'm going to use axes, leaning towards short swords, but would what weapon category would they fall under?
So we have come to solve every squabble in the village personally? The last thing you never see
Axes are in blunt in this. By technique, I'd say, more than them actually dealing bodily-trauma like a conventional blunt weapon would.
---
Edit: Eight place has been reserved. Sorry folks that were looking to join at the beginning.
It's possible that one of the players might drop out before the start and I will advertise if that happens. Otherwise, I am more than happy to introduce whoever PMs me at a later stage.
I'm just asking this a safeguard since I trust your competence, Velvet: is a character who isn't combat-oriented viable/valuable? Because that's the route I'm taking with my design here.
Boss makes a dollar
I make a dime
That's why I'm forum posting
On company time
MARS wrote:I'm just asking this a safeguard since I trust your competence, Velvet: is a character who isn't combat-oriented viable/valuable?
Definitely.
In fact a non-combat-orientated character might have an easier time with some 'missions' than one who is combat-orientated. The hope when I designed the plot to this RP was that it would encourage PCs to plan and collaborate together to solve problems - rather than just jump right into a sword-measuring contest.
That's the vibe I was getting and the sort of approach I was expecting. Nice! I've made some advances in the design, and scrapped some of the things I told you about yesterday in favor of others. I'm feeling motivated tonight, so I might get back to you sooner rather than later.
Boss makes a dollar
I make a dime
That's why I'm forum posting
On company time
Here be the dossier of Jayla aka the Rat-Queen of Cheydinhal.
Hidden:
Name: Jayla the Rat-Queen of Cheydinhal
Race: Bosmer
Age: Late teens.
Physical Appearance:Jayla has a small but fit build from her freerunning activities at night, but as result has lighter skin than is typical of Bosmer because she doesn't like being out in the daytime very much. When she does go out (day or night), she wears a dark green cloak and hood over a faded long green tunic with a worn coinpurse on her belt and a pair of brown leather boots and gloves, all of which are patched together to some degree and stained by the sewers. Her short red hair is unkempt and contributes to an overall disheveled look that betrays her relative cleanliness that she maintains by bathing and washing her clothes regularly in a stolen washtub and washboard.
Starting Apparel: A pair of worn leather boots and gloves. A couple of faded green tunics. A dark green hood and cloak. A coinpurse. A makeshift quiver. One relatively nice outfit that she wears to services for the Eight Divines every Sundas.
Other Equipment: Makeshift shortbow, rusty iron dagger, thief's tools.
Short Bio: Jayla is a Bosmer, born to Bosmer parents in Cheydinhal. Her parents were archers in the Imperial Legion who stood atop the walls of the city to protect it when the Thalmor captured the city, dying bravely in a vain attempt to repel the invaders. This left Gallandra a poor orphaned Bosmer falling through the cracks in the system (largely due to the system having be overrun by Thalmor), forcing her to become a thief to get by. And so she did, and during one particularly cold winter night, she discovered that the sewers were rather warm and decided to make them her home, eventually setting up a small fire grill thing and a cot and pots and pans and stuff, stealing the food and gold she needed to get by through pickpocketing, lockpicking and acrobatics and stealth. Then one day, she met a pack of rats and tamed them with Bosmeri animal-taming charm and declared that she now ran a criminal empire as the Rat-Queen of Cheydinhal, when in reality all she'd done is stop some rats from getting into her food. Today, she has delusions of running a vast criminal empire, but in actuality only steals enough to get by, while also occasionally vandalizing Thalmor propaganda.
One Major Skill: Fingersmith
Two Minor Skills: Sneak, Freerunning
Rats: Jayla has a pack of 6 pet sewer rats. While tamed, they cannot be directed to attack and usually eat anything they can get their jaws on, but treat Jayla's home as their own and defend it like their nest. Jayla enjoys petting them and brushing their hair and trying to sew together little outfits that end up getting chewed or ripped up. Rufus is a small hairless rat with an excited personality who likes to hide in pockets and squeaks a lot. Nibbles has large teeth and likes to chew on stuff, typically getting put in the Naughty Corner. Velyanthe has large pointed ears and is not very sociable but will occasionally sit on Jayla's lap. Talos is the largest and strongest rat and the leader of the pack (outside of Jayla) and his fur has a bit of a white-gold tint. Lord Ratty Rattington has darker fur and he looks like he has a mustache on his face, giving him a more regal appearance. Mister Greyhair is an older rat with grey hair who tends to be a bit of a grouch but never actually bites or anything.
Last edited by GamerAim on Sat Aug 20, 2016 9:05 pm, edited 3 times in total.
The Lord Vigil, High Avatar of the Order of the Mortal Gods Jesmate and the Patron Saints of Virtue. A vote for anyone is a vote for chaos. Choose the Order. Contact your nearest Order representative for more info on how you can better the world.
Let me tell you, having to pick 3/4 when it comes to Speechcraft, Sneak, Fingersmith and Blade wasn't easy.
Hidden:
Name: Philip Morello
Race: Redguard (Imperial Father and Redguard Mother)
Age: 27 (Born 18th of Hearthfire under the sign of The Lady)
Gender: Male.
Physical Appearance: 6ft tall, average build. Skin tone isn't as dark as some Redguards due to his mixed parentage. Messy curly black hair and noticeable stubble. Dark brown eyes.
Starting Apparel: Dirty old turquoise hooded cloak. Burgundy linen shirt. Dark blue trousers. Cream underwear. Black boots.
Other Equipment: Large brown leather satchel bag. Steel Wakizashi in sheath kept in bag, Lute, 3 Lockpicks, journal and writing equipment, key to hovel, bottle of cheap wine.
Short Bio: Philip Morello was born the oldest son of Vincent Morello and Selena Hawker. He has one brother and one sister, twins born 7 years after him named Robert and Sabina. He was born and raised in Sentinel, Hammerfell. His mother worked shipping on the docks and his father was an Imperial Legionary originally from Kvatch. His father was always very strict with the rebellious teenage Philip, he wanted him to stop playing the lute and drinking with friends so much and instead enlist in the Legion both as a way of life and to learn discipline. But it wasn't to be, Philip stole his father's sword and left his home at 17 and with his friends, all of whom were around the same age as him and established a traveling music troupe.
Tori's Turquoise Troupe was their name, named after their leader and the matching turquoise cloaks which they wore. There were four members in total, Tori a female Khajiit, Blanche a female Breton, Olaf a male Nord and Philip himself. The troupe journeyed together for 7 years, going to various parts of Tamriel. They visited Hammerfell, High Rock, Skyrim, Cyrodil, Northern Valenwood and Northern Elswyer. About six months after they first left Sentinel, the troupe encountered a sect of Sanguine worshipers living on a commune near the High Rock border. And it was there in a deluge of wine, moon sugar and sex that the troupe themselves were inducted into worshiping the Daedric prince, worship they would keep up for the rest of their time together. During their time together Philip became more experienced in fighting with a blade as they'd occasionally face beasts on the road, on being sneaky and fast with his fingers due to the mischief they'd sometimes find themselves getting into and was thought a basic healing by Blanche. A year after the Great War broke out the troupe broke apart as Tori and Olaf enlisted in the Legion while in Cheydinhal. Blanche left going east, to Morrowind, hoping to continue travelling and seeing the world in spite of the war. Philip decided he would stay in the city for the duration of the war, unaware of how long it would drag on or that the city itself would eventually become occupied. Philip hasn't heard from any of his former companions since they parted ways.
His first year in Cheydinhal and as a solo performer was very productive for Philip, composing new songs and earning money at the local taverns. However all that changed when the city was captured by the Thalmor. Philip could no longer perform and found himself in a bad place. For the past two years he's been living in a hovel, drinking, playing and composing music which can't perform publicly and doing odd jobs and petty crime in order to get by. He's also seriously lapsed in his worship of Sanguine, while he still would consider himself a worshiper he hasn't done any actual worship in years.
One Major Skill: Sneak
Two Minor Skills: Blade, Fingersmith.
Spells Known: Cure Light Wounds.
Other details that don’t fit into existing categories: Left handed. Lapsed Sanguine worshiper, he'd still consider himself a Sanguine worshiper but hasn't actually done any worship since the occupation began and he fell on such hard times. Keeps a journal which he writes songs in. Good singer and plays the lute in an creative and talented manner.
So we have come to solve every squabble in the village personally? The last thing you never see
Figured I might as well add the bulk of mine. Still subject to some minor changes, but who's here ready to buy some books from Scribbles & Ink
Spoiler:
Name: Arya Direnni
Race: Altmer Age: 193 Gender: Female
Physical Appearance: Pale hair, short length, hardly kept. For a High Elf or a women, she isn't all too memorable. Decent looks, modest frame, youthful health, her only trademark being her heritage. It's a surprise she has not been married, once you exclude her manners and her lack in prestige. But hey, who said quirky can't be cute? Just don't ask about her age, that's just rude
Personality: Short and simple, she's a fool and genuinely an incompetent mage. Still, a kind heart and youthful determination is all one needs, right? If only that was true. All her life she's been quirky, akward to say the least. Far too content to admire the vast fantasies that lay dormant in scrolls and pages, and all too scattered with her focus on what really matters. Maybe she tries too hard to be accepted, only ever setting herself up for failure? Yes, just yes.
Starting Apparel: What sort of mage would she be without her robes? With much of it made from black linen, trimmed with silver thread, and the rest made from a dark purple, including her cowl. And just cause, she also sports a nice hat, a gift from her master. She also wears some nice leather boots, but more importantly she sports a few pieces of jewelry, some that she's had since the days of the Guild or even prior. Three elven rings, forged from moonstone and embedded with cut soulgems, but her most precious piece is the one that hangs from her neck, a Direnni amulet depicting the Eye of Magnus
Starting Equipment: On her waist she sports a personal steel dagger, thankfully never used. But less so seen at her side is her mage's staff since the days of the Guild. Made from the enchanted birch wood and capped with adorned silver, amply named the FlabberBlaster. Having infused it herself, on use it creates a powerful AOE blast, unfortunate for the user it's incredibly short range also means their caught in the blast. Still, it actually works so that's a success in her book
Other Equipment: Aside from books? Her personal journal, which is totally different. She also has a small pouch to keep her belongings in, namely anything too big for her pockets or a small coinpurse. There's also a her keys to the shop, a potion of Fatigue, and an odd assortment of tools that any professional bookseller would be a fool to not keep
:
.
Born to a respectable and influential bloodline, just at the dawn when trade and Imperial settlement began with Vvardenfell, and her very parents thriving in the booming success. All was to be perfect, a set path to achievement, and yet all that fell to pieces by her own hands
In her childhood, she spent ample time under the care of tutors in High Rock, and observing her parents as they dealed with the politics of the Dunmeri Houses of Morrowind. A learner from two fronts, she was expected to be both a prestigious mage and a wealthy trader. She failed at both, far too busy with the fantasies from her books and lost of all focus. She would of been fine, a disappointment yes but salvageable no less. She could of been married off, a bid for either power or to keep their blood pure. She ruined any hope for that either
Such a foolish child, in a bid to finally impress her parents, she dared to try and display her feats in magic and enchantments. Not only did she fail at that, ony succeeding in casting embarrassment upon her clan, but she did so before a Telvanni elder. At that very moment she was disowned, and cast from her family to the dirt from whence she belonged
----------------------------------------------
With no where to turn, and far from disheartened from her course, she joined the local Mages Guild. Eventually through sheer determination, kindness, and pity, she found herself on route to the Arcane University. Maybe she wasn't the best mage, her unruly experiments causing her to be the source of jokes, but when it came to scholarly feats and unrivalled eye in the archives she was accepted no less.
Her peers were cruel, her teachers more so, and while more and more they teased her so, the further she would dive into the comfort of her books. Maybe books could of saved her the torment of embarrassment.
Her attempts at conjuration could hardly bind a daedric vermin let alone stop it from attacking her peers. She somehow caused more harm than good via Restoration. Or to how she mistaken a tome for Burden with Waterwalking. And maybe worst of all when by the product of alchemy she caused an explosion that resulted in mass hysteria and temporary blindness. Thankfully, she was only able to persist with her studies due to her skills in Illusion and basic knowledge with enchanting
----------------------------------------------
Sadly, not even this passable harmony could last. With the crisis still fresh on everyone's mind and the eventual disbandment of the Mage's Guild, once again Arya was forced to adapt. Merely going with the opportunity, she joined the Synod in the promise that she would for once actually be a contributing member. They quickly regretted their offer, and with no tolerance for one more mistake, she was formerly kicked from the splintered guild
All those years, all those studies brought her no closer to being a great mage. She felt she failed herself, she knew her path as a mage was over, no wealth of tales could change that. Defeated on her travels, she stopped by the nearest city to rest and gather supplies, but to where next she did not know. While there, she happened upon a bookstore, the Scribbles & Ink. Books always seemed to cheer her up, even if they cant fix this predicament surely one cant hurt.
Maybe it was her solemn look, or mage attire, or even her keen choice of volumes, but the owner took notice. An elderly man, and former mage, he took kindly to her and after a long and refreshing talk, he found himself an apprentice in desperate need for purpose and his eventual successor.
And so it began, and for once, she was happy. Not just because the tomes she could read but because reality for once seemed fair. And like the humble elf that she was, this new city became her home and it's people her friends. So what if they think she's wierd or quirky, they accepted her for who she is, and thats all she ever wanted
.
.
One Major Skill: Illusion Two Minor Skills: Speechcraft & Destruction
:
.
Fire(rarely Frost/Shock) based spells
Drain/Damage/Absorb Health
Drain/Damage/Absorb Stamina
Drain/Damage Attribute
Drain/Absorb Magicka
.
Charm/Calm/Command
Rally/Frenzy/Demoralize
Silence/Blind/Noise
Chameleon/Muffle
Night Eye/Light
Paralysis
(No Invisibility)
.
Slowfall
Burden
.
Misc: Owner of the local bookstore dubbed Scribbles & Ink
:
Scribbles & Ink
Found within the city's market, S&I is an adequate structure and more than meets what is expected. On the inside, the mainfloor is the center of this establishment, with it's counter open for trade and rows of bookshelves full of old and new, pleasure is derived from the wealth of knowledge not lavish display.
Upstairs looks more true to a living quarters. A small dining room, with more tomes than plates to be had. Her personal bedroom, with towers of books on the ground for where the shelves grew too full. A few small rooms, the smallest of course reserved for her apprentice and his bed, luckily not filled to the brim with books like when she was in that very same role.
Upon both extremes, her attic/crawlspace has barely enough room to fit a small storage of goods, let alone someone needing to hide. But down in the cellar is where interest lies. Between empty wine racks, dried food storage, more dusty book shelves.. the prize to any would be the small safebox under tossed rags that holds neither gold or riches, but her most prized volumes and tomes. Less so alluring is the workstation she has fashioned, granting her some semblance to the study she sadly lacks and a place where magical experiments can be conducted, most notably enchanting.
Sadly, with the war and business growing ever poorer, her storerooms may be growing thin but at least her countless pages never shall fade. If only trade could resume, then maybe she wouldn't have to contemplate on how edible the 16 Accounts of Madness are
.
A former apprentice and current assistant, she also shares her businessnwith a young Dunmer by the name of Vila Valaai. However she has long since been proud of how her young assistant has grown, and even has plans to pass down ownership of the bookstore much like her own master before her. Still, she mildly misses the aspect of having a young and wildly imaginative apprentice, even if the extra help is not needed
.
To this she shared her roof with a young Imperial boy, a child by the name of Claudius, or Claudy for short. A bright mind, and sometimes a more mannered mannered individual than his master, he helps tend to the chores and upkeeping of the books. Not a very social child, he is content alone with reading these books in hopes of eventually becoming a competent historian. Luckily, much unlike his predecessor or master, he shares less interest in anything 'magical'
"I Seek Truth, Not For Power, But For Understanding"
Starting Apparel: Black light armour leather ensemble comprising of trousers, boots, shirt/cuirass, and gloves. Long black hooded cloak. Silver necklace under clothing.
Other Equipment: Iron Longsword, hip flask
Short Bio: Baelfire was born in the town of Anvil to a blacksmith father and teacher mother. He led a comfortable middle class childhood, and although as he became a teenager, his dream was to join the ranks of the Fighter's Guild, his mother and father's insistence that he stay out of such a dangerous career persuaded him to instead follow in his father's footsteps as a blacksmith. At the age of 21, he met his Nordic love, Ishabelle. A year later, the two were married and began their own life together in a small dwelling just outside the town. Unlike his parents, Baelfire's wife did not discourage her husband's still lingering want to join the Fighter's Guild, instead encouraging him to pursue that which he had denied himself. He agreed, and three months later had enrolled as an associate. After only seven months with the Guild, tragedy stuck. He lost his beloved; a loss he felt deeply.
Distraught and grief ridden, Baelfire left Anvil and the Guild, saying no goodbyes or handing in any resignation.