Morrowind: 4E166

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OblivionDuruza
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Morrowind: 4E166

Post by OblivionDuruza »

I present to you a limited adventure-styled RP set in 4th Era Morrowind, utilising both dice-roll combat and a fluid, branching, choice-based plot-line, with a number of sub-plots pertaining to different Factions and occurrences on Morrowind, with an over-arching plot being revealed along the way.

The journey beings at the Council of the New North at Oran-Mathmel anon Solstheim. A number (I'm thinking half a dozen or so) adventurers and mercenaries, being summoned before the Council by Her Thrice-Blessed Excellency Hortator Danasi Ginadura Rethandus-Jaroon. Players need not be aligned to any particular House, and need not even be Dunmer, although it could be interesting if this were the case.

This is the Monkey Truth upon which much of the RP shall be based.

I realise that the info I sent you was rather hefty, so actually, to further summarise things, the items that are 'essential knowledge' are that the Dunmer are now ruled by a Council on Solstheim presided over by Hortator Danasi Ginadura Rethandus-Jaroon, of the New Great House Jaroon. And that the Dunmer have made peace with the Argonians, and remain part of the Empire, although they are now independent in governance, as of the Treaty of Ash Restitution of 4E32.

Additional Information that will be handy includes (you can skip over this if you read either of the spoilered sets of info or the link I sent):
  • House Redoran - Is dead and gone, although it's holdings are ruled over by a Council of Ancestor Ghosts at Blacklight awaiting a theoretical heir's return
  • House Telvanni - Is also sundered, although it is continued in part by the House Insufferable (i.e. not a Great House, and barred from the Council), House Ouada, a curious alliance of amphibious (by Magic) illegitimate bottle-grown sons of the Telvanni and assorted Dreugh-Jiggers of the West Coast, who hold large underwater claims from the scathing bay to Port Telvannis.
  • House Indoril - Is a dying House, concerned now with staunching the flow of ancestor spirits from the Great Rift of Necrom and uncovering the Ancestral Tombs lost in the Red Year, a task fulfilled by their old Ordinators-in-Mourning and their The Order of Wrathmen. House Sathil is a House Schismatic (not a Great House and thus not on the Council) who has rejected House Indoril and who now embraces the Skaal culture and fuses traditional Indoril culture with Nordic culture.
  • House Hlaalu - Is a House in disarray, divided into two Minor Houses Schismatic (House Hlaal-Ilmeni, based in Kragenmoor and House Hlaal-Odai, based in Narsis). The Camonna Hlaal are more prosperous than ever, and now operate as far as Pelletine and Cyrodiil, no longer restricted in their black-market activities by the Empire. House Indarys, of the line of the Count Indarys of Cheydinhal, has left House Hlaalu and now sits itself on the Council as a Great House in gratitude for its hospitality in the wake of the Red Year.
  • House Dres - Now House Deshaan, is a House prospering despite being barred for the Council for some time, until its recent reinstatement. Even now, although they are permitted on the Council, they are forbidden from speaking owing to the blood-guilt incurred by their forefather's invocation of the wrath of Argonia, however, their increasing dominance of the Ebony markets and skilful manipulation of the public sphere has seen them claim much power, and it is likely they will again be allowed to speak in only a short matter of time.
  • House Jaroon - The mightiest of the Houses, holding the seat of Hortator for a forth decade in a row, they trace their origins to salt-dredgers in Llatrys who escaped Vvardenfell during the Red Day on a fragment of the shell of an Emperor Crab, and were instrumental role in the Pact with the Northmen (Nords on Solstheim), and now hold vast holdings in both the New North (Solstheim) and the Ashwastes (Vvardenfell).
  • House Sul - the most politically resourceful of the New Houses, they follow the Truths of Alandro Sul and their New Ordinators march forth clad in the three-eyed Face of Sul. They stand in defiance towards the Empire.
  • House Punad - Risen from the former egg-miners and glass- shreders who were trapped underground by the Eruption of Red Mountain, they tunnelled to Solstheim and today, none can match their mastery of mines, or their subterranean holdings of a quality unheard of since the Dwemer.
  • House Velms - A highly pious House steeped in magecraft, who loyally serve the Council, risen from the line of the only man to survive the fall of Baar Dau.
  • House Skaal - The Skaal of Soltheim, having being incorporated into the Council as a House-of-Infidels (much as the Dwemer were)
  • House Thiralas - Little is known of this House Insufferable, however, their seat at the Council is reserved in honour of their founder, despite their being barred from attendance for the duration of the next Era.
  • The Gravid Armigers - No longer Buoyant, they await the return of Vivec and continue to spread his teachings. They are joined with the reminaing of Her Hands.
  • The Transeltheric Reprobates - Also known as the Black Ordinators, their role is shrouded in mystery.
  • The Order of Saint Jiub - An Order dedicated to cleansing the land of plagues by beast.
  • The So-Called Children of Veloth - Much like the ancient Ashlander tribes, they have no governance to speak of, and depending on their personal character, they may either present a safe haven to a traveller in the Ashwastes or yet another danger.
  • The Morag Tong - Have gone into hiding, for the time being.


And a somewhat summarised version of what I sent you before, which you may or may not wish to read:
Spoiler:
On the Old Great Houses:
Houses Redoran and Telvanni are ruined, their bloodlines cut, although that does not mean that they might not theoretically return. Additionally, House Telvanni is continued in part by House Ouada (see below). The Council at Blacklight is a Ghost Council, who preside over House Redoran's holdings.
  • House Ouada is a curious alliance of the illegitimate bottle-grown sons of the Telvanni and assorted Dreugh-Jiggers of the West Coast. Facing suffocation in the burning air of Red Year they cast spells of water breathing and walked from the devastation of Telvannis along the ocean floor to Solstheim. However, they were barred by the abomination of their birth from the Council, and rejected by all others for the new eyes they adopted under the waves. Still amphibious by nature to this day, they travel as far as the Scathing Bay in covert underwater warfare against the Kingdoms of the Dreugh and the polymorphous lizard-spawn of Black Marsh. Their sigil is the upturned boat. They are not recognised as a Great House, but as a House Insufferable, and do not sit on the Council.


House Indoril is a dying House, but it remains devout as ever. Their main efforts today involve their old Ordinators-In-Mourning and the quest to staunch the flow of ancestor spirits from the Great Rift of Necrom, at a great cost of both life and gold, further weakening the once powerful House. They continue to search for the old Ancestral tombs lost in the crisis, with the help of the spirits of the ancestors. The Order of Wrathmen is one division of the Indoril Ordinators, who are preoccupied with this latter task. Their seal is the Ashpit, while the Seal of the House is the Face of Nerevar. House Indoril's centre of power is the Citadel of Bitter Tears at Bal Raaven.
  • House Sathil, a fragment of House Indoril, renounced all ties with its former liege-lord. They played a pivotal role in the taming of the New North, but since that time they have developed a most unsavoury reputation for their enthusiastic embrace of the Nordic culture of their adopted homeland, as shown by their predilection for Nordic retainers and rejection of the Temple for the supposed purity of Anu in his Aspect of the Allmaker. They have prospered by this acquiescence to human mores, and their numerous and wealthy holds are home to a unique style of architecture which fuses the cantons of their ancestors with the stone and pine of Skyrim. Their sigil is the Draugr. House Sathil is not, at this time, recognised on the Council with Great House status.


House Hlaalu, once a House bound in prosperity as a result of its ties t the Empire, is now a House in disarray, divided by the schism that saw Llathis-Hlaaluran's supporters (now a Minor House, House Hlaal-Odai) abscond to establish a rival seat at the ancient Hlaalu capital of Narsis after the failed election of a successor to Grandmaster Sothis. Llathis controls with ruthless discernment the river-striders and barges of the Heartland, so as to deny them to his foes. His rival (of the minor House Hlaal-Ilmeni), at the seat of Kragenmoor, enjoys the favour of the Medes and holds lucrative trade routes to Cyrodiil and Cheydin’s Hall. House Hlaalu's place on the Council is now taken by the summoned ghost of Duke Brindisi-Dorom. The Scales of their sigil, being broken, no longer balance.
  • House Indarys, from the line of the Count of Tarn-Cyrod, of Cheydinhal,who offered sanctuary to many refugees in the aftermath of Red Year. Through his heroic actions the field of battle, Farwil Indarys was proclaimed as House-Master, travelling in the aftermath to pay respect at the tomb of his ancestors, far from his father's shadow. His heirs have of late been confirmed by the Council despite claims by the Hlaal-Fragments of violation of Due Process, as House Indarys once swore allegiance to the Great House Hlaalu. Amongst the landless sons and daughters of Indarys, many have made haste to Morrowind to claim territory, and have carved out a place on the ash-blasted frontier. Their sigil is the Thorn.
  • The Camonna Hlaal, who were devoted in previous eras to the annihilation of foreign influence in the East, of late they have found new purpose in the absence of any homeland to be so despoiled. Their myriad contacts are thus put to more profitable use, in the plying of sugar-barques and striders as far afield as Pelletine and the Niben. By treaty with the Empire, their activities in Cyrodiil are no longer restricted.


Ironically, House Dres, arguably the instigators of the Second Arnesian War and those that bore the full fury of the Argonian invaders, are now the most prosperous of the Old Houses, as House Deshaan. Forbidden for the Council for many years, House Deshaan now holds once again a seat on the Council of the New North after their fourth appeal to the Hortator for their reinstatement. Owing to the blood-guilt incurred by their forefather's invocation of the wrath of Argonia, they remain forbidden from speaking at the Council, but due to their increasing dominance of the Ebony markets and skilful manipulation of the public sphere, it seems likely to be only a matter of time before their full status is restored. Their sigil is the Sky Render.

On the New Great Houses:
House Jaroon, is the mightiest of the Houses and holds for the fourth decade the seat of Hortator, in honour of their instrumental role in the Pact with the Northmen (Nords on Solstheim) and their vast holdings in both the New North (Solstheim) and the Ashwastes (Vvardenfell). Their sigil is the Poisonous Scrib.

Their origins date back to salt-dredgers, who, whilst sheltering from the Red Day in a ruined Dwemer Tower, were brought by a tsunami wave a fragment of the shell of the Emperor of Crabs, upon which the founders of the House escaped afloat into the ash-thick Inner Sea, sailing to Solstheim and rescuing many hundreds from coastal towns along the way. Upon their arrival on Solstheim, the shell was reconfigured by bonemolding into the foundations of the First City, where the Council now resides and the shell-captains of House Jaroon remain pillars of the nation to this day.

House Sul is the most politically resourceful of the New Houses, devoted to spreading the enlightenment of the Truths of Alandro Sul (use Ctrl + F to locate MK's post on the subject if you are intersted in more info), of who they take their name. Sul is said to have been the immortal son of Azura, Shield-Companion of Nerevar and Prophet of Whispering Ears, whose skull was unmade into a crown of a thousand iron rings, and whose clan are not his descendants by blood, but those who listen to his Truth. The House's New Ordinators march forth clad in the three-eyed Face of Sul in defiance of Vehk's treachery. They never cease to unearth yet more ringlets from the ruins of Resdayn to add to the chorus of the dream-song of their long-dead founder. Their agents infest the New Temple and their influence reaches far, even into the Empire. Dangerous and inimical to the interests of the Empire are they. Their sigil is the Tusk of the Bat-Tiger. Their line descends from Sul-Matuul.

House Panud are the former egg-miners and glass-sherders born from those caught in the crimson zone by the blast of Red Day, who were buried alive in the caves beneath the Ashes. With no hope of rescue they dug west, meeting the Eggmines of Ashiman, Asha and others, whose sub-sigil by lamp-treaty is the Kwama egg. This new alliance dug its way under the flaming ruins of Khuul, beneath the Sea of Ghosts, to Solstheim, where they erupted from the earth amidst the First Council of the New North, to cast their vote at the last minute. There is none who can match their mastery of mines, or their subterranean holdings of a quality unheard of since the Dwemer. Their sigil is the Ebon Vein.

House Velms are the heirs and confidants of Sadryon, the only man surviving to see the fall of Baar Dau on Vivec with his own eyes and the Erruption of Red Mountain. Through Magecraft and great piety Velms Sadryon survived both these tragedies of the Red Day and established himself in the taming of the New North, resulting in the great prosperity of his heirs, who fill the ranks of the New Temple and the Whirling Schools. Their sigil is the Eye that witnessed the Fall.

House Skaal, were, at the will of the Fourth Session of the Counci, incorporated as a House-Of-Infidels (as were the Dwemer in Resdayn), and thus entitled to preferential maintenance of their territories, avoiding all residual claims of dispossession. Despite the unseemly Battle of Thirsk, the ongoing disputes over the rights of their ice-bound dead, and the outrageous events surrounding the second resurrection of Aesliip, they prosper to this day. Their sigil is the Wolf-Bear.

House Thiralas is reclusive House of which little is known. Their seat at the Council is reserved in honour of their founder, despite their being barred from attendance for the duration of the next Era.

On the Orders of the New Temple and Other Factions:
The Gravid Armigers – though no longer Buoyant, mourning for those of their brethren who were lost at the sundering of Ghostgate, the catastrophically reduced warrior-poets nevertheless continue to spread the auto-heretical Love-Teachings of Vehk, in earnest anticipation of His return. Though their recruitment remains slow, as per tradition, their numbers are increasing, and have swollen greatly of late by the addition of those remaining of Her Hands who survived the Battle of the Epiphyte. The seal of their order is the Egg-Belly.

The Transeltheric Reprobates – of this Order, whose celebrated role in the [Nulinterruption: REDACTED. Security clearance insufficient. Questions pertaining to the Black Ordinators are to be addressed to His Excellency Archiminister Dravidius of the Tenth Inner Circle, under Axial Refraction only – S.Q.R.] The seal of their order is the burning airship.

The Order of Saint Jiub - As their martyred master instructed in driving a great plague from Vvardenfell, so today they strive to rid the land of plagues by beast. Their fighting chantries have expelled from Solstheim for reasons of depopulation of House Skaal's totemic animals, but they do not appear unduly inconvenienced by this, as they have found many recruits in the poorer colonies of the New North. Through the gratitude of Boethia for tirelessly clearing his hedge-mazes of an infestation of Chicaneries, a new island has risen from the ocean floor, which they now hold as the bone repository of the relics of their founder and as their fortress-temple. The seal of their order is the cliff racer.

The So-Called Children of Veloth – Of late, feeling betrayed by the Old Temple and the endless schisms of the New, growing numbers of the young and restless Dunmer have heeded the calls of those who would return to the purity of the doctrines of the Prophet Veloth. Some even go so far as to believe the fall of Baar Dau to be Ancestral judgement, sweeping away the last remnants of decayed and decadent civilisation to create a new, pristine Promised Land as was granted to Veloth by Boethiah and the other Good Daedra of old. In great numbers they forsake the bonds of House-Hearth and Clan to flee to the Ashwastes (Vvardenfell), taking for inspiration the names of the Zainab, Erabinimsun and others once lost. Much like the ancient tribes, they have no governance to speak of, and depending on their personal character, they may either present a safe haven to a traveller in the Ashwastes or yet another danger.

The Morag Tong – by the Whims of the Weaver, Mephala, this order has been sundered and remains in large part untraceable. It's remaining members remain in hiding, in eager anticipation of the weaving of a new strand from her abyssal Spinnerets. The new Web that has been woven is one that we are only beginning to unravel, but whether the Tong’s disappearance portends the loss of Mephala's patronage or merely the start of another of her schemes is, much like her Sphere, obscured.

On combat, we'll be using dice rolls to determine success in combat, which I must admit is a system lifted from Sloady's Frontier: Vvardenfell, because I'd thought about using it in RPs previously, and F:V has worked quite well in this regard, IMO, and so I'm confident it will work well in this RP. As such, you may want to use this website, or get your six-sided die out. I'll post info every time we encounter foes, setting a level requirement for your rolls in regards to kills and injury. Obviously it's an honesty system, but I think it's got a lot of potential, as you get to decide how things go down, you don't have to wait for a DM to tell you the outcome, and you get to write your character's comabt yourself, rather than have a DM control your character for you.

Dice rolls will also be used at other points for other skill and chance based actions.

On choices, as the RP progresses, you'll be given a number of chances to choose as a group, and generally the consensus option will be the one we pursue. However, as the choice system has the liability to see mass arguments and huge character clashes, as demonstrated by The Marukhati, the choices will be constructed and moulded to fit the characters, and not to polarise them around a given issue (i.e. I'll be paying special heed to this particular area as I DM). Additionally, previous decisions do have an effect on the future decision options, and the RP could go in a number of directions based on your choices.

Here's an example character, the first being a player character the second being an NPC (I shall be doing a number of character profiles for important NPCs as they are introduced, although most will be pretty brief). If you do partake in this RP, these are two characters you'll be getting to know fairly well.

Also, a note on the timeline, this is two years before The Great War.

Characters:
User: OblivionDuruza
Character: Andril Jaroon (An-drill jHa-roon/yHa-roon)
Spoiler:
Allegiance: Andril owes his allegiance first and foremost to his Hortator and patron Her Thrice-Blessed Excellency Danasi Ginadura Rethandus-Jaroon, and to the Great House of Jaroon, of which he is a House Cousin. He is sworn in service of the Grand Council on Solstheim, which he has served for over two decades, and the New Temple, of which he is an Acolyte.
Race: Dunmer
Gender: Male
Age: 60s
Class: Dunmeri Crusader
Class Information: Devout warriors of the Temple, crusaders favour both the traditional arts of combat and the art of spellcasting. Sworn to the Dunmeri people through their service of The Temple or The Grand Council, crusaders travel the land in an effort to rid the world of the evil and the foul.
Class Build:
Favoured Attributes: Strength, Agility
Major Skills: Long Blade, Destruction, Restoration, Medium Armour, Athletics
Minor Skills: Blunt Weapon, Alchemy, Mysticism, Armourer, Block
Personality/Characteristics: Andril is fiercely loyal to the Dunmeri people and to his patron, Danasi Ginadura Rethandus-Jaroon. Although a highly skilled individual, he finds himself more comfortable following the direction of others than as a leader, and has subsequently failed to rise to the height of his potential as a leader within the ranks of his own House, a fact that does not phase him, as his disposition herds him away from the Council Hall towards the life of adventure and service. He cares little for the politics of the struggle between the Empire and the Dominion, outside of Morrowind, although his allegiances lie with the Empire as of the Treaty of Ash Restitution.
Physical Description:
Background: Andril was born on Solstheim, in a Morrowind that was merely a shadow of its former glory, but which was blossoming once more. His family, fairly prominent amongst his House, albeit a minor stem of the greater Clan Jaroon, were able to provide him with the basics of life, and he soon the service of House Jaroon, and later, the Grand Council, turning to the Temple later in life, returning to the teachings he had learned as a child.
Birthsign: The Thief
Equipment: Andril wields twin Ebony Katana, a gift for his years of service to The Grand Council and his Hortator, and ports the superior Bonemold of which House Jaroon is renown (think Redoran style Gah-Julan, but more ornate and tougher). He also carries an amount of gold, various potions and scrolls of minor potencies and a repair equipment of middling quality, alongside travel rations including scrib jerky, bread and nix hound meat.
Any other details:
User: Gideon Dragontongue
Character: Ralos Zainab
Spoiler:
Allegiance: Ralos is a pariah, owing loyalty only to the Ashlander Zainab tribe. While he once served with both the Imperial Legion and the Fighter’s Guild, those ties have long since gone like ash on the wind.
Race: Dunmer
Gender: Male
Age: 23
Class: Knight Errant
Class Information: The knight errant is a noble wanderer, trained in combat skills and some magics of self-defense, polite of manner but ferocious on the battlefield. They can often solve conflicts without resorting to violence, but when the time comes, their blades strike hard and fast.
Class Build:
Favored Attributes: Strength, Willpower
Major Skills: Long Blade, Block, Speech, Medium Armor, Athletics
Minor Skills: Restoration, Enchanting, Mercantile, Armorer, Short Blade
Personality/Characteristics: Ralos Zainab is an adventurer, but lives by the three virtues of duty, gravity, and piety, as the warriors of Redoran once did. Ralos shuns drink and gambling, and feels strongly against thieves and assassins. In particular, he worships Vivec as the bringer of wisdom and enlightenment, and Azura as his patron deity. He suffers from occasional bouts of melancholy, and generally keeps to himself. He possesses a great love of poetry, particularly that of the Gravid Armigers.
Physical Description: Ralos is a broad-shouldered, imposing Dunmer, with developed muscles and a tall build. He has dark skin, even for his kind, and brown hair, which is of medium length. He has a well-kept beard, and a scar running across his right eye and down his cheek.
Background: Ralos was born a few miles outside of Blacklight, on the estate of his grandfather, Llavyn Zainab, the noted war hero, champion of Redoran, and leader of the Zainab tribe. His parents were killed by a posse of invading Nords when he was a teenager, and he fled south, eventually finding refuge with the Imperial Legion. He served with them for two years, and was honorably discharged due to a conflict of interest in an incident with the Ashlanders. He then took up with the Fighter’s Guild, earning a living on bounties and the occasional smithing job. His ambition eventually got the caught the attention of older guild members, and a plot was formed against him. Ralos was incriminated in working with the Thieves’ Guild to undermine the Fighter’s Guild, and, unable to clear his name, he took to the road, always serving the code of honor of his forefather’s house.
Birthsign: The Lady
Equipment: Ralos wields a glass longsword called Vivec’s Fury, which he forged and enchanted himself. It is charmed with a powerful fire spell that casts upon striking the target. At his side he wears a companion blade, a glass shortsword called Vivec’s Judgment, which drains the target’s health and transfers it to the wielder. His armor and shield are bonemold, combining features of the Gah-Julan and Armun-An styles, also made by himself. In terms of supplies, he carries everything he might need in his travels, namely a first-aid kit, a selection of useful scrolls, a few soulgems, a small purse of gold, quality armorer’s tools, and a week’s rations, comprised of scrib jerky, qwama eggs, and traveler’s bread.
User: Arch-Mage Matt
Character: Walter Valoth
Spoiler:
Allegiance: House Jaroon, Councilor
Race: Dunmer
Gender: Male
Age (optional): 89, around 60 in human years
Class: Councilor (Non-combat character)
Class Information: Councils.
Class Build (Morrowindesque - keep it to roleplaying, don't worry if it's a gimped build in the actual game): Speech and Barter
Favoured Attributes: Intelligence, Personality
Major Skills: Speech, Barter, Illusion, Short Blade, Unarmored
Minor Skills: Marskman, Security

Personality/Characteristics: Walter is a very astute and cunning man who is able to break down an intricate situation very quickly and assess its core problems. He is also a very good mathematician and puzzle-solver. Walter is a very greedy man, often resorting to vile methods to get his way and advance his positions. Walter has contacted the Thieves Guild to plant evidence needed to slander an enemy, and the Morag Tong and Dark Brotherhood to silently remove his adversaries, both in the council and in other situations, such as warlords controlling a desirable strip of land or leaders of citizen protesters against his actions. On the outside, Walter is friendly and warm, knowing it is best to keep good appearances. Walter is not an evil man, he just realizes his needs and desires are greater than the needs and desires of others. Walter has dreams of becoming the ruler of all of Morrowind one day, and desires its independence as soon as possible, to enable his potential rise in power. While Walter does not care for the individual men he steps on to get his way, he does care for the future of Morrowind as a whole.

Physical Description (optional): Walter is tall at six feet and has balding grey hair. His light blue/gray face has light wrinkles on it. His once bright red eyes have seemed to dull with age. Walter is larger, at least 200 pounds.

Background: Walter’s name is untraditional and he once loathed it, but has come to accept it. His parents, poor farmers from mainland Morrowind, were once saved by an Imperial adventurer when their home was attacked by three marauders. The Imperial’s name was Walter Irzax, and in thanks, Walter’s parents promised to name their firstborn child after their savior. When Walter was 20, he left his poor life as a farmhand to Vvardenfel, where he joined House Jaroon. His wit and guile in politics allowed him to rise in ranks, and by the age of 58, he was a Councilman of House Jaroon and has been proudly for over thirty years. Walter is one of the most influential men in the House and has only been passed up for Archmaster once, the only time the title was passed. He is fairly confident that he would be able to become Archmaster once the current one dies. Walter met Denal in Vivec ten years ago, and has recognized the boy’s potential from the get-go. Ever since then, Walter has pulled strings to get the young Ordinator to do missions for him.

Birthsign (optional): The Lord

Equipment: Fine black and gold outfit resembling the similar noble clothing from Oblivion, you know what I’m talking about.

Any other details: Has a two-way magic tramsmitter that allows him to communicate with Denal easily. Walter has a wife named Valyla (Minor character, only mentioned, maybe in the roleplay with Walter once or twice if it's OK)
User: Arch-Mage Matt
Character: Denal Omaren
Spoiler:
Character: Denal Omaren (Den-all, not den-ell)
Allegiance: Dunmer, Ordinator, Order of Doctrine and Ordination
Race: Dunmer
Gender: Male
Age (optional): 36 (Again, much younger in human years, appears around 25)
Class: Ordinator
Class Information: Ordinates.
Class Build (Morrowindesque - keep it to roleplaying, don't worry if it's a gimped build in the actual game): Prefers swords, medium armor.
Favoured Attributes: Willpower, Strength
Major Skills: Long Blade, Medium Armor, Speech, Security, Restoration
Minor Skills: Destruction, Block, Acrobatics, Alchemy

Personality/Characteristics: Denal is a very learned character who is very curious about life and the world. He is well versed in the writings of the Temple and knowledge of Morrowind creatures and land. He is usually more quiet and respectful, sometimes even shy and awkward. He has lived a very sheltered life as an Ordinator in the Doctrine, so he doesn’t have many social skills, except obeying commands.
Physical Description (optional): Taller, at five foot eleven, with wavy but short black hair. His nose is slightly crooked from a accident in his youth. His face is more round, his eyes wide yet a strong jaw line.

Background: Denal was raised by highly religious parents who sent him off to join the Ordinators. They found that while Denal could fight, he passive personality was much better suited for the Order of Doctrine and Ordination, where he studied temple writings, but had combat training once a week. In the sheltered life in a small abbey in southern Vvardenfel, Denal had little outside interaction with the world, except with the male Ordinators who also studied with him. While in the abbey, he got romantically involved with a Dunmer man, Valin Orthyn. The abbey eventually found out that Valin was romancing a man in the abbey, but he would not reveal who, so he was expelled and hostilities made it uneasy to stay in Morrowind, so he left Denal for a sparsely populated town in the middle of nowhere. Denal and Valin ended the relationship. Just weeks later, Denal requested to be transferred to get away from the bad memories. He ended up in Vivec, but never really explored the city much. It was in Vivec where Denal met Walter. Denal has never been in a relationship with a women, and is very nervous around the opposite gender. He is willing to try one, though. Denal’s brother Orns lives in Vivec. His parents attempted to send him to the Ordinators, but he refused and ran away.

Birthsign (optional): The Lover
Equipment: Ordinator Armor, Dwarven shield (Gifted by Walter) and an Indoril shield.

Any other details: Carries Walter’s magic transmitter.
User: Chaos the N'wah
Character: K'yor Tallowmane
Spoiler:
Allegiance: House Skaal
Race: Cathay Khajiit
Gender: Male
Age (optional): unknown
Class: Warrior-shaman
Class Information: Focuses on the martial aspects of primal elemental and communal magics combined with the strong warrior tradition of the Skaal Nords. They weave destructive magics with their weapon strikes and summon animals to their side.
Class Build:
  • Favoured Attributes: Endurance, Willpower
    Major Skills: Destruction, Axes, Medium Armor, Mysticism, Conjuration
    Minor Skills: Alchemy, Heavy Armor, Restoration, Alteration, Illusion

Personality/Characteristics: Solemn, calm, reverent towards nature, caring
Physical Description (optional): Bluish black coat with white stripes, tiger-like face, deep red eyes
Background: A mere cub found outside a minor Skaal village shortly after the Battle of Thirsk, he was raised by the local shaman until he came of age to be tested as a warrior and welcomed as a full Skaal, after a few years of hunting for his people, he decided to learn the trade of his adoptive father and took his place when his time came for the All-Maker to claim him. Since then, he has trained another to take his place as he ventures out into nature behest his fellow Skaal to protect the wilds.
Birthsign (optional): The Lady
Equipment: Nordic mail cuirass and pauldrons with the House Skaal sigils of the wolf-bear, bear armor boots/gloves/greaves, snow bear helm, and Nordic Silver Battle Axe
User: Eltee
Character: Maera Mirpal
Spoiler:
Allegiance: Maera is loyal to her Ashlander tribe, the Urshilaku.
Race: Dunmer
Gender: Female
Age: 19
Class: Ashlander
Class Information: An inhabitant of the harsh wastes of Vvardenfell, the Ashlanders are a hardy people.
Class Build:
Favoured Attributes: Endurance, Agility
Major Skills: Spear, Marksman, Short Blade, Light Armour, Athletics
Minor Skills: Acrobatics, Alchemy, Meduim Armour, Sneak, Speechcraft
Personality/Characteristics: Maera is extremely wary, finding it difficult to trust outsiders. She has a vague distrust, increasingly, for members of other tribes, non-ashlander Dunmer, and non-Dunmer.
Physical Description: Maera is a tall, strong girl, with small breasts and a stubbornly boyish figure. Despite this, she is endearingly pretty. She has a narrow, mousy face, and messy, style-less black hair. Her eyes are easily her most attractive feature, large, ruby-red irises.
Background: Maera was born in the blasted wasteland of the Ashlands in the north of Vvardenfell. She was the second daughter of the chief, with her elder brother groomed for becoming the chief and her elder sister groomed to become the wise woman. She was largely given free reign with her friends, exploring the world. Her official task was collecting food and trading with outsiders, and later in dealing with them.
Birthsign: The Serpent
Equipment: Maera usually wears simple, if durable, roughspun clothing. However, when the situation requires it, she has in reserve a well-made set of light chitin armour. Her weaponry consists of a chitin spear, a chitin shortbow, a chitin dagger, and an Imperial Steel shortsword.
Any other details: Maera wears a pendant adorned with six incisor teeth, trophies from slain enemies. The Imperial soldier who bore the shortsword she carries was one of them. She also wears a corkbulb amulet carved roughly in the shape of Azura's Moon and Star.
User: Crepe the Ashlander
Name: Denemus Hard-Arm
Spoiler:
Allegiance: House Sathil
Race: Dunmer
Gender: Male
Age: 40s
Class: Sathil Berserker
Class Information: House Sathil being stepped in the culture of the native Skaal, adopted a more aggressive form of warrior; the berserker. Although they use shield and axe much like the Nords of old, they also twin this with their natural Dunmer affinity for magic and their love for light armour. These traits make the Sathil Berserker an extremely dangerous yet nimble foe.
Class Build:
Favoured Attributes: Strength, Agility
Major Skills: Axe, Block, Light Armour, Destruction, Armorer
Minor Skills: Athletics, Mysticism, Speechcraft, Restoration, Conjuration
Personality: Denemus has lived a long 40 years. His mother was taken from him when he was 12 by unknown force, and since then he has been raised by his Nord father. This gave him a rather bitter outlook on life, as his father was not the most positive of men. Despite this his father trained him to be a brilliant warrior, which Denemus is deeply proud of. Denemus immediately dislikes anyone who displays negativity towards his House or the Nords.
Physical Description: Long brown hair which is tied into a ponytail which ends between his should blades. He is a rather imposing dunmer, with the height of a dunmer and the size of a nord, he makes for an intimidating mer. His face is covered in tattoos, on the right is a symbol of the nord tribe; Skaal, which goes from the bottom of his chin to the middle of his forehead, and on the left is a vague outline of a nordic draugr, the symbol of House Sathil.
Background: Denemus was born and raised in a small village near to Thirsk. At the age of 20, he decided he would join House Sathil as it symbolised everything Denemus stood for, the twining of the great Dunmer and Nordic cultures and ways. Since then he became a House Btrother in charge of his own (albeit small) hold; Hard-Arm Claim. Although he has no children he is soft on a Nord woman in his hold by the name of Hroki. Throughout his 20-odd years of being a member of House Sathil he has gained many recommendations, he usually turns them down for the opportunity for promotion as he does not wish to become a politician.
Equipment: Denemus wears a variant of Skaal fur armour, where some of it is also made of ring and chain mai. His helmet and cape is the hide of a wolf, with it's head resting on his. His weapon is a medium sized steel axe with nordic patterns engraved in the metal and the handle. The axe itself is extremely valuable, with the design taking months to engrave properly, and the handle made from mahogany all the way from Pellitine. His shield is a bonemold round-shield, said to be made by one of his ancestors when they first arrived in Solstheim.
User: JVElEven
Name: Nalen Hawk-Eye
Spoiler:
Allegiance: None. Only herself.
Race: Dunmer
Gender: Female
Age: 24
Class: Archer
Class Build:
Favoured Attributes: Agility, Speed
Major Skills: Light Armor, Marksman, Sneak, Security, Short Blade
Minor Skills: Alteration, Armorer, Medium Armor, Mercantile, Speechcraft

Personality/Characteristics: Nalen is very independent, slightly greedy and willing to do many things for money. She spends 90 % of the year out in the open, but cares little about anything except whatever things she's been hired to do.
Physical Description:
Background:
Originally an outlander, Nalen was born in Cheydinhal, and traveled to Solstheim mainly to gain from other's bad luck. She is self-learned in most of what she does, and she rearely plans ahead for anything, prefering to enjoy the now.
Birthsign: The Shadow
Equipment: Nalen owns a Glass Bow with mathing arrows, and wears a mixed array of Chitin and Chainmail armor. She also has a simple iron dagger, but she prefers to shoot down stuff before it gets close enough.
User: Leyucce
Name: Lei-Ru
Spoiler:
Allegiance: To whomever he deems a comfortably serviceable party
Race: Argonian
Gender: Male
Age: 23

Class: Opportunist
Class Build:
Favored Attributes: Agility and speed
Major Skills: Sneak, acrobatics, security, alchemy, short blade
Minor Skills: Athletics, light armor, unarmored, spear, marksman

Personality/Characteristics: Lei-Ru is self sufficient and vocal- a relative free spirit with only a loose ideology guiding his actions. Much preferring the company of friends to that of enemies, he is tolerant and genuine toward most, yet vicious toward his foes.

Physical Description: Dark, flat gray scales and bold blue eyes- skull is barren with regard to protruding elements such as spikes or feathers. Build is admirable, height is below average, and facial features are pronounced, with mouth being long, snout broad, and eyes large and deep sitting.

Background: Lei-Ru was raised in Black Marsh near to its border with Morrowind; later an associate of the Thieve's Guild's Lilmoth arm and then traveling with well-paying merchants in Cyrodiil, he has only now returned north as to answer request from the houses which so mystified him as a child.

Birthsign: The Steed

Equipment: Lei-Ru employs a wide variety of arms and lightweight armors in his ventures, often adopting the current locale's most popular garb as to appear inconspicuous. Various trinkets and sentimental keepsakes hang about his neck and wrists- apt reminders of his exploits and those involved.
Important NPCs:
Character: Hortator Danasi Ginadura Rethandus-Jaroon, Her Thrice-Blessed Excellency
Spoiler:
Allegiance: The Grand Council, House Jaroon
Race: Dunmer
Gender: Female
Age: -
Class: Hortator
Class Information: In the absence of a King of Morrowind, the Dunmer are now once again lead by a Hortator, appointed by consensus of all Houses and all relevant Ancestors. The Hortator is a leader in times of crisis and hardship, the unifier of the Dunmer people.
Personality/Characteristics: (will be revealed as the story progresses)
Physical Description: (I'll save it for the RP)
Background: Danasi was elected Hortator by unanimity after the honourable death by duel of her predecessor, Hortator Bervyn Feruren Rothryn Jaroon, with the blessing of all Houses and all relevant Ancestral Ghosts.
Any other details:


________________________________________________________________________________________________________

Andril Jaroon knelt deferentially before Hortator Danasi Ginadura Rethandus-Jaroon. "I shall gather them my Lady," he declared, rising to his feet. "Already, a notice ha been posted, envoys and messengers have been sent, I expect these men and women to be the best Morrowind has to offer. They should be arriving shortly."

Danasi nodded contemplatively, then spoke, "Make it so. Bring them before the Council without delay."

Spoiler:
Character introduction time, you're all waiting outside in a sort of atrium/reception area.

Also, if you want to partake in this RP, PM me. I may have room for a couple more players.
Last edited by OblivionDuruza on Sun May 13, 2012 1:09 pm, edited 5 times in total.
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Re: Morrowind 4E166

Post by Gideon Dragontongue »

A tall, strong Dunmer, clad in bonemold armor and a heavy red cape, strode into the atrium, rain sloughing from his shoulders. He removed his helmet and examined his surroundings.
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Re: Morrowind 4E166

Post by Arch-Mage Matt »

A shadowy figure had slipped in, almost unnoticed. Denal Omaren stood farther away from the group with slumped shoulders. He was just waiting for whatever was going to happen, to happen.

Meanwhile, a large Dunmer peered at the arriving mercenaries, looking for Denal. "There he is," Walter Valoth exclaimed with a smile. Having a personal say in everything involved in the mission would certainly prove useful.
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Re: Morrowind 4E166

Post by Frost Mage »

Spoiler:
I'll PM you a character sheet by Friday, Duru.
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Re: Morrowind 4E166

Post by Chaos the N'wah »

Spoiler:
PM'd my character sheet, awaiting to jump into the fray :mrgreen:
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Re: Morrowind 4E166

Post by Frost Mage »

Spoiler:
Scratch what I said previously, my character sheet is up! :D
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Re: Morrowind 4E166

Post by Chaos the N'wah »

K'yor warily stepped into the atrium, axe slung on his back, looking around with a mix of awe and distrust, unsure of his surroundings.
He had been in a few Dunmer settlements before, but never one this lavish or expansive, nor had he ever been summoned before by anyone other then a fellow shaman.
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Re: Morrowind 4E166

Post by OblivionDuruza »

Spoiler:
Sorry about the delayed replies guys, I've been busy this evening. Unfortunatley, I have to say, Crepe got in before you two, and with 8 players, I think I'm at my max, but you two are at the top of my waiting list if anyone drops out. I just sort of want to limit this RP for ease of management, etc. and have BftE as my big, open, RP. Sorry, I feel kinda bad about it, but I really had though 6 to 8 players, and I've got 8 now.
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Re: Morrowind 4E166

Post by Crepe the Ashlander »

Spoiler:
I'm guessing I should PM you my character sheet?
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Re: Morrowind 4E166

Post by Eltee »

Maera cautiously entered the atrium, looking around. She leaned slightly on her Chitin spear, which had several coloured ribbons and beads hanging from the haft. Her eyes alighted on the monstrous cat. She decided after a moment that it must be one of those Khajiit, cats of the south, she had heard vague stories about. Not knowing exactly what do, she gave him a sharp nod of acknowledgement. It usually never hurt to be polite.
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Re: Morrowind 4E166

Post by Gideon Dragontongue »

Ralos acknowledged the newcomer with a nod. "A fellow Ashlander, eh?" he said quietly.
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Re: Morrowind 4E166

Post by Eltee »

Maera regarded him for a moment. "Ashlander?" She asked, eyes rippling over his Bonemold armour, his Glass Sword. "Urshilaku. You?" She asked crisply. Perhaps he remained one of the people at the core, beyond his foreign garb.
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Re: Morrowind 4E166

Post by Gideon Dragontongue »

"Zainab," he replied. "It's been a few years since I've been back home, though."
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Re: Morrowind 4E166

Post by Eltee »

"I can tell." Maera said, with a slight smirk.
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Re: Morrowind 4E166

Post by Gideon Dragontongue »

"There's not much left of the Zainab, though," Ralos said quietly. "Not much left of my family, either. I'm the last of my parent's line. My uncle's the chief, but he's getting on in years and his mind isn't what it once was. Yes, we're a sorry excuse for a tribe, but they're all I have left."
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Re: Morrowind 4E166

Post by Eltee »

Maera nodded slowly. "My brother went to your tribe... Five months ago. He told us about your tribe's difficulties..." The Ashlander sighed, pushing some of her rain-sodden black hair away from her eyes. "I had not thought to see one of my own People here. I'm Maera." She said, extending her hand.
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Re: Morrowind 4E166

Post by Gideon Dragontongue »

"Ralos," he answered, shaking it.
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Re: Morrowind 4E166

Post by Eltee »

"Good firm grip." Maera conceded, withdrawing her hand.
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Re: Morrowind 4E166

Post by Gideon Dragontongue »

"That's what you get for using a sword since you could walk, I suppose," Ralos chuckled, his fingers drifting to his blade.
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Re: Morrowind 4E166

Post by Eltee »

Maera snorted. "A pretty thing." she said disdainfully, indicating the ornate hilt of the glass sword.
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Re: Morrowind 4E166

Post by Gideon Dragontongue »

"Thank you. I forged it myself."
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Re: Morrowind 4E166

Post by Eltee »

"Did you forge yourself some nice, pretty jewellery while you were at it?" Maera challenged.
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Re: Morrowind 4E166

Post by Gideon Dragontongue »

Ralos bowed slightly. "Please spare me the harshness of your criticism, fair maiden. I make no claims to superiority."
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Re: Morrowind 4E166

Post by Eltee »

"You claim at the hardship of your clan while you wear a sword worth more than the Urshilaku." Maera said shortly. "I don't feel inclined to sympathy."
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Re: Morrowind 4E166

Post by Gideon Dragontongue »

Without a word, Ralos unstrapped the shortsword he carried and handed it to Maera. "Consider it a gift of good will."
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