Page 1 of 5

Sundered Land - A post-apocalyptic TES RP

Posted: Sun Jun 07, 2015 8:12 pm
by Emzi 43
“Each event is preceded by a prophecy, but without the hero, there is no event” – Zurin Arctus, the underking

Destiny. In any tale of epic battles, of high fantasy or adventure, the hero will often be in the right place at the right time, a series of perfect coincidences will bring them face to face with fate.

But, what if they weren't? What if the hero was absent, the freak chance failed, they stopped to tie their shoes?
Many of us will have played Skyrim, we all know the famous scene in the carts with Ralof, where our fate was explained to us. But we must ask, what if the Stormcloaks weren’t there? What if the ambush didn’t go according to plan? What if the prisoner didn’t walk into that ambush?

What if the last Dragonborn wasn’t there?

So I imagine you’ll have figured it out now, yes, this RP will be set in a post-apocalyptic Tamriel circa 4E 241. Alduin returned, and ignored his own destiny as the world eater, ruling instead. The dragons came back with him, many being destroyed as they swarmed over the world; Morrowind, the Empire, the Aldmeri Dominion, all fought, all fell. Now, after the dust has settled, after the dragons squabbled amongst themselves over the carcass of Tamriel, there remained a mere five hundred or so, with Alduin ruling over the remaining mortals, bound in small, isolated communities ruled by the resurgent dragon priests and their servants. The wilds of the world took back their own, but for the areas burned by dragon fire, the scorched land that will never grow back. These wastelands exist around the world, easily identified; broken ground, ancient ruins of cities that were destroyed long ago, the blistering heat of the still scorched earth.

Deep in the recesses of civilisation, in dark caves and treacherous mountains, there are rumours of those who live away from the slavery under the dragons. Of course, anyone in this resistance would face a surely difficult and dangerous life. While this may seem a brief introduction, I hope that you’ll find out more about this warped Tamriel by discovering things for yourselves.

Gameplay
Hidden:
I’ve decided to merge a couple of systems to try and make this work. First of all, characters will be using the SPECIAL system from Fallout; just to clear up that’s Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck – SPECIAL. This is purely a simple way for me to know what your characters are skilled at. To make this you start with 5 in each of these and have another 5 to distribute. Of course, you can take away points from one attribute, down to a minimum of 1, with the maximum being 10. They should be fairly easy to grasp, strength is a characters physical fitness, and would affect things like carry weight and would factor in if they were trying to do something physically demanding, along with endurance for example. The majority of judgements will be done simply by my reasoning, with a character’s SPECIAL in mind. I may also use a dice roll if there is a matter simply decided by chance. Things to keep in mind would be the quality of writing, the situation etc.
Factions
Hidden:
The Dragons – I may allow one or two players to actually play as Dragons. Although some semblance of balance will be kept, Dragons would have numerous advantages over mortals. In the game world, Dragons are high lords, direct servants of Alduin with many ruling over collections of communities themselves. They are highly powerful beings, exactly as seen in Skyrim, and their ranks vary. However, most of the Dragons will be more powerful, the many years they’ve had to build their power have helped, and many of the lesser dragons have by now been killed. However, for most mortals, as there is no Dragonborn, killing a Dragon is no small feat.

The Dragon Cult – The mortal servants of the Dragons, the dragon priests command these obedient clerics. Largely a cult of warrior priests, many can use the basic powers of the Thuum, similar to Dragur in the Tamriel we know. These act as the ‘town guards’, tax collectors and lesser nobles. Virtually any position of importance will be held by someone of this faction.

The Mortals – The conquered slaves of the Dragons and the priests. Living in isolated and impoverished communities, under the iron fist of the cult, they scrape out whatever living they can. Occupations for these oppressed souls are generally acquiring resources for the cult or even the dragons themselves. That is to say, they farm food for themselves and the cult, as well as mine precious gems and ores for the dragons, who hoard their treasure, and for the cult, who use these to make weapons or tools.

The resistance – living away from society, in caves or ancient ruins, these mysterious figures seek freedom from the oppression of the dragons, and many search for a weapon that would enable them to topple Alduin and the cult. They lead very difficult lives, supplies are scarce and they are constantly hunted by the dragon cult.
Notes
Hidden:
There are no septims any longer, money or wealth is generally represented by precious gems or metals, and trading is done purely by supplies.

A plot may be introduced as players move through the world.

The world is Tamriel, however certain areas may be slightly different, for example none of the cities will be occupied, at least not to the extent they once were.

Time and Travel will be more like in Greg Keyes' universe, not in the scaled down version it is in the game i.e. it takes days to travel between settlements, rather than hours.
Rules
Hidden:
Standard RP practice basically, that is to say -
No Godmodding.
Hide out of character posts, and keep it civil.
Don't be an idiot.
You guys know how to RP.
Character creation
Hidden:
This is all fairly loose, any significant equipment can simply be included under appearance. The SPECIAL system is fairly well known.
Name:
Race:
Sex:
Age:
Appearance:
Personality:
A short bio:
SPECIAL:
S:
P:
E:
C:
I:
A:
L:

Post Character sheets below! It's not as if there'll be many of us anyway.
Featuring...
Hissien as...Quenthel -
Hidden:
Name: Quenthel
Race: Mazken
Sex: Female
Age: Immortal

Appearance: Tall at 6'5" tall, Quenthel has a muscular build with large breasts that provide an encumbrance more often than they aid in any real way, she weighs around a hundred and eighty pounds. She has long white hair, cat-like blue eyes and extremely long hair that is primarily impractical in battle. She has a largely untainted face in terms of scarring, her back however is covered in slashes and burns. Here is an artist's rendering:

Personality: Alignment: Lawful Neutral, Quenthel retains her respect for order and lawfulness from her tenure in the Shivering Isles as a Guard.
Short Bio:She has many memories, but the mind of the immortal sometimes forgets when events have occurred if they remember them at all. Her past is irrelevant save for the relatively recent past.

Quenthel was standing in the wilds of the Shivering Isles one moment, the next she was be wrenched through the veil seperating Oblivion from Mundus, and the next she stood in a summoning circle with a Lichlord of the Dragon Cult forcing its will upon her. For many years she was the servant of Beinal (worthy-destroyer) performing a number of tasks for her lord in his attempts to rise in the dragon cult. He was a relatively minor leader amongst his people, and he eventually lost favor with the dragons and was slain. Without any will to control her, Quenthel finally managed to break free of the bonds of slavery and was bound to Mundus for an indefinite amount of time.

Ever since her freedom fifteen years ago, she has done the best she could to keep her head down by living in the now wild-lands that make up Tamriel and just surviving owing allegiance to no one. She does not go out of her way to save those in need and likewise does not engage in banditry.

Equipment: Battered Dark Seducer Light Armor (accented with furs for their warmth), Fur Cloak, Dark Seducer Bow, Dark Seducer War Axe, Sorcery
SPECIAL:
S:7
P:6
E:5
C:2
I:8
A:7
Knight Captain Kerr as...Anise Saren
Hidden:
Name: Anise Saren

Race: Dunmer

Sex: Female

Age: 64

Appearance: Shoulder length charcoal grey hair, grey skin and red eyes. Vertical scar across the face over the left eye. Tall for a Dunmer with a lean and somewhat muscular build. Carries a pack on her back for travel. For casual wear she has dark blue mage robes and fur boots. However when she believes she might be facing combat she wears Nordic Carved Armor complete with shield and helmet along with a silver sword.

Personality: As a priest of The Reclamations (Azura, Mephala and Boethiah) Anise is a rather religious person. She revers all three but does hold Boethiah in a somewhat elevated position, likely due to their relation to the unlawful overthrow of authority. She often prays to The Reclamations and seeks their consul. In combat Anise is as ruthless towards her foes as any good follower of Boethiah should be. She takes pride in her combat abilities and will kill her enemies, members of the Dragon Cult, without hesitation. However despite this she cares deeply about her small community and the well being of the people in it. She is willing to take significant risks to her own well being to help them. Usually has a cold exterior, only opening up to those she truly cares about.

Skills: Anise is a skilled Spellsword. As the leader of her community's religious practices she is also rather charismatic.

A short bio: Anise grew up an only child in Windhelm, her parents were part of the now extinct House Hlaalu. Anise was a young adult when the Dragons returned to Tamriel. Her parents were killed in riots when starving Nords attacked the Dunmer of the city to loot what resources they had. Before the Dragons attacked Windhelm she fled along with around a hundred other Dunmer to the east, to Morrowind. Over half the members of the expedition died while travelling. However close to the Morrowind border the group entered a cave where they decided to rest for the night. One member of the expedition who was feeling restless explored the cave during the night and discovered an ancient Dwemer ruin, still filled with Dwemer equipment. The ruin was also right next to an underground lake which housed plentiful fresh water and live fish and mudcrabs on top of the mushrooms that filled the cave and the ruin. Many believed Azura herself had played a role in guiding a group of her people to salvation as she had done before with the eruption of Red Mountain. The group of Dunmer became a kind of anarcho-commune, they lacked strong organised leadership but developed a strong sense of community, seeing themselves as a new Dunmer clan (The Undervillage Clan) and each other all as part of one large family. Over the years Anise became even more devoted in her faith, being tutored by an elderly priest of The Reclamations, Aron Grulen. They two were very close friends, Anise was deeply saddened by his death two years ago.

Undervillage was founded by 54 Dunmer and is now home to 78. For many it is the only home they've ever known. While Anise is considered by many to be the community's spiritual leader Undervillage has no single leader. Also just because she is a priest doesn't mean she never leaves Undervillage. The Undervillage Clan prefer to remain hidden, but on the rare occasions when they look for a group to explore the outside world Anise is often one of the first to volunteer. Last year she found the long dead body of a Nord in the snow and she relived her of her equipment, fine armour and a silver sword which she now wields if she ever has to head into battle.

SPECIAL:
S: 6
P: 5
E: 5
C: 6
I: 7
A: 6
Archer as...Arnand Maceil
Hidden:
Name: Arnand Maceil

Race: Breton

Sex: Male

Age: 29

Appearance: Light brown hair which is short on the sides,but longer and swept back on the top of the head. Little/no facial hair on his face. His eyes are a very dark, almost indigo blue. He is missing the lobe of his left ear, due to an 'accident' in his youth. He is of medium height, and slender of build. He usually wears dark-colored robes, often inscribed with various phrases in Daedric script. On his right shoulder blade, he bears a brand representing his service to Molag Bal.

Personality: Despite his reverence and service to Molag Bal, Arnand is not overly cruel unless his lord specifically demands it. To most, he is simply a kind, if quiet, outsider who occasionally wanders into town. Arnand is very concerned on what can be gained for himself and this is the primary force behind his actions, though what he gains is not always physical and can be information or even companionship at times. He is eager and willing to kill those who cross him, whoever that may be, as that tends to give him test subjects. Arnand is largely indifferent to the Dragon Cult as he views them as no different than any other religious group.

A short bio: Arnand was born the product of rape within a small village. His mother having died in child-birth, the villagers took the newborn and left him with group of Molag Bal worshipers, the leader of whom was believed to be his father. His childhood was a difficult one. He was often beaten and abused both physically and mentally, and slowly grew to hate this cult, praying that Bal would give him the revenge he wanted. At the age of 15, Arnand heard Molag Bal speak to him, commanding that he destroy these worshipers, and Arnand was all too happy to oblige. He was 'promised' that Bal would one day give him the gift of true vampirism if he pledged his service to him. Arnand did so, and has served Bal ever since, though he has yet to be given his reward. He has spend the time since perfecting his art, and trying to form a following, though he has not been successful on that front.

Skills: Arnand is a necromancer specializing in summoning the specters of those he has killed. He is very skilled in this art, and is proficient at using lightning magic when his minions won't suffice.

SPECIAL:
S:4
P:7
E:6
C:5
I:9
A:4
The Shadow One as...Faeth Avlest
Hidden:
Name: Faeth Avlest
Race: Bosmer
Sex: Male
Age: 25
Appearance: Faeth is often in clothes such as
(mostly the cape and that type of attire, without the mask on, probably not accurate to where we are but) Whenever one can see his face, they would often notice first and foremost the long jagged series of scars running from his left cheek up across his nose, his eyes only just barely missed by whatever had marked him. His build is often obscured by his clothes but it offers itself more to agility than strength. Medium length brown locks roll down his face in a covering fringe. Faeth has deep brown, almost bordering upon black eyes. He’s completely clean-shaven, no stubble at all.
Personality: Pandering, Faeth much prefers to be on the winning side of anything. However even such he is not without morals, he’ll refuse to harm a child or anyone unarmed.
A short bio: Faeth grew up in Valenwood, a place of trees and archery. Faeth was interested in only one thing of these two. Trees. He clambered through the trees on his own, working on flexing some muscles of a magical nature or at least he used to on his own until a rare occasion happened. A werevulture, a lycanthrope native to Valenwood, appear, rampaging. Swiping at Faeth fast, it was only by his quick reflexes that he is not headless and came away with such scars upon his body. He didn’t get the treatment for the contagious disease by poor luck and as such he now resides in the dragon cult as a werevulture bosmer.
Skills: Magi – Conjuror of death and destruction. He uses any bodies around in a minor strain of necromancy and can only summon a fire Atronach. His skills in alteration is better compared to his skill in restoration of which he can cast only the most basic of cantrips and only to absorb health and stamina from others.
Werevulture – As one ‘blessed’ with lycanthropy Faeth is able to remove the shackles of earth and his human form with some mental preparation beforehand. Being in this form allows him to fly and scavenge food from corpses and bodies. Plus it has a rather impressive fear factor.
SPECIA:
S: 2
P: 8
E: 3
C: 6
I: 8
A: 8

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Sun Jun 07, 2015 9:42 pm
by The SheoDovah
Can i reserve a spot for a Dovah? I mean, i am called Fin Laat dov for a reason. ;)

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Sun Jun 07, 2015 11:49 pm
by Aarah
So can we be a dragon (possibly), a priest, cultist, a mortal or a resistance member?

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Mon Jun 08, 2015 12:18 am
by Kerr
How are the Daedra doing? They can't die so I imagine they still have some influence. Because if I did join I'd like to make a Dunmer resistance member who still revers The Reclamations. Also where would we be starting? Cause we'd probably be best off all starting close enough to each other as opposed to one of us being in Hammerfell while everyone else is on the otherside of the continent in Black Marsh.

Are we are all going to be a party and one group or will we all be separated and working for different factions? The OP wasn't very clear as to what players would actually be doing.

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Mon Jun 08, 2015 6:13 am
by Emzi 43
Honestly, that's because I'm not all to sure yet! Okay the factions are more or less templates, there is no big group called 'the resistance' and there aren't overly complex faction mechanics. If you want a character associated with the cult, fine, or a simple survivor is also fine. As for the daedra, worship of them has died in Tamriel but it's not been that long, as I said we're talking about 4E 241, it'd be completely reasonable for some to still worship the daedra. Of course, without many mortal servants on mundus, their power is limited. You can play as someone associated with the daedra, heck I'm pretty sure Hissien's going to play AS one.
As for starting, yes, I am indeed going to try and start you all near eachother, I'm going to throw in a spoiler here that this will start with an event - the cult will most probably be searching for some of the fugitives which they believe are hidden amongst the survivor communities somewhere (as in, a region, not somewhere amongst all of them). This way characters can be brought together somehow. That's how I intend for it to begin at any rate.

Also: Consider your spot reserved Dovah!

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Mon Jun 08, 2015 5:42 pm
by Archer
Quick questions:

Do races have any bonuses to skills and/or any abilities?
How are the relations between the different races? Have they improved in the face of adversity, or has it just divided them further?
Is there a specific magic system or is it more free-form, so to speak?

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Mon Jun 08, 2015 6:29 pm
by The SheoDovah
Soon, the time of the Dovah will occur and there will be THE DOVAH! Mwhahahahahahahahahah. What? Fine, i'll promise not to kill everyone and eat them afterwards.

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Mon Jun 08, 2015 9:25 pm
by Kerr
Right I'll cook up my Dunmer who revers The Reclamations tomorrow.

Do the dragons just control Tamriel or do they control the other continents on Nirn too? Not that I'm planning to play as a Sload or expecting us to hang out with Sload, I'm just curious. Although even if the Dragons don't have influence there the Daedra almost certainly do.

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Mon Jun 08, 2015 9:29 pm
by The SheoDovah
How does the special system work for the Dovahs and can i choose to rebel against Alduin? Just curious.

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Mon Jun 08, 2015 10:05 pm
by Emzi 43
Archer's Questions -
Racial attributes will be taken into account when making decisions and in the outcome of actions, for example if a difficult shot with a bow was going to be taken by an archer, a bosmer may fare better than other races, excluding other factors.

Good question. Communities can be a mix of races, in many cases adversity has brought people together. However a community in Hamerfell would naturally be predominantly Redguard, and it is unlikely that they would trust a dunmer. Heck, younger like, under 30, may not even have ever seen a dunmer. Rather than races having poor dispositions of eachother, it's more or less fear of the unknown, since communities are so sparse, strangers, even those of the same race, would be treated with suspicion.

Magic will be freeform, sticking to Lore Friendly spells unless there is reason not to. There will be some scattered spell tomes, so that's one way of learning spells, and they can also be taught by other mages. Their use will depend on the situation and attributes etc.

Kerr's question-
No, our RP will stick to Tamriel. Amongst the cult, there are rumours of dragons who flew far over the sea, finding many distant lands. However, taking Tanriel alone was not without difficulty. Unless Alduin himself were to go there, distant lands remain unconquered, in places like Akavir they would not have heard of the invasion, simply that the lands to the far west was now ruled by vicious dragons.

Dovah's -
You will still use the special system, and this will somewhat determine the capability of your dragon e.g. a high endurance would let you fly for longer. But I will also consider the fact you are a DRAGON!!!! Ahem, yes, consider your attributes on a different level to others. A mortal with a Strength of 8 is not equally as strong as a dragon with 8 also, they are just strong for a mortal, as the dragon would be strong for a dragon. Just because Dovah took the first Dragon, that doesn't mean you can't send a sheet for one anyway, it'll still be considered, by the way.

Sorry for all this lacking in the OP's information, but at least with this sort of Q and A you guys can get the information you need and it helps me develop this.

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Wed Jun 10, 2015 8:50 pm
by The SheoDovah
So, i could, in theory, punch a mortal and send them flying?

Also, do Dovahs have to be a certain type of Dovah? E.g. Elder or can i make a unique one? For shouts, can i make them up? E.g. Fin Lait unleashed a terrible shout. It ripped the skin from the mortals bones before the ground swallowed them up. Within reason. :)

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Wed Jun 10, 2015 9:12 pm
by The-Shadow-One
What startles me about this is the use of SPECIAL. This goes against everything I know about TES roleplays.

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Thu Jun 11, 2015 5:43 am
by Emzi 43
It may seem a little unorthodox, but it was a good system which I and everyone else could understand, it's not going to be the most important factor in the RP, it's just a way to tell me more about the characters.

Dovah, yeah I mean, within reason, I rarely see the dragons using their own words. You can just attempt to breathe fire or use frost breath. As for which you would play as, it won't affect you that much, when playing as one there won't be classes of dragons. Of course when fighting one it'd be different. If there's a particular way you want to look you could specify the colour of your scales, if you have horns, that sort of thing.

Oh and, yes, you can quite easily send mortals flying :Twisted Evil:

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Thu Jun 11, 2015 9:44 am
by Kerr
If you want to use SPECIAL I recommend doing what I do and remove Luck, it's why I use CASPIE. Luck in Fallout mainly relates to Critical Hit chance which is far too impractical to actually implement here.

I have problems with CASPIE though, big one is the lack of differentiation between mental and physical. I mean if your character swaps bodies as some point (not as unlikely as you might assume, they might have their brain stuffed in a robobrain or something) then what happens to your Strength, Intelligence and Endurance is all pretty clear. But what about your Agility, Perception and Charisma? Those attributes are all a combination of the mental and the physical. Not that you can't have stats be a combination of mental and physical, it's just not as clear as it could be when it comes to what you should do in these situations.

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Thu Jun 11, 2015 2:39 pm
by Hissien
Spoiler:
Name: Quenthel
Race: Mazken
Sex: Female
Age: Immortal

Appearance: Tall at 6'5" tall, Quenthel has a muscular build with large breasts that provide an encumbrance more often than they aid in any real way, she weighs around a hundred and eighty pounds. She has long white hair, cat-like blue eyes and extremely long hair that is primarily impractical in battle. She has a largely untainted face in terms of scarring, her back however is covered in slashes and burns. Here is an artist's rendering:
Hidden:
Image
Personality: Alignment: Lawful Neutral, Quenthel retains her respect for order and lawfulness from her tenure in the Shivering Isles as a Guard.
Short Bio:She has many memories, but the mind of the immortal sometimes forgets when events have occurred if they remember them at all. Her past is irrelevant save for the relatively recent past.

Quenthel was standing in the wilds of the Shivering Isles one moment, the next she was be wrenched through the veil seperating Oblivion from Mundus, and the next she stood in a summoning circle with a Lichlord of the Dragon Cult forcing its will upon her. For many years she was the servant of Beinal (worthy-destroyer) performing a number of tasks for her lord in his attempts to rise in the dragon cult. He was a relatively minor leader amongst his people, and he eventually lost favor with the dragons and was slain. Without any will to control her, Quenthel finally managed to break free of the bonds of slavery and was bound to Mundus for an indefinite amount of time.

Ever since her freedom fifteen years ago, she has done the best she could to keep her head down by living in the now wild-lands that make up Tamriel and just surviving owing allegiance to no one. She does not go out of her way to save those in need and likewise does not engage in banditry.

Equipment: Battered Dark Seducer Light Armor (accented with furs for their warmth), Fur Cloak, Dark Seducer Bow, Dark Seducer War Axe, Sorcery
SPECIAL:
S:8
P:6
E:7
C:2
I:8
A:5
L:4
Blah.

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Thu Jun 11, 2015 2:59 pm
by The-Shadow-One
What's your thoughts on lycanthtopes and their cousins?

Could one be a werevulture if they could justify it?

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Thu Jun 11, 2015 3:44 pm
by Archer
Piggybacking off of TSO, how about vampires?

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Thu Jun 11, 2015 6:09 pm
by Emzi 43
I'll keep luck in, I still want there to be a tiny random chance of things happening, but honestly it'll only have a real influence if it's eight or above or 2 or below.

Your character sheet is fine Hissien, it gives me enough info for the character. So uh, accepted I guess.

As for Lycanthropes and Vampires, I guess they'd be absolutely possible, but consider where you must find blood, and how rare other Vampires/Werecreatures would be to find. Why would you want to play as a were vulture? I mean, if you want to and can justify it? It'd depend on your reasoning.

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Thu Jun 11, 2015 7:07 pm
by The-Shadow-One
Why not? I can pick clean the flesh of my foes, fly, and be a good dragon cultist. Tso will work on character sheet you can bet I will have an aninal motif.

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Thu Jun 11, 2015 9:30 pm
by Kerr
I added a skill section to put skills because I didn't know where else to put them. Hope you don't mind.
Hidden:
Name: Anise Saren

Race: Dunmer

Sex: Female

Age: 64

Appearance: Shoulder length charcoal grey hair, grey skin and red eyes. Vertical scar across the face over the left eye. Tall for a Dunmer with a lean and somewhat muscular build. Carries a pack on her back for travel. For casual wear she has dark blue mage robes and fur boots. However when she believes she might be facing combat she wears Nordic Carved Armor complete with shield and helmet along with a silver sword.

Personality: As a priest of The Reclamations (Azura, Mephala and Boethiah) Anise is a rather religious person. She revers all three but does hold Boethiah in a somewhat elevated position, likely due to their relation to the unlawful overthrow of authority. She often prays to The Reclamations and seeks their consul. In combat Anise is as ruthless towards her foes as any good follower of Boethiah should be. She takes pride in her combat abilities and will kill her enemies, members of the Dragon Cult, without hesitation. However despite this she cares deeply about her small community and the well being of the people in it. She is willing to take significant risks to her own well being to help them. Usually has a cold exterior, only opening up to those she truly cares about.

Skills: Anise is a skilled Spellsword. As the leader of her community's religious practices she is also rather charismatic.

A short bio: Anise grew up an only child in Windhelm, her parents were part of the now extinct House Hlaalu. Anise was a young adult when the Dragons returned to Tamriel. Her parents were killed in riots when starving Nords attacked the Dunmer of the city to loot what resources they had. Before the Dragons attacked Windhelm she fled along with around a hundred other Dunmer to the east, to Morrowind. Over half the members of the expedition died while travelling. However close to the Morrowind border the group entered a cave where they decided to rest for the night. One member of the expedition who was feeling restless explored the cave during the night and discovered an ancient Dwemer ruin, still filled with Dwemer equipment. The ruin was also right next to an underground lake which housed plentiful fresh water and live fish and mudcrabs on top of the mushrooms that filled the cave and the ruin. Many believed Azura herself had played a role in guiding a group of her people to salvation as she had done before with the eruption of Red Mountain. The group of Dunmer became a kind of anarcho-commune, they lacked strong organised leadership but developed a strong sense of community, seeing themselves as a new Dunmer clan (The Undervillage Clan) and each other all as part of one large family. Over the years Anise became even more devoted in her faith, being tutored by an elderly priest of The Reclamations, Aron Grulen. They two were very close friends, Anise was deeply saddened by his death two years ago.

Undervillage was founded by 54 Dunmer and is now home to 78. For many it is the only home they've ever known. While Anise is considered by many to be the community's spiritual leader Undervillage has no single leader. Also just because she is a priest doesn't mean she never leaves Undervillage. The Undervillage Clan prefer to remain hidden, but on the rare occasions when they look for a group to explore the outside world Anise is often one of the first to volunteer. Last year she found the long dead body of a Nord in the snow and she relived her of her equipment, fine armour and a silver sword which she now wields if she ever has to head into battle.

SPECIAL:
S: 6
P: 5
E: 5
C: 7
I: 7
A: 6
L: 4

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Thu Jun 11, 2015 10:37 pm
by The SheoDovah
The rise of UESP's overpower... i mean, well balanced Dovah shall occur.....sooon.

Mainly because i'm busy with life atm and it'll be Sunday that i can work on it.(if i'm not hungover)

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Thu Jun 11, 2015 11:04 pm
by Archer
I think our characters should get along swimmingly, Kerr.
Hidden:
Name: Arnand Maceil

Race: Breton

Sex: Male

Age: 29

Appearance: Light brown hair which is short on the sides,but longer and swept back on the top of the head. Little/no facial hair on his face. His eyes are a very dark, almost indigo blue. He is missing the lobe of his left ear, due to an 'accident' in his youth. He is of medium height, and slender of build. He usually wears dark-colored robes, often inscribed with various phrases in Daedric script. On his right shoulder blade, he bears a brand representing his service to Molag Bal.

Personality: Despite his reverence and service to Molag Bal, Arnand is not overly cruel unless his lord specifically demands it. To most, he is simply a kind, if quiet, outsider who occasionally wanders into town. Arnand is very concerned on what can be gained for himself and this is the primary force behind his actions, though what he gains is not always physical and can be information or even companionship at times. He is eager and willing to kill those who cross him, whoever that may be, as that tends to give him test subjects. Arnand is largely indifferent to the Dragon Cult as he views them as no different than any other religious group.

A short bio: Arnand was born the product of rape within a small village. His mother having died in child-birth, the villagers took the newborn and left him with group of Molag Bal worshipers, the leader of whom was believed to be his father. His childhood was a difficult one. He was often beaten and abused both physically and mentally, and slowly grew to hate this cult, praying that Bal would give him the revenge he wanted. At the age of 15, Arnand heard Molag Bal speak to him, commanding that he destroy these worshipers, and Arnand was all too happy to oblige. He was 'promised' that Bal would one day give him the gift of true vampirism if he pledged his service to him. Arnand did so, and has served Bal ever since, though he has yet to be given his reward. He has spend the time since perfecting his art, and trying to form a following, though he has not been successful on that front.

Skills: Arnand is a necromancer specializing in summoning the specters of those he has killed. He is very skilled in this art, and is proficient at using lightning magic when his minions won't suffice.

SPECIAL:
S:5
P:7
E:6
C:5
I:9
A:4
L:4

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Fri Jun 12, 2015 6:29 am
by Emzi 43
These character sheets are fine, good idea with the skills section Kerr, I had considered it but thought it may as well be put in the bio. But it's no problem either way.

TSO, if you can justify it, go for it. It'd be intersting at least...

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Fri Jun 12, 2015 1:22 pm
by The-Shadow-One
:
Name: Faeth Avlest
Race: Bosmer
Sex: Male
Age: 25
Appearance: Faeth is often in clothes such as
Spoiler:
Image
(mostly the cape and that type of attire, without the mask on, probably not accurate to where we are but) Whenever one can see his face, they would often notice first and foremost the long jagged series of scars running from his left cheek up across his nose, his eyes only just barely missed by whatever had marked him. His build is often obscured by his clothes but it offers itself more to agility than strength. Medium length brown locks roll down his face in a covering fringe. Faeth has deep brown, almost bordering upon black eyes. He’s completely clean-shaven, no stubble at all.
Personality: Pandering, Faeth much prefers to be on the winning side of anything. However even such he is not without morals, he’ll refuse to harm a child or anyone unarmed.
A short bio: Faeth grew up in Valenwood, a place of trees and archery. Faeth was interested in only one thing of these two. Trees. He clambered through the trees on his own, working on flexing some muscles of a magical nature or at least he used to on his own until a rare occasion happened. A werevulture, a lycanthrope native to Valenwood, appear, rampaging. Swiping at Faeth fast, it was only by his quick reflexes that he is not headless and came away with such scars upon his body. He didn’t get the treatment for the contagious disease by poor luck and as such he now resides in the dragon cult as a werevulture bosmer.
Skills: Magi – Conjuror of death and destruction. He uses any bodies around in a minor strain of necromancy and can only summon a fire Atronach. His skills in alteration is better compared to his skill in restoration of which he can cast only the most basic of cantrips and only to absorb health and stamina from others.
Werevulture – As one ‘blessed’ with lycanthropy Faeth is able to remove the shackles of earth and his human form with some mental preparation beforehand. Being in this form allows him to fly and scavenge food from corpses and bodies. Plus it has a rather impressive fear factor.
SPECIAL:
S: 2
P: 7
E: 3
C: 6
I: 8
A: 8
L: 6
A werevulture bosmeri dragon cultist mage.

Re: Sundered Land - A post-apocalyptic TES RP

Posted: Fri Jun 12, 2015 2:00 pm
by Emzi 43
Those clothes are genuinely awesome. Yeah, he's good, does he use any weapons at all? I'm assuming no armour from his clothes.