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Posted: Mon Jul 02, 2007 6:45 pm
Table of Contents
1.) Table of Contents [X] 2.) Storyline 3.) Rules 4.) Profile Outline 5.) Profile Listing 6.) Blacklist
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Posted: Mon Jul 02, 2007 6:49 pm
Storyline
1.) Table of Contents 2.) Storyline [X] 3.) Rules 4.) Profile Outline 5.) Profile Listing 6.) Blacklist Even the power of the Gods could not stop Mehrunes Dagon's rampage, and the Avatar of Akatosh fell, and with it, the Imperial City. Mehrunes left nothing standing of the city. All the citizens were slaughtered, creating what was known as a second Kvatch. When White Gold Tower, the collossal monolith that had stood for thousands of years, collapsed, hope was robbed from the citizens of Tamriel. The event could be seen from as far away as High Rock, and word spread quickly. Cyrodiil was falling. Things happened fast after that. Soldiers of House Indoril were sent with speed to Cyrodiil, and the Battlemages of High Rock and the Summerset Isles arrived in a matter of days. Mercenaries poured in from every corner of Tamriel, seeing the opportunity to make money. Almost every organization in Tamriel allied themselves against the raging threat of the Daedra, even those with powerful hatred for each other, like the Telvanni of Morrowind and the Mages Guild. Thousands of soldiers arrived in the first week, but by then, it was too late. Organization was horrible, since most of the Imperial Legion Officers died in the Imperial City, and few of the poorly equipped platoons that were sent inside the borders of Tamriel returned. It was made clear by the third day that Bravil, Leyawiin, Chorral, Cheydinhal, and Bruma had fallen, along with the Blade Stronghold of Cloud Ruler Temple. Skingrad held the hordes off for the longest of any of the cities, but even that city was gone by the fourth day. Anvil was found abandoned, and Mehrunes razed it. The fifth day after the Imperial City was destroyed was Frostfall 18, E3 433, when the hordes of Dagon set the Great Forest on Fire. This act was the breaking point for the Gods. Talos, Kynareth, and Stendaar, despite the warnings of Arkay, have sent onto the Mortal Plane manifestations of their power. After Akatosh's failure, Julianos warned them all that they would not succeed, but they did not heed the words of their fellow God. At the same moment, three other Daedric Princes were able to manifest themselves on the Material Planes. Azura, Boethia, and Mephala all appeared on the Skyrim border, with the intention of stopping Mehrunes, whom they all believed to be out of control. They came alone, but with thousands of years of experience behind them. It was only shortly after that that things began to go well for the Imperial Empire, and the new General, an Argonian from the Black Marsh, is setting up the Counter-Attack on Mehrune's rampaging forces, which are slowly turning Cyrodiil into a wasteland, wiping out every single inch of life from the previously lush landscape.
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Posted: Mon Jul 02, 2007 7:10 pm
Rules
1.) Table of Contents 2.) Storyline 3.) Rules [X] 4.) Profile Outline 5.) Profile Listing 6.) Blacklist 1.) Be at least semi-literate. I have a certain malice toward stupidity, and no regard toward the idea of opportunity. If you can't type out complete sentences with most of yors words spelled correctly, don't bother joining. Typos are fine. I make typos. Everyone I know makes typos. I'm not asking you to run your posts through a word processor (though I might if they're not up-to-par). Just try to write your posts well. 2.) No cybering. I regard stupidity with malice, and I regard cyberers with outright contempt. Romance is allowed, but nothing over PG-13. No going to PM's to do it, because, as I said, even though it wouldn't really comprimise the roleplay, I just don't like people who cyber. 3.) Follow the Gaia Terms of Service and Rules & Guidelines. There are some things that I will let slide that other people won't. Break the rules of either of those and you risk getting reported. 4.) In order to prove that you have read the rules, please use the word "Torrent" as the subject line of your roleplay application. 5.) All Profile Applications should be PMed to me. If this seems to you an unecessary waste of your time, feel free to PM all complaints to me. 6.) All posts should be at least three sentences long. Writer's Block does not keep you from writing three sentences. Describe things. It tends to help other people react to your character. 7.) No god-moding. While I do not ask that you take a near-lethal hit in each little skirmish, I do ask that you don't escape any major battle without a scratch. No character in this roleplay is invincible, including the NPC's. This also includes auto-hitting any other Player-character. You must give them a chance to dodge, but when dodging is impossible, they will get hit. You'll just have to wait until their post for it to happen. 8.) No power-playing. This also includes auto-hitting any enemy, because power-playing involves controlling another person's character. Under no circumstances should this happen without permission from the person who owns the character.
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Posted: Mon Jul 02, 2007 7:17 pm
Profile Outline1.) Table of Contents 2.) Storyline 3.) Rules 4.) Profile Outline [X] 5.) Profile Listing 6.) Blacklist [b]Gaian Name:[/b]
[b]Character Name:[/b]
[b]Race:[/b]
[b]Gender:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Specialization:[/b]
[b]Attributes[/b]
Strength: Intelligence: Willpower: Agility: Speed: Personality: Endurance: Luck:
[b]Skills[/b]
Acrobatics: Alchemy: Alteration: Armorer: Athletics: Blade: Block: Blunt: Conjuration: Destruction: Hand-to-hand: Heavy Armor: Illusion: Light Armor: Marksman: Mercantile: Mysticism: Restoration: Security: Sneak: Speechcraft:
[b]History:[/b]
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Posted: Mon Jul 02, 2007 7:20 pm
Profile Listing1.) Table of Contents 2.) Storyline 3.) Rules 4.) Profile Outline 5.) Profile Listing [X] 6.) Blacklist This is where all the accepted profiles will go. Most of the Personality fields are removed in order to increase the realism of the roleplay. The personalities of each character will evolve within the roleplay. Note that, for the Non-player Characters, a lot of my information comes from the wonderful Imperial Library. I suggest that you visit there if you want any information on the Elder Scrolls world. Player CharactersThese are the individuals that will be controlled throughout the entire roleplay by the various people who created them. Kiramita Kistune Character Name: Akira Race: Dark Seducer Gender: Female Appearance: Akira has long black hair with bright red streaks. About 5'6 with pale skin. Thin but with curves. Personality: Cunning, loyal, brave, can be evil at times, darring, but shows no emotion . Even though she shows no emotion she is willing to help others. Specialization: Magic. Her specialties are Magic. Spells, potions, and magic based weapons. Also she is flexable. Moves that confuses her opponents, back flip, front flip, you name is she can do it. AttributesStrength: 90 Intelligence: 89 Willpower: 87 Agility: 60 Speed: 60 Personality: 60 Endurance: 88 Luck: 50 SkillsAcrobatics: 85 Alchemy: 100 Alteration: 85 Armorer: 60 Athletics: 65 Blade: 45 Block: 39 Blunt: 25 Conjuration: 65 Destruction: 85 Hand-to-hand: 34 Heavy Armor: 25 Illusion: 100 Light Armor: 25 Marksman: 68 Mercantile: 27 Mysticism: 85 Restoration: 85 Security: 73 Sneak: 80 Speechcraft: 79 History: Born under the mage, Akira grew up serving Lord Sheogorath in his army of Dark Seducers. She does not remember much of her childhood except for that she was taken in by Lord Sheograth to become a general in his army just like her mom. By the time she was 15 her Lord told her to choose with army she would like to join. Akira choose the Dark Seducers and became their leader. When she was 17 Sheogorath's realm was under attack. She fought bravely but lost many conrads. The battle was over in the Isles and all was quiet. News came of Tamriel needing help to battle Mehrunes Dagon. The Golden Saints and Dark Seducers gathered at Sheogorath's palace for his speech. He refused to help Tamriel and ordered everyone to go back to work. Akira opproached Lord Sheogorath and asked him if she could go and help the surviving citizens. After days of debate Lord Sheogorath finally caved and said yes. Akira set off with three of her Dark Seducers to the gate that seperated Tamriel and the Isles. Twi666 Character Name: Elizabeth Race: Vampire/Breton Gender: Female Appearance: Elizabeth is tall for a Breton and has lived for many years, yet her skin is still as soft and beautiful as the day the vampire's infection started. She has shiny black hair, deep, brown eyes, and nice, pale skin. Her body is lean and well muscled, but hard to notice. Personality: Dark, dangerous, no emotion but anger every fills her face, except maybe excitement in battle. Specialization: Combat Attributes Strength: 100 Intelligence: 53 Willpower: 70 Agility: 61 Speed: 85 Personality: 45 Endurance: 93 Luck: 53 Skills Acrobatics: 65 Alchemy: 23 Alteration: 16 Armorer: 100 Athletics: 65 Blade: 100 Block: 25 Blunt: 61 Conjuration: 43 Destruction: 42 Hand-to-hand: 31 Heavy Armor: 100 Illusion: 23 Light Armor: 48 Marksman: 35 Mercantile: 21 Mysticism: 27 Restoration: 35 Security: 100 Sneak: 40 Speechcraft: 13 History: Born in 2E 1. Became a Vampire in 2E 14. Went to all of the Daedric shrines in 3E4. Survived through the Oblivion crisis by closing some of the Oblivion Gates. Possessor of one of the only remaining Daedric Crescent Sword left in existence, which she found behind one of the walls in that famous tower in which they were last used, in 3E 137, the last wielder not so reluctant to give it up. Ravaged the countryside in such wars like the Red Diamond, War of the Wolf Queen, and, the very battle where Queen Barenziah lost her parents. Hikaru-is-in-LoVe Character Name: Nariel Race: Dark Elf Gender: Female Appearance: Here.Personality: Hyper and upbeat for a killer. She enjoys killing creatures and people. Sometimes she'll bath in their blood. Specialization: Sneak Attributes Strength: 102 Intelligence: 57 Willpower: 57 Agility: 120 Speed: 113 Personality: 55 Endurance: 63 Luck: 59 Skills Acrobatics: 130 Alchemy: 15 Alteration: 16 Armorer: 6 Athletics: 38 Blade: 125 Block: 13 Blunt: 4 Conjuration: 6 Destruction: 30 Hand-to-hand: 14 Heavy Armor: 6 Illusion: 30 Light Armor: 118 Marksman: 150 Mercantile: 20 Mysticism: 15 Restoration: 8 Security: 119 Sneak: 150 Speechcraft: 95 History: Nariel grew up in Cheydinhal hall the hard way. Her father was in the Dark Brotherhood and her mother dead. She was taught from a very young age how to kill without mercy. One night her father took her to explore a cave. They were outnumbered and her father died protecting her. She was then infected with vampirism and returned to Cheydinhal as a vampire. The Dark Brotherhood took her in as one of there own. Lucifer Moloch Character Name: Lucifer Asmodeus Moloch Race: Dark Elf Gender: Male Appearance: Average-sized, decent body frame, long red hair, looks older than he is. Specialization: Combat AttributesStrength: 108 Intelligence: 99 Willpower: 91 Agility: 89 Speed: 102 Personality: 35 Endurance: 97 Luck: 80 SkillsAcrobatics: 121 Alchemy: 135 Alteration: 132 Armorer: 122 Athletics: 60 Blade: 149 Block: 55 Blunt: 18 Conjuration: 12 Destruction: 135 Hand-to-hand: 20 Heavy Armor: 132 Illusion: 58 Light Armor: 44 Marksman: 42 Mercantile: 41 Mysticism: 42 Restoration: 53 Security: 70 Sneak: 69 Speechcraft: 60 History:Lucifer was born and raised in the forests with his parents, far from any city. He didn't even know what violence or war was until the age of fourteen when his father began to teach him combat. While his father taught him combat, his mother taught him magic. He lived most of his life not aware of the outside world and it's troubles until an unknown traveler came across their little farm, delirious from fever. The next day, he awoke to tell horrifying tales of daedra and war. He had been a farmer who had lived near the Imperial City, and watched as it fell. He ran away before too long, and hadn't stopped running. Lucifer's family immediately grabbed anything valuable and ran off with the man to Skyrim where they would then travel back to their homeland of Morrowind. Lucifer followed too, but he wanted to help the other cities from this terrible daedra name Mehrunes Dagon. Along the way, Lucifer's father gave Lucifer a full set of Daedric armor complete with sword and shield that he had been holding onto for the day Lucifer became a man. Along the way, Lucifer got lost and was separated from his family. He found refuge at Molag Bal's shrine, and with his fellow worshipers, fled to Hammerfell before they could become harmed. Soon afterward, however, Lucifer became determined to fight Mehrunes Dagon to save his home. max lionheart Character Name: Mannfred Necrarch Race: Vampire Gender: Male Appearance: MannfredSpecialization: Magic Attributes Strength: 110 Intelligence: 110 Willpower: 80 Agility: 90 Speed: 90 Personality: 30 Endurance: 110 Luck: 90 Skills Acrobatics: 50 Alchemy: 125 Alteration: 70 Armorer: 10 Athletics: 45 Blade: 125 Block: 50 Blunt: 0 Conjuration: 120 Destruction: 150 Hand-to-hand: 65 Heavy Armor: 0 Illusion: 120 Light Armor: 0 Marksman: 50 Mercantile: 0 Mysticism: 70 Restoration: 125 Security: 60 Sneak: 130 Speechcraft: 0 History: Mannfred Necrarch no longer holds his original race his body has became so wrapped by Vampirism that he has lost every single thing about the race he once was and has became a full vampire no longer holding onto what he once was. Mannfred doesn’t wear light amour or heavy armour and doesn’t wear robes either. He prefers to just wear formal wear that his lesser Vampire Minion designed her self because it gives him a edge of flare as well as to fool his enemy because most of the vampire hunters that came after him tend to me full of hot air. During Mehrunes Dagon's rampage Mannfred was dealing with a group of Vampire hunters that dared to enter his five levelled Aylaid Ruin the first level being a cave. It was only during the second when Mannfred had dealt with the annoying vampire hunters who had gotten past most of the Vampire in the levels above. Was when he was going out to feed and as he opened the large stone door to came up to the first floor which was the cave area he found deadra running around. After dealing with them he ended up in Skingrad and was filled in by the Guards to busy trying to beef up their defences to notice he was a vampire. Mannfred’s fighting style is using a reaper combined with using magic at close Quarters and his Reaper is known to randomly have a enchanted effect on every swing. It is also known that because he lacks skills in repairing weapons his reaper has a special enchantment allowing it not to break or became damage during battle. Mannfred’s Clothes have a special enchantment that gives them a protective shield but its nothing powerful but nothing to weak either. max lionheart Character Name: Verona Nelas Race: Vampire/Breton Gender: Female Appearance: VeronaPersonality: Unlike Mannfred Verona is sane but she’s not really out going and very shy and nearly always speaks in a low and soft tone. She also when spoken to sometimes wont replay or just look away but at times will speak her mind. Specialization: Stealth Attributes Strength: 60 Intelligence: 90 Willpower: 110 Agility: 110 Speed: 110 Personality: 80 Endurance: 80 Luck: 100 Skills Acrobatics: 125 Alchemy: 125 Alteration: 50 Armorer: 10 Athletics: 50 Blade: 120 Block: 50 Blunt: 0 Conjuration: 60 Destruction: 50 Hand-to-hand: Heavy Armor: 0 Illusion: 70 Light Armor: 0 Marksman: 150 Mercantile: 0 Mysticism: 120 Restoration: 65 Security: 120 Sneak: 130 Speechcraft: 45 History:Unlike Mannfred Verona takes her time hiding in the shadows and making sure her mark only knows about the arrow going through their eye or the bladed thirsted through their spine and up into their skull. Where Mannfred likes to use his Sneaking skills to get to his enemies without being seen then jumping out making himself known and tearing them apart. Verona stays in the shadows and picks one by one off with her Ebony bow and quiver of Elven arrows or her Elven short sword. Verona is Mannfred’s servant and makes his Formal wear Verona her self wears a black hood and a black skin tight leather suit with black skin tight leather gloves that stop before her elbows and skin tight black leather boots that stop before her knees. Her clothes don’t count as light armour because they give her no protection from blows but it’s the enchantment on it, which gives her the same shielding as Mannfred’s. She also wears a Black band chocker under her hood which gives her protection from the sun, her bow has an enchantment, which weakens the targets ice, fire, lighting resists and Poison. As every arrow of hers is coated in different poisons to weaken the targets strength or speed or drain their health, Her Elven short sword has the same enchantment as Mannfred’s reaper and she tends the poison it from time to time. Harodcore Character Name: Virnya Race: High elf Gender: Female Appearance: Taller than other high elves, Virnya is a unique sight to behold. She is also very pale, yet she doesn't seem like a vampire, but no one is for certain. She wears a unique type of glass armor, which is entirely black. Instead of a helmet, she wears a black hood. And her hair is pitch black. Specialization: Stealth Attributes Strength: 75 Intelligence: 74 Willpower: 75 Agility: 120 Speed: 120 Personality: 50 Endurance: 62 Luck: 71 Skills Acrobatics: 150 Alchemy: 149 Alteration: 76 Armorer: 5 Athletics: 55 Blade: 52 Block: 15 Blunt: 34 Conjuration: 49 Destruction: 67 Hand-to-hand: 41 Heavy Armor: 15 Illusion: 150 Light Armor: 139 Marksman: 148 Mercantile: 20 Mysticism: 79 Restoration: 12 Security: 150 Sneak: 140 Speechcraft: 15 History: Virnya was once in the Mages guild, but she was kicked out for killing a council member for another exiled member of the Mages guild. She also was a part of the dark brotherhood, but faked her own death. Some say she is a vampire. But her face do not carry the aspects of one, and she is seen standing in daylight. Yet she is known to have claimed to living for over 300 years. Also, Virnya and a robed man had been seen meeting regularly before the oblivion crisis. Harodcore Character Name: Kinas Race: High Elf Gender: Male Appearance: Kinas is surprisingly short, about 5"5' where normal High Elves are 6" or a bit taller. Wears Blood Red Robes or Pitch Black robes, just depends on the situation. His eyes are a very light blue color, almost white. He always has his hands covered, and always wears a hood. Something noticeable (spelling I cant remember at the moment) is his bright shining amulet and his two rings that give off a strange glow to those that are adept in magic. Specialization: Magic Attributes Strength: 65 Intelligence: 120 Willpower: 105 Agility: 50 Speed: 60 Personality: 50 Endurance: 50 Luck: 60 Skills Acrobatics: 10 Alchemy: 100 Alteration: 125 Armorer: 5 Athletics: 20 Blade: 35 Block: 5 Blunt: 35 Conjuration: 150 Destruction:150 Hand-to-hand: 35 Heavy Armor: 5 Illusion: 110 Light Armor: 5 Marksman: 35 Mercantile: 5 Mysticism: 120 Restoration: 95 Security: 20 Sneak: 10 Speechcraft: 10 History: He was disgraced by the Council of the Mages guild, and now leads a personal quest of destroying them. The rest may be revealed later. Harodcore Character Name: Orgim Gro'Bash (Pronounced Or-gim Grow Bosh) Race: Orc Gender: Male Appearance: Muscular frame with many scars, wears a full set of daedric armor, along with a dremora longsword that he keeps on his back, and has a Dremora Caitiff shield strapped to his left arm. His head is completely shaven. Specialization: Combat Attributes Strength: 100 Intelligence: 30 Willpower: 46 Agility: 51 Speed: 50 Personality: 30 Endurance: 100 Luck: 40 Skills Acrobatics: 38 Alchemy: 28 Alteration: 6 Armorer: 98 Athletics: 55 Blade: 100 Block: 67 Blunt:30 Conjuration: 5 Destruction: 4 Hand-to-hand: 75 Heavy Armor: 100 Illusion: 4 Light Armor: 45 Marksman: 28 Mercantile: 15 Mysticism: 3 Restoration: 25 Security: 20 Sneak:14 Speechcraft: 29 History: All he had was taken away when the Oblivion crisis started. He lived in a cabin that was in a remote section of a forest. But one day as he arrived back from a fighters guild visit in anvil, he found in place of his cabin a oblivion gate. Equipped only with full steel armor and a fine steel longsword, he managed to close the oblivion gate and to gather a partial set of daedric armor, the boots, gauntlets, and greaves. But soon after he closed the first one, he found another one and only managed to a few dremora before more arrived, so he was forced to flee. But he didnt leave empty handed, he was able to grab a Daedric Cuirass and a caitiff shield, along with a dremora longsword. He arrived in Cheydinhal only to find it destroyed. He was attacked by daedra but he managed to hide in the ruins of the castle. 3 weeks later he managed to escape and headed towards the jerall mountains to join the army. He is a master swordsman, known as a bodyguard to nobles and mages. Has worked with Kinas once before, back when Kinas was interested in Vampirism. He respected Kinas to the point that they became good friends. After guarding Kinas, he retired and built a cabin in the forest, and trained anyone that wanted to become a skilled swordsman. He is in the Jerall Mountains, but many think he is already with the army, disguised. But that is only a rumor... Senisok Character Name: Drac'rad Flat-foot Race: Argonian Gender: Male Appearance: His face is lined with an inward sorrow, his eyes are sunken. His senses are sharp and his hearing rarely misses anything. He stands at around six feet tall, and wears a solid suit of glass armor, as well as a full helmet to hide the red and black color of his scales. He often walks hastily, and rarely pays attention to any obstacle that gets in his way. His eyes are almost pure black, and he hides that with his mask as well. He carries a short recurve bow, and a quiver full of stout Daedric arrows. At his belt is sheathed a pair of short swords, which he can wield with deadly speed and precision when necessary, though his real strength lies in his ability to use magic, as all of his family has. He could level a tower with a concentrated fireball, and he is only an Evoker in the Mages Guild because he has not the time to advance in the Arcane University. He has enchanted all of his items, and his swords both support each other. While one sword carries a weakness to fire enchantment, the other deals a charring blow of flames to the victim. His helmet is enchanted with a spell that enhances his ability to use a bow, and without it, his aim is almost pathetic. His chest plate is made to drain his blood to grant him extra magicka, and his gauntlets drastically increase the speed at which he wields his swords. His boots give him unparalleled swiftness, allowing him to cover great distances in a short amount of time. Personality: He is strict with his orders, and keeps to himself much of the time that he is not commanding. However much of a recluse he can seem at times, he is always ready to battle, no matter the foe, and he treats his soldiers with respect. He seems to hold an inward sorrow about something, though he has never revealed anything of this trait to anyone else. Specialization: Magic AttributesStrength: 60 Intelligence: 95 Willpower: 90 Agility: 40 Speed: 50 Personality: 90 Endurance: 60 Luck: 40 SkillsAcrobatics: 40 Alchemy: 85 Alteration: 90 Armorer: 10 Athletics: 40 Blade: 60 Block: 55 Blunt: 5 Conjuration: 90 Destruction: 100 Hand-to-hand: 30 Heavy Armor: 5 Illusion: 80 Light Armor: 60 Marksman: 80 Mercantile: 20 Mysticism: 95 Restoration: 75 Security: 15 Sneak: 25 Speechcraft: 50 History: Drac'rad was the commander of the Cheydinhal Militia, and when the Daedra arrived at the city gates, he mounted an extremely effective defense, holding the Daedra off until most of the city could evacuate East, past the Volus Mountains to Morrowind. Of the thirty-eight soldiers he commanded at that time, only nine, including Drac'rad, managed to flee from the never-ending influx of Daedra. Drac'rad abandoned his group at the Morrowind Border, vanishing only a few hours after a Dunmer traveller told the group that there was a small resistance mounting to the North, at Skyrim. It took him one week of traversing the Volus and Jerall Mountains, but eventually he made it to the border, and was enlisted as Commander of a unit of amateur military volunteers. When many commanders led battle-hardened Guards into Cyrodiil and never returned, Drac'rad quickly got his troops into fighting-shape and has since successfully closed three Oblivion Gates with only two deaths to those in his troop. Senisok Character Name: Norid Der'ec Race: Argonian Gender: Male Appearance: His true appearance can only be guessed at by the black and red scales on his face, the only part of his body that he reveals to those that he decides not to kill. His mouth is almost always closed, and it carries a stench of caked blood and rotting flesh along with the words it emits. He wears strange Black Robes that give him immense advantages in terms of light armor, stealth, marksman, and illusion. His eyes are nearly black, and he is rumored to have killed many to get them that way. His family is said to have a curse, that their scales shall darken when they kill another Argonian. Being nearly all of his face is black as the soil of Oblivion, most Argonians steer clear of him. He stands at just a few inches above six feet, and his voice is dark enough to wither a healthy tree. He arms himself with a katana and a longbow. Personality: He is often described with two words: Pure Evil, and he doesn't shun them. He is known as one of the most infamous murderers in Cyrodiil and the Black Marsh, and he has no remorse for those that lose to him in a fight. He always seems to have time to teach an insolent whelp a final lesson, and at the same time, he is always in a hurry. It is said that he has connections to the Black Hand, and while that holds true, he tries to stay away from them, considering the Speakers' values weak and pathetic. He only respects the Listener, but the Listener stays away from him, sending him messages through undead couriers. He holds many secrets, though his nonexistent emotions do not help to give any of them away. Specialization: Stealth Attributes Strength: 40 Intelligence: 75 Willpower: 60 Agility: 90 Speed: 65 Personality: 65 Endurance: 30 Luck: 10 Skills Acrobatics: 90 Alchemy: 15 Alteration: 40 Armorer: 15 Athletics: 50 Blade: 40 Block: 10 Blunt: 5 Conjuration: 50 Destruction: 95 Hand-to-hand: 5 Heavy Armor: 5 Illusion: 90 Light Armor: 50 Marksman: 90 Mercantile: 35 Mysticism: 50 Restoration: 5 Security: 80 Sneak: 100 Speechcraft: 50 History: Norid Der'ec arrived on the Skyrim Border only shortly after Drac'rad. He quickly requested to be hired as a Battlemage under the command of Officer Drac'rad Flat-foot, and due to the immense similarities between the two Argonians, his request was accepted with very little forethought. No one knows of his past before he arrived at the military Blockade, but whispers of the Der'ec name being cursed, a harbinger of doom. Nevertheless, after three successful raids under the command of Drac'rad into the interior of Cyrodiil, he has gained quite a bit of respect, though much of the army is wary of him. Non-player CharactersThese are characters that I, and I alone, get to control. Chances are, they won't do anything except give advice, plan out battles, and other such things. No one is allowed to control these without my explicit permission, because most of them are insanely powerful and could double as Armageddon-factories if they fall into the wrong hands. Talos Tiber Septim, Talos, the Dragonborn, Heir to the Seat of Sundered Kings, is the greatest hero-god of Mankind, and worshipped as the protector and patron of just rulership and civil society. Tiber Septim conquered all of Tamriel and ushered in the Third Era and the Third Empire. In his aspect of Ysmir, 'Dragon of the North,' Tiber Septim is also invoked as the patron of questing heroes. Kynareth Kynareth is the strongest of the Sky spirits and is the deity of the heavens, the winds, the elements, and the unseen spirits of the air. Patron of sailors and travelers, Kynareth is invoked for auspicious stars at birth and for good fortune in daily life. In some legends, she is the first to agree to Lorkhan's plan to invent the mortal plane, and provides the space for its creation in the void. She is also associated with rain, a phenomenon said not to occur before the removal of Lorkhan's divine spark. Stendaar Stendarr is the patron of righteous might and merciful forbearance. He is the inspiration of magistrates and rulers, the patron of the Imperial Legions, and the comfort of the law-abiding citizen. Stendarr has evolved from his Nordic origins into a deity of compassion or, sometimes, righteous rule. He is said to have accompanied Tiber Septim in his later years. In early Altmeri legends, Stendarr is the apologist of Men. Mehrunes Dagon Mehrunes Dagon, whose sphere is destruction, change, revolution, energy, and ambition. Mehrunes Dagon (God of Destruction): Popular Daedric power. He is associated with natural dangers like fire, earthquakes, and floods. In some cultures, though, Dagon is merely a god of bloodshed and betrayal. He is an especially important deity in Morrowind, where he represents its near-inhospitable terrain. ---Varieties of Faith in the Empire According to "Darkest Darkness", three lesser Daedra are associated with Mehrunes Dagon: the agile and pesky Scamp, the ferocious and beast-like Clannfear, and the noble and deadly Dremora. Dremora ((Why are the Dremora being mentioned as Special NPC's? Well, because there are so many varieties of them, they represent the main portion of Dagon's army, and because they are a very important Daedric entity.)) Dremora are the elite troop of Mehrunes Dagon. They are powerful, proud, fixed purposed, and lack subtlety, with the addition of the peculiar traits of honor and loyalty, both within their class and within their relationship to Lord Dagon. They refer themselves as "The Kyn" or "the People." The term "kynaz" refers to a member of the Dremora race ("he of the Kyn"). The word "Dremora" is both plural and singular, so the word "Dremoras" is essentially wrong. From lowest-ranking to highest-ranking, the orders of the Dremora Caste are as follows: Churl -- Churls are submissive and cowardly toward superiors but ferociously cruel to humans and other, lower Daedra. Caitiff -- Caitiffs are creatures of uncalculating zeal, energy without discrimination. They are used as irregulars in the faction wars of the Daedra, as berserkers and shock troops, undisciplined and unreliable, but eager and willing. Kynval -- Kynvals are warrior-knights who have distinguished themselves in battle, and shown the deliberate steadiness of potential war leaders. Kynreeve -- Kynreeves are clan sheriffs or clan officers. They are typically associated either with a clan fighting unit or an administrative office in the order of battle. Kynmarcher -- Kynmarchers are the lords and high officers of a Daedric citadel, outpost, or gate. Their command is usually associated both with a unit and with a 'fief' -- a location or territory for which he is responsible. Markynaz -- Markynaz or 'grand duke' is a lord of lords, and member of the Markyn, Mehrunes Dagon's Council of Lords. Valkynaz -- Valkynaz are the highest rank of Dremora. Valkynaz or 'prince' is a member of the Valkyn, Mehrunes Dagon's personal guard. The Valkynaz are rarely encountered on Tamriel; normally they remain by Mehrunes Dagon's side, or serve as commanders of operations of particular importance or interest to Dagon. These are the population percentages of each rank of Dremora. The higher the number, the more common that particular type is: Churls -- 80% of Dremora Population. Caitiff -- 10% if Dremora Population. Kynval -- 5% of Dremora Population. Kynreeve -- 3% of Dremora Population. Kynmarcher -- 1% of Dremora Population. Markynaz -- .7% of Dremora Population. Valkynaz -- .3% of Dremora Population. Azura Azura, whose sphere is dusk and dawn, the magic inbetween realms of twilight; known by the names The Daedric Prince of Moonshadow, Mother of the Rose, and Queen of the Night Sky. Azura maintains the domain of Moonshadow, a twilight country of shades and half-thoughts. Visitors to this isle have historically come mainly from the Dunmer of eastern Morrowind (as Azura is one of the Dunmeri three Good Daedra) and the catfolk of Elsweyr, whose people both hold a great affection for the mother of immanence, though by separate roads. According to "Darkest Darkness", the Winged Twilight is a messenger of Azura, Goddess of Dusk and Dawn. Winged twilights resemble the feral harpies of the West, though the feminine aspects of the winged twilights are more ravishing, and their long, sharp, hooked tails are immeasurably more deadly. Boethia Boethiah, whose sphere is deceit and conspiracy, and the secret plots of murder, assasination, treason, and unlawful overthrow of authority. Boethiah (Prince of Plots): Heralded by the Prophet Veloth, Boethiah is the original god-ancestor of the Dark Elves. Through his illuminations, the eventual 'Chimer', or Changed Folk, renounced all ties to the Aldmer and founded a new nation based on Daedric principles. All manner of Dark Elven cultural 'advances' are attributed to Boethiah, from philosophy to magic to 'responsible' architecture. Ancient Velothi allegories are uniformly heroic successes of Boethiah over enemies of every type, foundation stories of Chimeri struggle. Also known as the Anticipation of Almalexia. ---Varieties of Faith in the Empire According to "Darkest Darkness", the Hunger is a powerful and violent lesser Daedra that is associated with Boethiah. A sinuous, long-limbed, long-tailed creature with a beast-skulled head, noted for its paralyzing touch and its ability to disintegrate weapons and armor. Mephala Mephala, whose sphere is obscured to mortals; known by the names Webspinner, Spinner, and Spider; whose only consistent theme seems to be interference in the affairs of mortals for her amusement. Mephala (Androgyne): Mephala is the Webspinner, or the Spider God. In Morrowind, he/she was the ancestor that taught the Chimer the skills they would need to evade their enemies or to kill them with secret murder. Enemies were numerous in those days since the Chimer were a small faction. He/she, along with Boethiah, organized the clan systems that eventually became the basis for the Great Houses. He/she founded the Morag Tong. Also called the Anticipation of Vivec. ---Varieties of Faith in the Empire According to "Darkest Darkness", Spider Daedra are the servants of Mephala, taking the form of spider-humanoid centaurs, with a naked upper head, torso, and arms of human proportions, mounted on the eight legs and armored carapace of a giant spider. Unfortunately, these Daedra are so fierce and irrational that they cannot be trusted to heed the commands of the Spinner. As a consequence, few sorcerers are willing to either summon or bind such creatures in Morrowind. However before the Oblivion Crisis, some conjurers had found a way to bind and summon this chaotic Daedra. A small note by Senisok: If you'll notice, the three Daedra that appeared to stop Mehrunes (Azura, Boethia, and Mephala) are those regarded as "Good" by the Dunmer. There is a reason for this, so keep it in-mind.
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Posted: Mon Jul 02, 2007 7:22 pm
Blacklist
1.) Table of Contents 2.) Storyline 3.) Rules 4.) Profile Outline 5.) Profile Listing 6.) Blacklist [X]
The only important thing about the Blacklist is that you do not want your name to end up here. Ever. This is where you will go if you break too many rules. If your name appears on this list, you will be out of the roleplay.
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Posted: Wed Jul 11, 2007 3:01 am
22 Sun's Dusk, E3 433,
This is hardly the Third Era anymore, but I feel that referring to it as the the Fourth Era would only bolster the idea that the damage of Mehrune's heinous crimes are unrepairable, that all of Tamriel has been permanently scarred by this war against Oblivion.
My brother trusts only in the words of the Daedra, mainly Boethia, and they have not failed to give steadfast advice. Three successful raids where most could not emerge alive from one. The group that I command used to be a party of ragged farmers and hunters, forty-nine members of what the Generals deemed to be an "appropriate force" for me. It took me one month and a single raid to turn them into a match for groups of twice as many Imperial Legion soldiers. Norid, no matter how vile and malicious he may be, has been an invaluable resource to my Command. The men might not trust him with their lives, but his ruthless efficiency when dealing with the Daedric menace has raised morale exponentially.
On our last raid, we lost Rupert Forthendri, an Imperial Swordsman who could rival masters of the art. His killer was met with a swift death undeserving of such a wretched creature. That brings our death-rate to two soldiers so far, which is certainly an unacceptable mortality rate. I intend to consult Norid, the Divines, and the Daedric Princes on this.
I'm gaining prestige in the Imperial Army, too. I've been offered a platoon of drilled, highly-trained Imperial Warriors to replace the soldiers I have, but I refuse. Imperial Soldiers only serve as meat-shields. They listen to orders with little regard for their own lives, and so they make no effort to think independently. I have no need for mindless drones under my command, and so I will keep my platoon.
I asked for permission to replace the one member lost (Norid acted as a replacement for the first killed) with one individual of my own choice. My request was granted, and I gave Norid the option, considering all the infamous criminals and mercenaries that he knows. Offering him amnesty, I hired into my troop a Khajiit with an odd name, "Grejori Vefim," the only surviving member of the Skingrad Dark Brotherhood sanctuary, and an ex-Speaker for the Black Hand.
The military was not pleased with my choice, obviously, since I offered him amnesty without their consent. Nevertheless, they respect my decision to some degree, and said that the verdict would stand so long as Grejori did not desert.
We move out on a raid to close a gate near the ruins of Cheydinhal tomorrow morning, and I must consult the appropriate people before I rest.
--- Drac'rad Flat-foot.
Drac'rad set down his journal on the small bedside-table that was decorated only with an inkwell, a small half-melted candle, and a shimmering glass helmet. He closed the inkwell and set his quill pen across the top of his journal. He stood up from his bed in the Soldier Barracks, which he shared with his troop and four others, officers and soldiers housed in the same area for lack of space.
Each bed was rather plain -- a simple, thick wool blanket, one feather pillow, and a table to the left. They were lined up, each bed exactly two foot away from the one on either side. Dusk was settling across the landscape, seen through arrow-slits built in-between the beds on either side, the dim light casting eerie shadows across the barracks, which was full of hundreds of sleeping soldiers.
He snuffed out the candle with a single puff of air, and only managed to take two steps toward the foot of his bed and the exit of the barracks when a tall, sinister shape blocked his path. It was merely a sihlouette against the poorly-lit background, but its height, just over six feet tall, and shape, a muscled, lanky appearance clothed in a robe so dark that it made its surroundings look bright.
"Norid," Drac'rad greeted him curtly, having been expecting the Argonian's prompt appearance.
"Brother," Norid returned in a sly whisper, "your helmet is not on. While there are some who would be better off knowing your nature, most would live much longer if they remained under the misconception that you are just another Argonian with exceptional tactical talent."
Drac'rad hadn't intended to leave his helmet lying on the bedside-table, and he acknowledged that his brother, Norid Der'ec, was correct. He had made an amateur mistake and would have crumbled the morale of the entire Imperial Army if any soldier had seen his face. Calmly, he walked back to the table, picked up his enchanted glass helmet, and donned it.
He saw Norid nod approvingly before he was flanked by another figure, taller by several inches, with illuminated yellow eyes and a stealthy physique.
"Grejori," Drac'rad greeted the Khajiit just as calmly, then moved past Norid toward the exit, the two others flanking him.
"Drac'rad," Grejori started in a raspy, high-pitched whisper which, as with Drac'rad's and Norid's, held no sign of a native accent, "We are going to speak with the Daedra Lords, correct?"
"And the Aedra," Drac'rad added quickly, speaking of Talos, Stendaar, and Kynareth. "We are going to ask them about tomorrow's raid."
They exitted the barracks, and moved along their way toward a small and unremarkable tent, much like many of the others that held individual soldiers, that they knew to hold the six magnificent beings that had appeared on the Mortal Plane only a few weeks ago to combat Mehrunes Dagon: Talos, Stendaar, Kynareth, Mephala, Azura, and Boethia.
Even in the illumination of the full moon, only Drac'rad was visible, the other two stalking easily while keeping their entire bodies hidden. Drac'rad stood as tall as his brother, and wore a full set of Glass Armor, minus pauldrons. He had gauntlets, enchanted to increase the speed at which he wielded two adamantium short-swords sheathed on either side of his belt, one with a weakness-to-fire enchantment and the other with a devastating fiery strike; a helmet enchanted to increase his accuracy with a bow and arrow, which he had strung across his back, the small Elven Composite Bow strapped to a quiver full of sturdy Daedric arrows; boots to increase his speed across the ground, and a cuirass that drained his own blood and converted it into magicka for spellcasting.
The glass was green, but due to the enchantments placed on them they appeared blue in the moonlight and bright orange when cast in the afternoon Sun, since they reflected most of the light off of them.
They arrived at the tent, and Drac'rad stepped in cautiously, followed by Norid and then Grejori. The interior of the tent was just as unassuming as the outside: six simple makeshift beds lined up around the tent in a circular fasion, with a round table, about ten feet in diameter, surrounded by nine seats. The metallic table was completely bare, with several splinters lining its wooden edge.
However, the six people sitting around the table were all but inconspicuous. A ghostly Azura, covered in a transluscent blue robe, Boethia with an axe clasped to his belt and a terrific red cape, and Mephala, with a strangely disfigured face and four arms, several spiderlings skittering around her feet under the table.
Talos assumed the appearance of a normal Imperial, but his full-body plate-mail armor was tinged gold and he had a magnificent adamantium sword sheathed across his back. Stendaar was clothed in a robe similar to Azura's, except that it was completely solid. Kynareth didn't seem to have a primary shape, and her entire body was almost completely transparent, constantly swirling around like liquid glass. Drac'rad had always assumed that it was supposed to represent the Wind, but Kynareth hadn't told anyone yet.
"Take your seats," Talos' voice was heard first, and the tone was in no way divine; he sounded just like any other Imperial.
Drac'rad stepped forward and sat direction between Boethia and Kynareth, but just as he did, Boethia rose from his seet, standing at a full eight feet tall. His eyes narrowed as he sighted Norid and Grejori, and when the Argonian and Khajiit bowed to him, Boethia bowed back before taking his seat again.
Drac'rad knew that Norid worshipped Boethia devoutly, but he hadn't expected the Daedra Lord to show any humility in the face of a mortal being. Norid and Grejori took seats next to each other, between Talos and Azura.
Azura waved one of her hands calmly and the plain metal surface of the table was replaced by a three-dimensional tactical map of Cyrodiil. Mountains rose above the rest of the ground, and water seemed to actually flow through rivers, though where it went when it reached the raised edges of the table was anyone's guess. The formerly-great cities were only smoking ruins now, and the bodies of water were all choked black with ash. White Gold Tower had been demolished, and, in its place, thousands of Daedric slaves were constructing a colossal Obelisk. Mehrunes Dagon's palace, already finished, surrounded the tower, taking up the entire breadth of the island where the Imperial City had once stood.
Swarms of Dremora, Clannfear, Scamps, Atronachs, and Xivilai were scattered across Tamriel, destroying everything that would be considered beautiful by the Nine Races of Tamriel. Massive Oblivion Gates were open all across Tamriel, and one in particular, just East of the ruins of Cheydinhal, dwarfed all the others.
"That is your target," Azura's strange, echoing voice spoke, pointing at the Gate near Cheydinhal. "You are to enter that gate, take the Sigil Stone, and get back here. Unfortunately, we have no map of the Gate, but you can rest assured that it will not be an easy fight. Mehrunes was a fool not to fortify his defenses after the first raid, and even moreso after the second one. However, after the third raid, even Mehrunes will have been forced to increase the Dremora guarding the Gates, and the one at Cheydinhal is crucial to his effort to destroy Tamriel. Be wary of traps. I believe Boethia and Mephala have some good news, however."
Mephala spoke for the two of them, her voice barely a whisper, "We, that is excluding Azura, have gained entrance to Mehrune's realm. I can flood the Oblivion Island in the Cheydinhal gate with Spider Daedra, and Boethia has agreed to supply a score of Hungers. They are not tame beasts, and while they will likely go after Dagon's troops first, you will become their targets if they succeed. Be wary of them."
"I believe we already know how we're going to advance on the Gate," Drac'rad spoke, "So there's no need to speak of that. If that is all, I believe we all need to get some sleep."
The six Deities all nodded their consent, and Norid and Grejori quickly rose from their seats and left without waiting for Drac'rad. Drac'rad looked at all six of the others still sitting at the table, finishing with Azura, who was the only one to look back at him. She nodded slightly, as though answering an unspoken question, and then Drac'rad rose and walked back to the Barracks to get some sleep before morning.
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Posted: Wed Jul 11, 2007 1:15 pm
As Kinas was out late one night, he noticed an army camp. Weary of dealing with common soldiers, he awaits the day in a nearby cave. He has heard of the famous Argonian commander, and has searched for him for awhile now. He hopes that this is the camp he is located at, for Kinas has searched ever since he had heard of Drac'rad Flat-foot's first successful closing of an oblivion gate. As Kinas drifts off to a restless sleep, he wonders if Drac'rad would let Kinas join him...
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Posted: Wed Jul 11, 2007 5:34 pm
A dark crimson pool covered the ground as it slowly straighten out as veins through the rock hard mud that could no longer bear fruits of life anymore. The dark crimson did not stop just on the ground, what once was a tree now burned to a black coal with stained with Crimson, and what seemed to be pieces of flesh and organs that seemed to belong to something. Something was the only way one could explain what covered an area of ten feet or maybe even more of a dark crimson blood and tiny pieces of flesh, organs and what used to be bones not are now burned to a black ash. The only thing that could explain what covered the area was a row of heads and part of what used to be a head. The only thing left was the top right hand side of the head still holding part of its forehead and its right. These pieces of what once was a whole head showed that they where once Scamps and Clannfear killed by other monster who was far more ruthless then they everwhere.
The silence that once was, was now broken by the sound of laughter a insane, evil and pleasure filled laughter, as the shine of a metal that showed no dim of use but a continuing shine of new steel freshly forge. And a glow of magic that had neither one glow of an enchantment but of them all, and a edge that seemed so sharp and the slight glow made it appear alive hungry for the flesh of anything that stood in its masters way.
This swords master stood about six feet tall with shoes that stopped just two inches after his ankles with a dark dim green colour for the front layer of the shoe where the soul and trim was a golden orange. His trousers where a dim grey green that covered the top half of his shoes, at the bottom of his trousers was pattern of gold in a vine like wave. Above that on each leg where two dim crimson bands about three inches away of the other. His waist has a strange type of corset and belt around it the sides holding leather and cloth where as the back and through the middle of each of those leather and cloth pads was a dim crimson belt. That stopped at the front held by two gold grips and below was a golden eagle symbol. Above that was a dim brown leather pad that was shaped like his muscles under his clothes but with an added fantasy design on the abdomen in a way of sharp curves and point down like an arrow and was apiece only for show. Around this was a slightly dimmed emerald green jacket that covered the upper half of the chest pad that had a gold trim to it, along with a long collar, double shoulder pads that really weren't for defence and a cape. With the inside a dark crimson and the outer side the same colour as the jacket it was connected to. On his hands where clawed gauntlets the top half a dim golden brass and the lower half a dim crimson red. The gauntlets where not weapons but only for show. His face was pale but still some how keep a little colour, his mouth was but a evil smile of pleasure, his eyes a crimson red that seemed to glow and would leave a mark on the weak minded that those eyes would always be watching them. His hair oiled back to half of his neck but locks of hairs hang over the right side of his face oiled and just to the side of his right eye so they where out of the way.
This person soon brought his reaper in front of him the blade in-between his eyes and his eyes staring at the blood that covered the blade. With a quick twist of the wrist and a flick to the side the blood was sent to the floor leaving the blade clean as the next moved was a quick withdraw of the blade into the belt between the cloth pad and the belt its self. Then came a hand that ran over his hair but it never touched it as the man flicked his head back as it came to the top of his bed as he turned around bring his back to his side and smiling at his own handy work of what was left of Scamps and Clannfear.
"Now then this Camp should be some way ahead.... I’m glad that I now longer have to fear that god forsaken sun.... but alas my weakness for fire has tripled because of it...but we all must march ahead dismembering the enemy that steps before". The man Spoke to himself his voice full insanity and a evil pleasure as he soon walked ahead leaving his handy work he calls a master piece behind him for any one who would came up the same path be it man or be it a deadra.
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Posted: Wed Jul 11, 2007 11:34 pm
Lucifer was camping out by the edge of Hammerfell, looking into Cyrodiil. He was watching off in the distance a lone Churl trying to find it's fellow Dremora, but had made no progress. Lucifer pulled out a steel bow and grabbed an enchanted arrow, and let the arrow fly. The arrow hit it's mark, causing a ripple of fire to extend ten feet from the Churl's head. Lucifer rose, and quickly looted the body. Lucifer took the Churl's heart, and placed it in a sack containing even more Dremora hearts. Lucifer looked around, checking to make sure there were no other enemies nearby, he pulled out an alchemical kit, along with more sack containing more ingredients. Lucifer quickly made several potions, including several Restore Health and Cure Disease potions.
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Posted: Thu Jul 12, 2007 12:23 pm
Norid was not the kind of person who slept before a fight. He had been an assassin all his life, born under the sign of the Shadow in the Black Marsh and having become a member of the Dark Brotherhood before he could even walk. He understood more about discipline than Drac'rad, who was obsessive about it, and knew more patience than most esoteric Monks. He could go without sleep for over two days with ease, and he always prepared himself before a raid.
So while every other soldier in the camp slept, Norid was outside getting ready for the raid by honing his reflexes to perfection. He had a Dawrven Crossbow set up nearby, taken from the carcass of the first member of Drac'rad's group killed, a Dunmer who had taken it from Red Mountain's interior. One of the guards who was on Sentry Duty, watching out for Daedra throughout the night, was loading bolts into the weapon aimed at Norid, who was standing ready only ten yards away.
The trigger was pulled, and the bolt was launched at Norid, who summoned a fireball and put it into the path of the wooden projectile, which burned completely before it could reach him.
"That's fifty bolts caught," Norid said, almost to himself, "I'm going hunting. I'll be back before dawn."
Without speaking another word to the exhausted Guard, armed with nothing more than three daggers sheathed around his belt, Norid exitted the camp to the South, into the Jerall Mountains.
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Posted: Thu Jul 12, 2007 6:34 pm
Kinas awoke in a cold sweat. "Curse these vile dreams..." he said to himself. Ever since he ran into a group of Dremora he has had nightmares from their slaughter of an imperial platoon. He somehow managed to get away, but he did manage to take out nine of them be fore he was forced to flee.
As he sat up and lit a small fire with his magic, he realized his amulet was missing. Kinas stood up quickly and looked around the small cave for the dull glow of his amulet.Thats when he noticed a dark robed man at the entrance to the cave. Kinas didn't strike him down, since he was bearing a message. The man stepped forward and handed Kinas the scroll, and his amulet. Then the man left in a hurry, but before he was out of Kinas's eyesight, Kinas struck him down with a powerful shock spell.
Kinas put his amulet back on first and opened the scroll. It read:
Dear Kinas,
I have heard of your search for Drac'rad. I have a propisition for you. If you shall accept and carry out my request, you will be greatly rewarded. But, if you refuse, I shall kill you and have you as an undead servant. Now then, what I have to request is for you to gather information. I want to know where Drac'rad Flat-Foot's next attack will be at. I also wish to know how many soldiers he will be taking, along with their main strengths. If you shall comply to my request, I shall award you the chance to destroy the mages guild, for they are my sworn enemy too.
Mannimarco
Kinas dropped the scroll in shock after reading the name, Mannimarco. Why would Mannimarco contact him of all people? Why did he want to know about Drac'rad's next attack? Kinas pondered on the questions for a moment. "Apparently Mannimarco wants to stop the attack, but why?" Kinas whispered angrily to himself. Kinas thought about Mannimarco's award of destroying the mages guild. Should he take the chance of trusting Mannimarco? Or should he warn Drac'rad? If he trusts Mannimarco, it could cause the deaths of many, but if he warns Drac'rad, his life may be endangered but many other lives would be saved. Kinas thought about it for a moment. He came to the conclusion that he must warn Drac'rad. He extinguishes the fire and grabs the scroll, then he leaves the cave, heading towards the camp.
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Posted: Fri Jul 13, 2007 12:05 am
Norid stood at the base of the Jerall Mountains, having completed the treacherous hike with very little difficulty. He looked upon a scene of complete devastation; the ground was literally buried in the ash of all the plant life the Daedra had burned, and he could easily see to Lake Rumare and the monolith that was being built on the island.
Platoons of Daedra were scouring the land, each one usually at least fifty soldiers strong, though they consisted mostly of scamps and had few Dremora and Clannfear. There were, however, some small scouting parties roaming about, sent out by the platoons, with only a set of five Dremora each, mostly the lowly Churls with only a few Caitiffs in a select few parties.
There were no regular animals in-sight; no deer, wolves, lions, no birds, insects, or even powerful bears roaming the previously dazzling scene. Even Norid had his breaking points, and while he wouldn't have hesitated to kill one animal to protect himself or burn a grove of trees to stop the flow of enemies chasing him, this atrocity committed by Mehrunes Dagon was beyond words. It was unlike Norid to feel remorse for any creature, sentient or not, but when so much death occurred for no other reason than the sake of destruction, Norid considered it an insult.
It was not unlike Norid, however, to feel pity for individuals. And right now all that pity was directed at Mehrunes Dagon, for the Daedric Prince of Destruction would soon have to deal with Norid's retribution and the revenge of all the others caught in this hell.
Norid saw no opportunity to kill enemies here, since he was incapable of killing platoons on his own and killing a small patrol would alert Dagon to the impending raid by Drac'rad. So he decided to move back to the Camp before Drac'rad awoke at dawn to prepare the raiding party.
On the way back, Norid was watching carefully for monsters, knowing that the Jerall and Valus Mountains were two of the few places Dagon's army had not yet annihilated. What he saw instead was a figure clothed in a dark black robe and hood, which Norid recognized as Necromancer garb, enter a small cave.
Norid's immediate impulse was to kill the man and steal any potions that he might be carrying, since he was clearly a Mage of some type, but as he drew closer to the cave, he saw the man begin to exit before he was felled by a bright light that struck him cleanly in the back. Norid knew it had to have been a shock spell, which meant that another Mage must have been lurking inside the cave.
He hid just to the side of the cave entrance, expecting the spellcaster to exit very soon or go to sleep, either of which would likely result in a quick death. Norid drew a serrated dagger, and just as Kinas left the cave, the Argonian pressed the chilled metallic blade against Kinas' throat.
"Who are you, and who was the dead man?" Norid's question was one that was not easily misinterpreted, and the Argonian didn't like games. He expected either a straight answer or another frozen carcass buried in the snow.
Norid had abandoned stealth when he revealed himself. He wore a hooded ebony-colored robe very similar to that of the Necromancer, except that the hem was cut a half-inch shorter to keep it from dragging on the ground, and that the hood was cut to a point and hung down much lower over Norid's face.
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Posted: Fri Jul 13, 2007 12:23 am
His first instinct was to use a paralyzing spell, but he knew automatically his death would be quite sooner if he did so. "Who are you, and who was the dead man?" said the assailant. Kinas answered calmly, knowing a wrong word would mean instant death. "My name is Kinas, I'm a mage of high skill. That man you see there lying on the ground was a necromancer who violated my personal space. He stole my amulet apparently trying to get my attention, and he returned it along with this scroll. The scroll contains information that I believe would be crucial to Drac'rad Flat-Foot, for Mannimarco wishes to know about Drac'rad's plans." Kinas was worried that the assailant would kill him the instant he mentioned the name , Mannimarco. Kinas expected to die anyways, so he also added: "And I assume you are the Argonian Norid Der'ec, who happens to travel with Drac'rad. Its a pleasure to meet you, even if you have a knife to my throat. All I wish is to help Drac'rad, and will do no harm to him or anyone in the camp." He expected to already be dead, yet he decided to push his luck a little farther. Kinas held up the hand with the scroll in it. "If you dont believe me and decide to kill me, please take this to Drac'rad. Or if I am allowed to live, I would love to serve directly under yours or Drac'rads command." Kinas just hoped that this was Norid Der'ec...
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Posted: Fri Jul 13, 2007 1:45 am
Lucifer had trekked through the Colovian Highlands, taking out as many Daedra he could come across. He had rested at a place called Cloud Top, and began moving east, seeking perhaps a band of wanderers like himself, seeking to destroy Mehrunes Dagon. Lucifer was hiding out in the destroyed city of Bruma, hiding in a destroyed building called Olav's Tap and Tack. Lucifer had just escaped an attack of Daedra involving several Valkynaz and practically an army of Churls. Lucifer had killed most of them, but he was badly injured himself. Lucifer decided to rest in this place, seeing how he had made all the Daedra believe he had began to go up the Jerall Mountains.
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