Elder Scrolls Roleplay: Interregnum

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mcpop9

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Jan 27, 2010
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Random Fella said:
Yeah, I'm sure characters will be chosen from diversity, so people should acknowledge others characters already created to get a better chance of acceptance
Oh, and will this be an in group thing, or forum thread?
hope its in the forum thread. i can't stand group rp's. too many messages happening too fast to keep track of things. if its one of those, i'll have to withdraw my sheet.
 

Random Fella

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mcpop9 said:
Random Fella said:
Yeah, I'm sure characters will be chosen from diversity, so people should acknowledge others characters already created to get a better chance of acceptance
Oh, and will this be an in group thing, or forum thread?
hope its in the forum thread. i can't stand group rp's. too many messages happening too fast to keep track of things. if its one of those, i'll have to withdraw my sheet.
I much prefer the group system to be honest... Through threads it's far too hard to keep track of what's going on
That argument sounds strange, considering it's the exact same as yours, but personal preference I guess xD
 

IFS

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Josh12345 said:
Aside from that, people come on, 2/3 of the posts have people from Skyrim, where's the argonians, where's the altmer? (no the dragon does not count) This isn't a jab at anyone in particular, I'm just starting to notice a trend here.
Hmm, there are a lot of Bretons so far, I might change my char to a khajiit (and make a few adjustments to fit better with the new race), problem is I can never think of a good Khajiit name; Anyone have any suggestions?
 

mcpop9

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Jan 27, 2010
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Random Fella said:
I much prefer the group system to be honest... Through threads it's far too hard to keep track of what's going on
That argument sounds strange, considering it's the exact same as yours, but personal preference I guess xD
True, but what i enjoy about having the threads is that you can use the group chat for ooc discussions and the such. And the threads are more "large post friendly" than the chat, which i find leads to less one or two liners. Less chance of being ninja'd by someone else's post as well.

But i can respect someone else's personal preference. so long as they don't try to force me to the such, but you seem like a similar minded person to myself.

I bid you goodnight. (3:40 A.M. here.)
 

Ruedyn

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IFS said:
Josh12345 said:
Aside from that, people come on, 2/3 of the posts have people from Skyrim, where's the argonians, where's the altmer? (no the dragon does not count) This isn't a jab at anyone in particular, I'm just starting to notice a trend here.
Hmm, there are a lot of Bretons so far, I might change my char to a khajiit (and make a few adjustments to fit better with the new race), problem is I can never think of a good Khajiit name; Anyone have any suggestions?
Araaj? The only Khajiit name I could think of. You could just do what I do and steal one from the wiki.
 

Ruedyn

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Jun 29, 2011
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Mages, a vampire, a werewolf,and a Daedra worshiper. This'll be interesting, and it's my first RP.
 

Josh123914

They'll fix it by "Monday"
Nov 17, 2009
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JaceArveduin said:
Josh12345 said:
I doubt Dushnikh Yal is over 1000 years old, but we can probably let that slide, what makes a difference here is that the Ebharte Pact is made up of Nords, Dunmer and Argonians, NOT Orcs, so they were probably driven out of Skyrim before the war breaks out, so you should probably relocate him to either Hammerfell or Orsinium (a small orc City state in High Rock).

Aside from that, people come on, 2/3 of the posts have people from Skyrim, where's the argonians, where's the altmer? (no the dragon does not count) This isn't a jab at anyone in particular, I'm just starting to notice a trend here.
I'm from Cyrodiil, so does that make me special? ;)
I guess, I mean at this point half of your population is a hoard of undead ready to ravage Tamriel (along with a couple thousand Dremora) so I guess you'd be pretty special.
 

SPARTANXIII

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Nov 24, 2009
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Ok then, I may as well join in:

Name & Gender: Belkin, Male

Age: 26

Race: Imperial

Appearance: Short, Light Brown hair, Minor stubble around the beard area. Blue eyes, and a scar on his cheek from his childhood.

Weapon: A Steel Sword he made just before setting off in life 9 years ago. Its well balanced, Sharp and it has (what he considers to be) a Dragon Skull on the bottom of the Ebony/Gold-based hilt.

Armor and Equipment: His armor and Shield are also self-made, but they are more newer than his sword, dating back only with the shield made of Steel and baring his Family's personal crest (A Hammer and a Sword crossing one another) and his armor being Dwarven, but of a more modern design. He also carries with him a backpack containing supplies like Food and Water, as well as a Notebook containing designs he has collected or created himself over the years.

Personal history: Belkin lived an ideal life in a village just outside of Chorrol...and unlike most stories that start that way, there was not a single massive tragedy that befell him during his teenage years! He was raised to be a Self-sufficient warrior, what with his father being a Blacksmith from Skyrim and his Mother being a former Arena Fighter. Belkin learned learned from an early age how to mend Heavy Armor and how fight off both men and beast.

He left his home when he 17, off to travel the world and refine the techniques his mother and father had taught him. His eventual hope in life is to become a great enough Smith to rival even the Grey-Manes of Skyrim (Which will be difficult seeing how they have a Skyforge and he....doesn't!), but until then, he'll learn as he travels, picking up odd jobs to keep himself fed and noting down any great ideas he has into his Notebook.

Reasons for being there: Simple really, he was finishing off another odd job and repairing his armor, then was going to look around for another job to keep him occupied.
 

Josh123914

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Nov 17, 2009
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A Gent of Villainous Intent said:
Ask for the Argonians and they will come.

Character Sheet:
Name & Gender: Mazak-Dasheen (Pronounced Muh-zuk) aka Likes-The-Mud, Male
Race: Argonian
Appearance: Mazak is slightly smaller and stouter than the average Argonian. His head is a bit flatter too. His scales are a dark green, which contrast slightly with his crimson eyes. Across his face he has a patch of dark blue scales. He lacks the horns or plumage of most others of his kind, though he does sport the jaw-spikes that male Argonians are known for.

His normal attire is a tan suit of leather armor, the chest piece being darker than the others, due to the beast the hide belonged to being different than the gauntlets, greaves, and boots. He has a noticeable necklace of teeth around his neck, the center one being noticeably large, though the exact beast it came from changes everytime Mazak-Dasheen tells how he got it.
Weapons/Magic/Equipment: Mazak knows little magic, preferring a martial approach to combat. He stealthily likes to pick off his opponents with poisoned arrows, or if cornered in a direct confrontation, will instead use his two daggers until he can escape.
Personal history: Mazak is from the Black Marsh, and was hatched one day early of being marked a Shadow Scale, something he commonly complains about whenever his luck is particularly bad.

Growing up, he was instilled with an intense hatred for the Dunmer of Morrowind, for their enslaving of his people. This hatred led to him joining the Arnesian War at the first opportunity, where he single-handily killed a group of 20 Dunmer soldiers over the course of a week and a half. After his group of friends that had volunteered for the fight had been slaughtered in a direct confrontation, he had escaped into the nearby swamps, drawing the foolhardy and arrogant Dunmer deeper into the swamps. When the sun had begun to set, the Dunmer were lost, as their map bearer, a mage who was not in the best of shape, had mysteriously disappeared in the chase. Over the course of the next week night-sentries would turn up dead the next morning, or arrows would fly out of the dark trees to strike down one or two men in the process. When the last Dunmer was dead and Mazak finally returned to friendly lands, he was covered head to toe in mud, which he had been using as a camouflage. Which is how he got his moniker.

After the war had ended, Mazak had settled somewhat in his actions against the Dunmer. While occasionally working with youths to help free Argonian slaves, he began to grow weary of the fight. After years of fighting he was eventually captured by the Dunmer, who were, thankfully for Mazak, unable to identify him as a long-time freedom fighter. He was brought into Morrowind, where he was able to escape the slavers and flee into the forest. Lacking direction at the time, he headed westward, to Cyrodil.

Now in a strange land, he was unsure of what to do. As he wandered he came upon a group of bandits, lead by a Dunmer mage. His hatred came about once more, and he killed the bandits in their sleep, using his claws to silently slit throats in the night. An experienced hunter, he decided to keep trophies of his deed, taking the mages staff, and his current gear. It was only later that he discovered he had killed a notorious bandit leader, and was able to claim the outstanding bounty. Sensing opportunity he has since become a mercenary, cheaply offering his services as a scout, cohort, or assassin.

Mazak has been hired onto this trip as an advance scout, able to stealthily go ahead of the group and see if there's any danger up ahead.
Some of that backstory will need to be changed, since during this time the Dunmer and Argonians were (begrudgingly) allies, so slaves wouldn't be a big thing, and the Arnesian Wars didn't happen until the 3rd Era, this iappening 2nd Era, 231, so keep that in mind.
 

Josh123914

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Nov 17, 2009
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Random Fella said:
Yeah, I'm sure characters will be chosen from diversity, so people should acknowledge others characters already created to get a better chance of acceptance
Oh, and will this be an in group thing, or forum thread?
Well how do you suppose the forum one would work? One thing I'm actually worried for is us being midway through it and someone comes in to RP when they weren't invited, or starting to post ''not bad'' in the middle of it, anyone have any suggestions how to differentiate the actual RP from everything else?
 

Random Fella

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Josh12345 said:
Random Fella said:
Yeah, I'm sure characters will be chosen from diversity, so people should acknowledge others characters already created to get a better chance of acceptance
Oh, and will this be an in group thing, or forum thread?
Well how do you suppose the forum one would work? One thing I'm actually worried for is us being midway through it and someone comes in to RP when they weren't invited, or starting to post ''not bad'' in the middle of it, anyone have any suggestions how to differentiate the actual RP from everything else?
Well, I prefer the group idea, not the forum
I've just seen lots of rp go through forum, it seems a little unorganised for my taste, but some prefer it
Differentiating RP from occ's are just done through OCC spoilers, I'm pretty sure
 

Thee Lost One

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May 26, 2010
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here we go. Not quite an assassin technically at this point in his life, but much closer to a jack of all trades.

Name & Gender: Idreon aka Clings-To-Shadow, Male

Race: Argonian

Appearance: Stands 5 feet 11 inches tall on average, but can reach 6 foot 9 inches if he stands up straight and stretches a bit. Idreon is a shadow scale borne some 32 years ago, and hide of dark dark blue scales that may as well be black other than when light hits them just right. His neck, snout and eyes have golden highlight stripes running their length. Between his rather impressive horns, the smaller horns along his brow and jawline, and his narrow saurian snout, many of the man and mere folk think him more bestial than even other argonians based on appearance alone. Like many argonians born in the marshland of home, his feet are not plantigrade, and his tail is stronger and longer than those argonians born far from the marsh. He favors well worked armors of leather, provided flexibility and freedom of movement, but has a set of chitin armor he's fashioned over the years from crabs and spiders, and other such creatures. using a self made harness he's rigged a simple set of straps that fit over his tail and holds a dagger like blade of harsh sharpened ruby affixed to his tail tip.

Weapons: Idreon is a Self taught master of hand to hand combat, having sharpened and refined his skills and methods against man, mere, and all else in his career, but carries a pair of glass daggers, one with a crescent blade, the other with a flat triangular blade. Both of which he pulled off a pair of mere bodyguards during one of his jobs. His tail is rigged with a sharpened gem blade, which when coupled with his limb's abnormal length, strength, and flexibility, makes it a dangerous weapon once he closes the distance. His claws, teeth and horns have all been trained and strengthened since he was young to sharp and durable as any weapon can will often be used as such given the chance. His greatest weapon is an enchanted bow and quiver wrought of what seems to be crude iron with a string of brass cable. The bow's only magical traits other than working when anything of iron shouldn't as a bow, is that it draws it's arrows and instantly nocks them without it's user having to reach into the quiver, the arrow just appearing where it's needed. The quiver however does need refilled like a normal one, and appears as an iron framed leather case with a clasp locking lid to hold the arrows in and protect the fletching from the weather.

Magic: Idreon is skilled in conjuration and alteration schools of magic, as well as destruction, making use of the first and last mostly in combat, the second has proved itself useful time and again both in, and out of, combat. While Idreon can conjure spirits and atronoch's if pressed, his talent in conjuration lays with swift and incredibly nuanced Weapon binding. His skills in destruction are often mixed into his martial efforts, devastating foes from up close before they even realize they face not just steel and claw, but flame and frost as well, thus he hasn't found the need to learn many of the more advanced destruction spells. He's taken up an interest in restoration school in the last half decade, if only to keep his scaly ass alive, and has quickly mastered the basics, and is already mixing this new set of spells into his daily practice and his offensive logistics. While skilled and deceptively capable with many, he has not truly mastered any one school, but rather he has mastered spells within those schools. His birth sign being that of the shadow, Idreon can assert a cloak of invisibility over himself at least once per day, more if he strains himself, though doing so isn't pleasant.

Equipment: Idreon wears a set of darkened leather armor, and a self made tail harness that keeps his tail blade on at nearly all times. His only two magic items consist of his bow/Quiver, and his own travel bag. Much like his daggers, Idreon acquired the magical bag off of a potent mere official during one of his jobs. It's enchantment allowing him to store nearly ludicrous amounts of belongings inside without it filling up. So long as he keeps feeding it soul gems regularly that is. He keeps his bow and quiver inside this bag when he is in town, as well as his chitin armor until he needs it for a bigger fight. He keeps a number of potions stored near the 'top' of the bag when he depletes his magicka or needs something to mend flesh when he can't focus. Beyond this, he keeps a supply of rope, string, and twine on hand, as well as a grappling hook when his claws aren't enough to scale a surface.

Personal history: Idreon was born into conflict, and into his trade, as all shadow scales are. His brood mother was a Shadow scale, as was hers and hers before her. His father was likewise. His blood line was pure in it's purpose and strong, calling for the death of the few to serve the many. Ever since he hatched, Idreon has been trained in all forms of martial talent, as well as how to make the shadows his friend, and locks nothing but a time sink in the pursuit of his missions. By the time he came of age and took his Name, Clings-to-Shadow, he had already developed a habit of attacking from above, using his innate claws and impressive jumping and climbing skills to render nearly any surface a viable launch platform for his attacks, even taking his instructors by surprised twice before they amended their training regime to include " Always look up".

After his training was complete, his career was successful if unnoticed by the public at large until the sanctuary of his clan was purged by the up and coming Morang Tong in a raid. Escaping their hunt and bloody efforts, Idreon was able to elude most of his pursuers, and end those he couldn't. After this, and with the coming of the next morning, Idreon was faced with a choice he never thought he'd have. The choice of finding another clutch of Shadow scales, or to go out and see the world on his own terms. driven by his curiosity, he took the name off a letter found in one of his would be murderer's clothes and thus, as Idreon, left the blackmarsh for the greater lands of Tamriel.

In his time since, he's grown his experience, and refined his skills while adding to his talents. Having spent a few months with a traveling circus, Idreon was forced to become a capable actor affluent speaker, and has since put those talents to either playing up the more bestial preconceptions most mere and men have of his people, or to startling many into a stupor at the refined speech and manners that one would expect from a noble rather than a walking lizard.

A master of arms, Skilled in unconventional use of mediocre magic, professional master of stealth and related talents, capable actor and well practiced mercenary, Idreon finds himself in the imperial city now mostly pulling in day to day work as a spy for the petty noble wives wanting to keep tabs on their husbands, or as muscle for the seedy loan sharks among the working folk. Nearly anything to keep him busy until his reputation spreads to the right circles and gets some prospective client to hire him out.

and just so it doesn't come as a surprise later, yes the bow does have an additional effect, but Idreon doesn't know about it. It deals massive damage to spirits, daedra and aedra alike, and this includes things like Spriggan, and undead.
 

Derek_the_Dodo

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Josh12345 said:
Derek_the_Dodo said:
Name & gender: Urgal Gro Lee

Race: Orc

Appearance: Extremely battle scarred. missing one of his lower teeth, the other is chipped. small chunk of forehead missing and discoloured. black hair in dreads.

Equipment and Magic: No magic. Skilled in dual wielding orcish maces and wears a full set of orcish armour minus the helmet. Amulet of his clan Dushnikh Yal tattered, rusted and burnt beyond recognition. no magical properties.

Personal History: Grew up in Dushnikh Yal, though he always seemed too big for it. He spent days wandering the plains to the north in his youth in search of game or a challenge. He found it when he was 19 in the form of a particularly fearsome giant which, whilst he him gave a run for his money, he was clearly no match. It chased him all the way back to the stronghold which had locked its gates.

Urgal pounded on them, shouting for assistance as the giant drew nearer. His father, chief, stood atop the guard tower and bellowed "Fight like an Orc, or die like an Orc! Malacath demands it!"

Urgal turned about, weary and bloody, and staggered towards the giant which was now standing just a few yards away, waiting for Urgal to make a move. They fought for what seemed like hours, Urgal was definitely on the back foot for most of the fight, circling away from the giant, taking a blow here, a scrape there, all the time aware that he couldn't get a strong hit in. His tribe stood watching from atop the wall, shouting jeers and slurs at him.

The tide changed when Urgal's brother, Kaglar, walked atop the wall with a bow and fired a shot at the giant. The arrow struck the giants shoulder and diverted his attention for just enough time for the enraged Urgal to plant mace blows at the back of his leg, stomach, and then a killing blow to the face.

Urgal turned expecting cheers of his victory, but instead found his father throwing Kaglar from the walls into the mud. He got up and started walking away. Urgal tried to stop him but Kaglar turned and pushed him away, without saying a word. Urgal saw that he didn't have his tribal amulet on and then he knew the enormity of Kaglar's offence. By directly influencing Urgal's battle in his favour, he had broken the rules of 1 on 1 combat and was no longer welcome in the tribe.

Urgal was left standing frozen for the entire rest of the night outside the gates of his home, hoping that somehow Kaglar would return, but was at dawn greeted with the gates opening at which point he walked inside.

His tribe were all there, just silently watching, and sneering as Urgal took a walk of shame towards the fire where his father was standing. "Despite Kaglar's cowardly behaviour last night, the tribe has come to a consensus that you are not responsible and therefore will not be exiled." His father spat out. Urgal could clearly see amongst his kin that there wasn't a particular landslide in his favour. "He's my brothe..." Urgal growled "He's a traitor to the Code of Malacath!" boomed his father. Urgal spotted a glint of early morning sunlight reflecting on something in centre of the fire. It was Kaglar's amulet. Without a moments hesitation Urgal plunged his arm into the fire and clenched it in his fist along with a sizable amount of ash. "HE'S AN ORC!" yelled Urgal to the silence. And with that he marched out of the stronghold never to return.

That was 10 years ago. His exile started with Markarth where he learnt that his brother was headed for the Imperial City in Cyrodiil. With nothing to lose, he set out for the Imperial province. Since then he's been going from odd job to odd job not hearing any news of his brother, and has all but given up hope. But whenever he hears a drunken story on the bloated float about an orcish archer he pursues it persuading and intimidating whoever he can in order to find him.

At the time this RP encounters him, he's gotton weary of his search and of the Imperial city, and a high paying package escort job is exactly what he needs to keep him from having to clear rats out of basements.

Feel free to say any changes etc.
I doubt Dushnikh Yal is over 1000 years old, but we can probably let that slide, what makes a difference here is that the Ebharte Pact is made up of Nords, Dunmer and Argonians, NOT Orcs, so they were probably driven out of Skyrim before the war breaks out, so you should probably relocate him to either Hammerfell or Orsinium (a small orc City state in High Rock).

Aside from that, people come on, 2/3 of the posts have people from Skyrim, where's the argonians, where's the altmer? (no the dragon does not count) This isn't a jab at anyone in particular, I'm just starting to notice a trend here.
Sure, not a problem, Urgal can come from a stronghold in Hammerfell instead. Main reason I picked Skyrim was because its the only place I know where the Orcs definitely have strongholds and that there are definitely giants. As long as there is the possibility of at least one Giant tribe or camp in Hammerfell then I'm content with the move.
 

SamtheDeathclaw

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Aug 8, 2009
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I've never really role-played before, but it seems fun. Might as well give it a shot!

Name/gender: Lloden Vedas/ male
Race: Dunmer
Age: 59
Appearance: Lean and wiry, short black hair pulled behind his head, major scarring on chest. Moderately colored skin, a typical example of a dunmer.
Weapons: Steel short sword, unremarkable but well-made. Well-used wooden hunting bow, equally unremarkable. Quiver of steel arrows. Simple leather armor, obviously amateur in it's construction. Several hundred gold on his person.
Personal history: Lloden is the son of a Telvanni mouth, who offered his son to the Daedra in return for an edge over his competitors. Hermaeus Mora took him up on his offer, though electing to completely remove Lloden's ability to channel Magicka. Family honor demanded that Lloden's father care for him, even if he only had a child to offer it to the Daedra. Lloden was thus forced to grow up magicless in a Great House where magic is everything. He bought a bow, and taught himself to use it fairly well. On his twentieth year, he walked out of his father's home and didn't look back. Using his bow, he managed to hunt enough game to survive, and stave off the bandits that plague Vvardenfell. Eventually, he crossed the ashlands, and at Vivec, took ship to the mainland, and has wandered much of Tamriel, destroying shrines to Hermaeus Mora where he finds them. However, on every 5th of First Seed, his chest scars cause him unbearable agony, which lasts until he makes an offering of secrets to the demon he despises.
He is in the Imperial City for a break from wandering, hunting game outside the city and selling it in inns all across the city.

For some reason it came out very specific. Any comments, suggestions, problems, anything, would be welcome.
 

IFS

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Well here is the new version of my char

Name/gender: Dro'Araaj, Male

Race: Khajiit

Appearance: Short and skinny with light brown fur, though he is convinced it is starting to go grey. Two scars run across his face from a nasty encounter with some werewolves

Equipment/spells: Leather armor, a staff of fireballs used mostly as a walking stick (Dro'Araaj prefers to save it for an emergency), wears a werewolf fang around his neck enchanted to enhance his strength, agility, and sense of smell), and carries a variety of potions and alchemical ingredients. Dro'Araaj is an expert at restoration and alchemy, and like most Khajiit he is talented at sneaking and unarmed combat.

Personal history: Dro'Araaj has spent most of his life traveling as a merchant, sellsword, or adventurer and has been across almost all of Tamriel. He learned most of his skills while traveling, both through teaching himself and from teachers he met while traveling. Dro'Araaj is laid back, good natured, and loves to travel and experiment with alchemy. He prefers to avoid conflict if possible but is surprisingly strong and fast for his size and is more than willing to fight dirty with poisons or even just by throwing sand in his enemies face.

Dro'Araaj's penchant for exploration led him to wander into a hunting ground of some of Hircine's followers, and quickly found himself fight three werewolves at once. Dro'Araaj emerged badly wounded but victorious, a feat that impressed Hircine, who instructed him to remove a fang from a werewolf, dazed by blood loss he obeyed without question. Hircine blessed the tooth to show that Araaj had his favor and enchanted it.

Dro'Araaj enjoys the benefits the tooth brings, though he dislikes that other followers of Hircine occasionally try to kill him to claim the favor of the Daedric Prince. Araaj himself is not particularly dedicated to any faith and in truth considers the tooth's greatest drawback to be that it made him acutely aware of how bad some people and places smell. He holds no particular emnity to werewolves, and is generally uncaring about vampires or necromancers, though he is somewhat terrified by Daedra.

Araaj likely joined the expedition in order to see the sights of Valenwood.

 

mcpop9

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Jan 27, 2010
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Josh12345 said:
Random Fella said:
Yeah, I'm sure characters will be chosen from diversity, so people should acknowledge others characters already created to get a better chance of acceptance
Oh, and will this be an in group thing, or forum thread?
Well how do you suppose the forum one would work? One thing I'm actually worried for is us being midway through it and someone comes in to RP when they weren't invited, or starting to post ''not bad'' in the middle of it, anyone have any suggestions how to differentiate the actual RP from everything else?
I say we make a group for the rp, to hold ooc chat and the sort. Then the rp, we just put closed in the topic title or "Apply by pm" if you still accept sheets. The thread would be for the actual rp. I'm part of the avatar adventure thread and we now have a group which has made life so much easier and i think brought the group together, closer as a whole.
 
Aug 17, 2010
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Josh12345 said:
A Gent of Villainous Intent said:
Ask for the Argonians and they will come.

Character Sheet:
Name & Gender: Mazak-Dasheen (Pronounced Muh-zuk) aka Likes-The-Mud, Male
Race: Argonian
Appearance: Mazak is slightly smaller and stouter than the average Argonian. His head is a bit flatter too. His scales are a dark green, which contrast slightly with his crimson eyes. Across his face he has a patch of dark blue scales. He lacks the horns or plumage of most others of his kind, though he does sport the jaw-spikes that male Argonians are known for.

His normal attire is a tan suit of leather armor, the chest piece being darker than the others, due to the beast the hide belonged to being different than the gauntlets, greaves, and boots. He has a noticeable necklace of teeth around his neck, the center one being noticeably large, though the exact beast it came from changes everytime Mazak-Dasheen tells how he got it.
Weapons/Magic/Equipment: Mazak knows little magic, preferring a martial approach to combat. He stealthily likes to pick off his opponents with poisoned arrows, or if cornered in a direct confrontation, will instead use his two daggers until he can escape.
Personal history: Mazak is from the Black Marsh, and was hatched one day early of being marked a Shadow Scale, something he commonly complains about whenever his luck is particularly bad.

Growing up, he was instilled with an intense hatred for the Dunmer of Morrowind, for their enslaving of his people. This hatred led to him joining the Arnesian War at the first opportunity, where he single-handily killed a group of 20 Dunmer soldiers over the course of a week and a half. After his group of friends that had volunteered for the fight had been slaughtered in a direct confrontation, he had escaped into the nearby swamps, drawing the foolhardy and arrogant Dunmer deeper into the swamps. When the sun had begun to set, the Dunmer were lost, as their map bearer, a mage who was not in the best of shape, had mysteriously disappeared in the chase. Over the course of the next week night-sentries would turn up dead the next morning, or arrows would fly out of the dark trees to strike down one or two men in the process. When the last Dunmer was dead and Mazak finally returned to friendly lands, he was covered head to toe in mud, which he had been using as a camouflage. Which is how he got his moniker.

After the war had ended, Mazak had settled somewhat in his actions against the Dunmer. While occasionally working with youths to help free Argonian slaves, he began to grow weary of the fight. After years of fighting he was eventually captured by the Dunmer, who were, thankfully for Mazak, unable to identify him as a long-time freedom fighter. He was brought into Morrowind, where he was able to escape the slavers and flee into the forest. Lacking direction at the time, he headed westward, to Cyrodil.

Now in a strange land, he was unsure of what to do. As he wandered he came upon a group of bandits, lead by a Dunmer mage. His hatred came about once more, and he killed the bandits in their sleep, using his claws to silently slit throats in the night. An experienced hunter, he decided to keep trophies of his deed, taking the mages staff, and his current gear. It was only later that he discovered he had killed a notorious bandit leader, and was able to claim the outstanding bounty. Sensing opportunity he has since become a mercenary, cheaply offering his services as a scout, cohort, or assassin.

Mazak has been hired onto this trip as an advance scout, able to stealthily go ahead of the group and see if there's any danger up ahead.
Some of that backstory will need to be changed, since during this time the Dunmer and Argonians were (begrudgingly) allies, so slaves wouldn't be a big thing, and the Arnesian Wars didn't happen until the 3rd Era, this iappening 2nd Era, 231, so keep that in mind.
Ah. Well I actually had no idea what era it is so I assumed the Third for some reason.

Aight. I'll change it today.
 

Josh123914

They'll fix it by "Monday"
Nov 17, 2009
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mcpop9 said:
Josh12345 said:
Random Fella said:
Yeah, I'm sure characters will be chosen from diversity, so people should acknowledge others characters already created to get a better chance of acceptance
Oh, and will this be an in group thing, or forum thread?
Well how do you suppose the forum one would work? One thing I'm actually worried for is us being midway through it and someone comes in to RP when they weren't invited, or starting to post ''not bad'' in the middle of it, anyone have any suggestions how to differentiate the actual RP from everything else?
I say we make a group for the rp, to hold ooc chat and the sort. Then the rp, we just put closed in the topic title or "Apply by pm" if you still accept sheets. The thread would be for the actual rp. I'm part of the avatar adventure thread and we now have a group which has made life so much easier and i think brought the group together, closer as a whole.
I already have a group set up, but I'm not sending out invites until I know you'll be part of it.
 
Aug 17, 2010
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Here is the fixed version.

Also I noticed I opened the floodgates for Argonian characters.

Character Sheet:
Name & Gender: Mazak-Dasheen (Pronounced Muh-zuk) aka Likes-The-Mud, Male
Race: Argonian
Appearance: Mazak is slightly smaller and stouter than the average Argonian. His head is a bit flatter too. His scales are a dark green, which contrast slightly with his crimson eyes. Across his face he has a patch of dark blue scales. He lacks the horns or plumage of most others of his kind, though he does sport the jaw-spikes that male Argonians are known for.

His normal attire is a tan suit of leather armor, the chest piece being darker than the others, due to the beast the hide belonged to being different than the gauntlets, greaves, and boots. He has a noticeable necklace of teeth around his neck, the center one being noticeably large, though the exact beast it came from changes everytime Mazak-Dasheen tells how he got it.
Weapons/Magic/Equipment: Mazak knows little magic, preferring a martial approach to combat. He stealthily likes to pick off his opponents with poisoned arrows, or if cornered in a direct confrontation, will instead use his two daggers until he can escape.
Personal history: Mazak is from the Black Marsh, and was hatched one day early of being marked a Shadow Scale, something he commonly complains about whenever his luck is particularly bad.

Growing up, he was instilled with an intense hatred for the Dunmer of Morrowind by his particularly racist father, who was an accomplished hunter at the time. It was from his father that Mazak had learned the proper ways of applying poison, and the most efficient way to deliver it: by bow. As he entered into Manhood, he and his father became more and more renown hunters, bringing down greater and greater beasts for food and sport.

However, when word had reached them of the Ebonmere Pact, an alliance of Dunmer and Argonian, Mazak's father was horrified to say the least. He left the Black Marsh in disgust, taking his wife and children with him. Mazak and his family were relocated to a small village on the Hammerfell-Cyrodill border. Unfortunately, during the trip, Mazak's father was crippled in a bandit attack, his left leg had been paralyzed, and his right hand had been cut off. As Mazak's mother was only a healer by trade, Mazak and his sisters had to get jobs to help pay to take care of their father. Mazak left for Cyrodil, and has used his expierence as a hunter to become a mercenary who is specialized in scouting, hunting, and assassination.

Mazak has been hired onto this trip as an advance scout, able to stealthily go ahead of the group and see if there's any danger up ahead.
 

JaceArveduin

New member
Mar 14, 2011
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We could always use the group for RP and this thread for OOC n such. The two big things the groups have is that only members can post and the home page is a good place to store the characters and news posts when needed. I'm also pretty sure you can't use dice in a normal forum post, though don't hold me to that.