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> Shards of a Broken Empire, A Remake of the Original RP
Uleni Athram
post Sep 19 2011, 06:21 PM
Post #1


Master
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Joined: 19-September 11
From: From: From: From



(Some of you already know the basic story of this RP, but I'll delve deeper for those who don't know. Or, you could just go to the old one.)

It is in the first year of the Fourth Era, and chaos reigns supreme. The Crisis took a part of the world with it to Oblivion, and the greedy hearts of men, elves and beasts had allowed for the Breaking of the Empire to occur. Each province has declared its independence and each has walked down the lesser path by following their heart's desire.

Morrowind and Argonia took the chance of the Empire being weakened to settle old feuds. The guerilla lizards have put up a decent fight, but the Dunmeri were unstoppable. Two Argonian cities have fallen, and many more will if there aren't any outside help. The Dark Elves seek the Roots of Svelkreen, a green gem supposedly able to stop time itself.


The restraint the Empire had on Hammerfell and Skyrim now gone, the two warrior race have entered full-blown war and the dead are piling up in mountains. The two race seek an artifact known as Kronos' Limb, a gem that could slow time itself. Set in a deadlock, only an outside influence can break the stalemate.


Burning hate between the Khajiit and the Wood Elves now exploded as the two enter the battlefield. For several months, it was a war that only inculded ambushes and raids. When the Khajiit learns of a gem called the Apple, a gem that could fast-forward time itself, they press the attack and the Bosmer are pushed back. It is clear that without any help, the Elves would lose.


The magickal provinces of High Rock and the Summerset Isles now tears at the very fabric of reality as they each search for the Garaviniel, a broken shard of a gem that could lend the wielder control of time itself. Daedra are summoned, the undead raised.. If one were to step foot into Breton soil or swim in the Altmeri see, one would be literally shocked at how the raw magick there are sizzling.



As chaos spreads throughout the Empire, the Imperial race stand in the middle, confused and impotent. The legions can't be used to stop the wars, as they are busy protecting the borders. The guilds are practically useless, even more so the Mages Guild.

To stop this chaos, only the likes of the Champion can. Adventurers. The Emperor Martin now recruits YOU, experienced adventurers and veteran mercs, to quell this anarchy and bring peace to Tamriel. You would be remembered in history as the ones who gathered the Shards of a Broken Empire.

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The Rules

1. I, to some extent, control important NPCs. Only NPCs that could forward the plot though.
2. You get to create as many characters as you want, assuming of course you can keep track of them.
3. Romance is allowed, to some extent. No blatant ... scenes, OK?
4. A balanced character is generally preferred, but Uber characters aren't.
5. Errr, have fun?
6. Character death is very much encouraged. Oh yes. I want your characters to die! Muahaha! Nah, I'm kidding, but my point still stands. Being wounded or outright killed can dramatize the plot and even help character growth! So be a sadist on your characters!

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The Character Sheet

Name:
Age:
Gender:
Race:

Appearance:
Weapons:
Armor:
Other Gear (Potions, Alchemy Apparatus etc):

History and Background:
Opinions (so we can now how she reacts accordingly when setting foot in the respective province):

-Summurset Isles:
-Valenwood:
-Morrowind:
Cyrodiil:
-High Rock:
-Hammerfell:
-Skyrim:
-Black Marsh
-Elsweyr:
-Orsinium:

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Any questions? Feel free to ask!

This post has been edited by Uleni Athram: Oct 1 2011, 04:44 PM


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Uleni Athram
post Sep 25 2011, 02:37 AM
Post #2


Master
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Joined: 19-September 11
From: From: From: From







Note that the question marks are intentional. In an effort to make this character mysterious, you see. tongue.gif And I forgot to put in Appearance!


Name: The Mulberry Smiler/Mulberry
Age: ???
Gender: ???
Race: ???


Weapons: Twin glass stilettos that works best in sudden, cunning strikes from out of nowhere rather than in open battle. Since Mulberry works best in shadow and deceit, it never fails. When confronted with inescapable fights, Mulberry would sooner choose flight rather than fight. Or rather, a combination of both. Mulberry would run away, yes, but only to a spot where the enemies could be picked off one by one.

Armor: Next to none. His jester costume provides only subterfuge from peering and curious eyes. His mask, however, is enchanted with enhanced sight and other peculiar magicks.

Other Gear (Potions, Alchemy Apparatus etc): A complete replica of Mulberry's weapons. This decoy serves the Smiler very well when going into a place where security is tight and one must be searched clean before entering. Three bottles of unknown liquid strapped to the Smiler's belt. What they are is unknown to everyone but the Smiler.

History and Background: Origins surrounded only by myths and mysteries, the Smiler's background is wholly unknown. One thing that can be scrounged up from the darkness is that he/she appeared during the Imperial Simulacrum, working for the various provinces as a part time entertainer and a part time assassin. When the whole event was cleaned up by another mysterious persona, the legend of the 'Smiling Jester' was temporarily put to rest. Decades went by, and slowly, Tamriel forgot the Mulberry Smiler. His/Her myth, however, would be resurrected when the Crisis erupted. He/She did not take part in defending this world from the horde of Dagon, but he/she made her presence known when all of the province declared independence from the Empire when Oblivion was pushed back. As each province are now tearing at each other's throats, assassins and spies found themselves insanely ludicrous work and the Smiler, renowned in the past as one of the 'productive' ones, found himself/herself acting as an agent for various factions. Now hired by an Emperor, the Smiler faces a challenge he/she considers the ultimate test: loyalty.

Opinions:

-Summurset Isles: The Isles has been very good to the Smiler. The mage-lords there hires assassins when ridding themselves of political enemies and nothing beats an assassin dressed for entertainment. Atleast, the Smiler thinks so. He/She hopes that the number of Altmeri noblemen dead by his/her hands can be relied upon as proof. As for the Altmeri themselves, the Smiler only thinks of them as source for entertainment and income. No more, no less.

-Valenwood: Tamriel's Garden, Valenwood, is the Smiler's playground. He/She is not from there, but nevertheless in spirit he/she is one of the Province's son/daughter. The giant oaks there make for challenging obstacles that the Smiler eagerly takes on. As such, his/her nimbleness further marks him/her as a Valenwood dweller. The Bosmeri welcomes the Smiler as one of their own ( mainly because the Smiler is a weapon that could rid them of internal 'casualties') and the Smiler's opinion of them is higher than the other races. Cunning and crafty, they have traits that the Smiler highly values.

-Morrowind: The Smiler has been to Morrowind once, drawn by the brutal politics and its promise of blood-spilling and fortune. He/She never wants to go back. Like everything else about him/her, the reason is unknown to all. He/She did some assassin work there, and once paid a sum total of nearly half a million drakes by the 'grateful' politicians, disappeared without a backwards glance. From there on, Dunmeri outside Morrowind, civilian or not, who has the unfortunate luck of crossing the Smiler's path has met very gratuitous ends. With smiles carved on their faces.

-Cyrodiil: Impassive to the Imperial race's triumphant moments, the Smiler is also stonily neutral to their loss and fall from grace. The Smiler never really liked the Imperials, for some odd reason. The only shining thing about them is their prowess in war and politics, but then again, Man was always cunning and destructive. The new Emperor begs to differ however, and the Smiler shall see if Martin is worthy of carrying that title.

-High Rock: The proud folk of High Rock, like their Altmeri rivals, was generous with their profits when the Smiler worked as an entertainer and assassin. Not much to actually topple the mountains of gems and gold the elves showered him/her with, but it was enough. After all, those gold were ill-gotten from the common people. That's what High Rock is to her inhabitants. A demanding she-wolf that needs meat to feed herself, too lazy to actually hunt for it. The common Breton is a likeable sort, decent and mild-mannered. The politicians, however, are another thing entirely.

-Hammerfell: The dune warriors and politicians of Hammerfell does not rely on assassins and spies too much. Too honest in their ways to actually use pragmatic ways to win them the war between the Nords of Skyrim. The Smiler has never set foot in the deserts of the Redguards, so he/she cannot be too sure on how he/she thinks about them. The ones he/she met outside Hammerfell, however, are the poster boys on how to be a simple-minded warrior with too much honor ingrained into them. He/She finds it laughable.

-Skyrim: The Great North stinks of warmongers and simple-minded mongrels. Skyrim is a land where the snow bleeds red. The mountains and ridges and cliffs there make for some interesting challenges and the Nords have hardy constitutions that also pose a challenge. The Smiler finds that they live for approximately twenty seconds before dying when stabbed in the heart, ample time to take their killer with them. Hunting down Nords is one of the Smiler's favorite past-time. Even if it is a bystander.

-Black Marsh: Like Hammerfell, the Smiler has never visited the swamps of Argonia. And he/she is glad that it is so. It is land full of poverty and mystery, and its inhabitants are even more mysterious. One, unless a master of reading expressions, cannot gouge out the lizard's folk way of expressing themselves. Unsuprisingly, the Smiler is wary around them.

-Elsweyr: Thefts and megalomaniacs, warriors and rogues. Cats and tigers, uncleam addicts and holy visionaries. The land of Elsweyr is, to the Smiler, a boiling pot of shocking extremes. The cats there enjoy snorting raw skooma with their enemies, right before killing them with hired assassins. Depraved and holy, Elsweyr is a second home for the Smiler, who enjoys having acrobatic sessions with the nimble troupes of Khajiits. He/She likes the Catfolk, but is wary around them. They are, after all, second only to the Bosmeri for cunning and backstabbing.

-Orsinium: Ahh, the Orcs. The Smiler helped expand the Pariah Land's territories, eliminating some lords who have lands near Orsinium and are simply worthless in the bigger picture. This resulted with the Orcs having some small foothold in the northern end of High Rock, much to the dismay of the nearby nobles. As far as the Smiler knows, the Orcs are strangely impassive to the chaos that brews around them. Peculiar, but the Smiler would not put it past them. The new king is quite cunning after all.


The Mulberry Smiler

http://cdn.gamerant.com/wp-content/uploads...nd-Officer.jpeg

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Created a Planning Thread.


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