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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
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(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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saqin
post Sep 25 2011, 11:04 AM
Post #2


Agent

Joined: 22-September 09
From: Stockholm, Sweden



I'd like to join, hopefully this rp goes better than the last ones. Should go better now that you're taking more control.

Name: Nihri
Age: 36
Gender: female
Race: Khajiit, Cathay-raht

Appearance: She's got spotted, gray fur and an average build for a Cathay-raht which basically means she's bigger than most women. She's approximately 5 ft 8 in tall. A thin scar cuts straight across her thin face. Her copper hair reaches down beneath her shoulders when not set up in a thick braid.
Weapons: The dai-katana Icicle and an iron shortsword. Icicle is a very old blade which, probably before it was enchanted, had a third of it broken of, or perhaps it was even made that way, no one really knows. It is enchanted with frost damage and most of the decorations have been worn away with time.
Armor: Leather greaves, gloves and boots, a mithril cuirass as well as an old gray hood.
Other Gear (Potions, Alchemy Apparatus etc): 4 common soul-gems, a journeyman mortar and pestle, an apprentice level soul trap spell, a small bundle of lock picks, a small amount of Septims, a water pouch, a bedroll and a repair hammer.

History and Background: Do'Nihra was born in Cyrodiil, Chorrol, and spent most of her younger days playing with other children or exploring the “wilds”, which was what she called the area of the city outside the walls. She was raised by the temple after the disappearance of her mother and learned to read and write at a young age. Though she believes in the Nine, she's everything but a fanatic and took to visiting the Fighters Guild for swordsmanship lessons when she grew older. She had a quite normal childhood for an orphan, not experiencing any life changing events until reaching the age of twenty three, when she was recruited into the Blades. The circumstances around her recruitment is unknown, though that was the time when she got her scar.

Within the Blades she did some courier work and resolved situations with some traitors to the crown as well as helping some mages with research . All in all, only her superiors knows exactly what her assignments were about, and she received an “honorary discharge” two years ago. Or so she says. She's been keeping a low profile ever since.

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

-Summerset Isles: The isles are pretty and the buildings architectural wonders to be sure, but the Altmer are pompous stuck ups and only get any respect from me because of their proficiency with magic. They've got none of the innate toughness or stamina of the Nords or Orcs for example, and I'm not even gonna bother telling you how many I've killed just because they thought they had the upper hand. If an Altmer slips, I ain't helping him.

-Valenwood: I really wouldn't mind living there, what with many of the houses being in trees and the people knowing what they value. I understand their view on cannibalism, though being raised in Cyrodiil I couldn't do it myself. They're open minded and care about nature. Can be annoying to be with for a longer time considering how chatty they are, but overall they're a good people.

-Morrowind: Never much liked Morrowind. The people are survivors and value honor, but that's pretty much what we've got in common. I like walking through a dense forest, or sticking my feet into a lake with chilled water without fear of losing them. In Morrowind I can't do either of those things.

-Cyrodiil: It's beautiful there with the diverse nature, though the people somewhat dampens the effect. Imperials can be as different from each other as night and day, and thus I' not going to judge one before I meet him.

-High Rock: Haven't been there much, and can't really say I care much for the people. Met a couple I got along with, and another which I didn't. They're good with magic.

-Hammerfell: I have traveled with their boats, met some pirates and gone overland. They're great sword fighters for the most part and value honor like the Nords. I do think that's why I get along with them so well.

-Skyrim: It's a harsh and beautiful place, with a tough people. They care about their honor and knows how to have fun, but they never really let their guard down. They're a likeable people if you can ignore their small deficiencies.

-Black Marsh: Only ever left messages at the borders, and so I can't say much. Seems like a very inhospitable place to everyone but the argonians, and I do wonder why it is so. The people look quite strange, and I don't quite understand hoe someone could send their child off to be raised as an assassin.

-Elsweyr: I've only traveled through a couple of times, and then I didn't see much that I cared about. I do however understand why we're called khajiit after coming there. The people is generally cunning, a bit to treacherous for my liking, but they have earned my respect. I don't feel as if though I belong with them, especially not with their bad habits.

-Orsinium: Never actually been there, though I'd really want to go sometime. The Orsimer are honorable people and great fighters. Never really agreed to them being monstrous, they're different is all, just like the khajiit are different. I always thought different was good. You can't make a name for yourself if you look like most other people. And I wouldn't need to reach my hand out to an Orsimer to help him up, 'cause he wouldn't fall.

This post has been edited by saqin: Sep 27 2011, 07:27 AM


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I no longer use this acoount since I can't do anything with it. New username: Saquira
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