Welcome Guest ( Log In | Register )

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


Master
Group Icon
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.

--------

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!

-----------------

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:

------------

Any questions? Feel free to ask!

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


--------------------
I wanna slap people and tell them I love them
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
 
Reply to this topicStart new topic
Replies
Ahrenil
post Sep 27 2011, 12:21 AM
Post #2


Agent

Joined: 23-February 09
From: Hertford



Name: Urzul Gro'Maro
Age: 33
Gender: Female
Race: Orc

Appearance: Urzul, like most orcs, is green. Not a little sickly looking, not dappled by sunlight through leaves, she is well and truly green. She wears here hair short, tied into a warrior's wolf knot at the back of her head and kept well away from her face. She has a pair of piercing eyes, and several small scars, short but prominent tusks, and the usual collection of other facial features. She's of average height, built plain for an orc which would be a little more muscled than most humans.

Weapons: Urzul carries a long fighting staff. It's in all essence a long fire hardened piece of wood, blackened through it's tempering, capped with solid orcish steel at both ends. Along with this she carries a dirk on her belt and a small all purpose knife on her arm.

Armour: Urzul prefers a mix of heavy and medium armour. She wears solid steel shoulder plates, as well as boots and bracers. However her chest plate is made of medium strength steel sewed onto tought and thick leather, fanning out at the bottom in a protective skirt, while she wears simple thick leather trousers underneath.

Other Gear: Urzul, being a field medic, carries a mixture of items including but not limited too bandages, needle and thread, strong alchohol, flint and tinder, and a variety of poultices, as well as a mortar and pestle. All of her equipment she carries with her in a large backpack, along with her bedroll and other important gear.

History and Background: Urzul grew up in Orsimer during the days of the Imperium, and as such knew many Orcs who had joined the Legion or the Fighters Guild and either not returned, or returned wounded. She found early on that while she was a dab hand in battle, like most of her friends, she also took great care in tending to anyone who got injured, a common occurence during their games.

Having no great magical skill in healing, Urzul signed up with the Legion and applied to become a field medic, moving to Cyrodil to join the academy there, under a contract where she would be taught in return for a few years military service. Graduating shortly before the Oblivion crisis she was given her first great challenge in healing wounded Legion soldiers fending off the Deadra on the roads, and saw her worst tending to the wounded in the Imperial City.

After serving her alloted time Urzul left, and took to travelling around the provinces, offering her services as both a soldier and a healer wherever she went. She trained peasants under fear of bandits the art of fighting with a staff, as well as slaying a few bandits, and healed those who needed healing or could be healed. After years of this gruelling work she aimed to settle down, however with the collapse of the Imperium she found her services in even more dire need than before, and vowed to bring her help to those now refused it by the fractured infrastructure the break up of the Empire left.

Opinions:

Summerset Isle- The Altmer, as a people, seem very aloof. To a degree, they are entitled to it, being one of the oldest, most skilled, and succesful of the races. However this doesn't make them any less of an annoyance. However, they have their bad eggs and their good eggs, and many of them will help those in need if they can, just most specialise in other areas.

Valenwood- The Bosmer are a ferocious people at heart, they seem easy enough to dismiss at first, being carefree, small and generally positive. But they have been in more wars than many people understand, and have fought pretty much everyone at one point. As a nation they are fierce, independant, and unquestionable in their dedication to tradition. As individuals they are care free, but with a core as solid as any Dunmeri Ordinator.

Morrowind- The Dunmer are a people of extremes, living in either decadent luxury in Mournhould or in squalid toil as the Ashlanders do. This diversity makes it hard to pin them down, but they all share the same solid belief in their own way of life. This can make them prickly to deal with, and their strong code of honour is both difficult to understand and easy to step on.

Cyrodil- The Imperials are a people of change and fluidity. They have no national sense, since they each seem themselves as a seperate people to the next village, town or city. What they do share though is an open view of life, moving with the times more easily than most. This is probably why they so quickly expanded, being able to adapt their rule to a version that most of their subject states could swallow. This same trait also makes them very easy to get along with, which is both a good and a bad thing.

High Rock- Bretons are a very cultured folk. They have their way of life sorted and see no need for change. They have a strong sense of place in the world, which is strange for a people who are so in the middle of everything. Their mages are strong, and those who aren't mages practise to be good at what they are. This gives them a very strong cultural sense of being, and a united people. It also means that those you do meet can be a bit hard to get along with, but once they accept you and you accept them, then you have an ally for life.

Hammerfall- Redguards are tough nuts to crack, a fractured society with a system no one can agree on, they all follow different ways of life that adhere to similar rules. They are exceptionally skilled with a blade, and not so much with tact. As a people they are stong willed, but prone to infighting and over-reaction, as individuals they are warm and friendly, but seem to always be looking to someone else for orders.

Skyrim- Nords, warriors, barbarians, sailors, tribal, drinkers, they are people who enjoy a challenge. Nothing gets a Nord more worked up than when someone tells them they can't do something. Most mistake them for drunkards, or idiots, but thats simply because they haven't seen a Nord truly focus on something. There are few people finer at being able to sit down and get something done. However, they do have a tendency to over work some things, and this can make them exasperating to deal with.

Black Marsh- The Argonians were never a people to need healers, the rules of the swamp are simple, you live or you die, and as a people the Argonians seem to be pretty good at the former. They're a people who relish the little things, because they've seen that life is short, and what happens when it ends. They don't hold grudges, fears, or codes of conduct, rather they live for the moment, and they live their lives to the full.

Elsweyr- Khajits are a mystery, what people call a Khajit is simply one face of many. They're strong, fierce, and competitive. And this can make them a bad people to get on the wrong side of, just ask Valenwood. They also have some crippling issues with logic, accepting moon sugar as a way of life, rather than a horrible dibilitating poison. However, they are also handy to have around, as no one fights fierces, loves more, or works more fervently than a Khajit.

Orsinium- Misjudged, is the simplest way to put it. The Orcs have proven themselves more than any of race, but they don't flaunt it. They carry the opinion that the world will recognise their toil and applaud them for it, but it won't happen. Sure a warrior or a smith is prized, but no one sees the steps forward we make elsewhere, in philosophy or politics or magick. People see an orc, they see a weapon, not a person.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post



Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

- Lo-Fi Version Time is now: 4th August 2025 - 01:22 AM