I, Lord Rhinestone Cowboy III, puppy-slap at you with my spear of ingenuity. Mischief and mayhem ensues.
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Morrowind RP! Serious rp.

Sat Aug 21, 2004 7:49 pm

((Hey everyone its me tazo and i am back from summer vacation and anxious to start a new rp! I have been playing morrowind for a lot of the summer and decided it would make a great rp for ppt! if you dont know about morrowind, you can go to morrowind.com and find the races, a map, the skills you can have and other fun stuff. I am not going to make a restricted plot so that it is more like the real game. It can go however we want it to.))

Background for people who havent played-
Morrowind is a country in the Empire. About half of morrowind is an island, and the other half is in the northeaster section of The Empire. Morrowind is the home to the proud Dunmer, or dark elves. They are not very friendly to the outsiders who come to their country and ruin their lands.

Races-

DARK ELF
Dark Elves are the dark-skinned Elven peoples of the Eastern Empire. "Dark" is variously understood to mean "dark-skinned," "gloomy," and "ill-favored by fate." The Dunmer and their national character embrace these various connotations with enthusiasm. In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, and among their Aldmeri brethren, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, aloof, and reserved, distrusting and disdainful of other races.

ORC
These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes. The orcs are from the nation of High Rock.

BRETON
Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Bretons can boast a high resistance to destructive and dominating magical energies. Bretons come from the nation of High Rock and they are very strong in the magic schools of destruction,conjuration, illusion, restoration, mysticism and alteration.

IMPERIAL
Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire.

REDGUARD
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot.

NORD
The citizens of Skyrim are a tall and fair-haired people, aggressive and fearless in war, industrious and enterprising in trade and exploration. Skilled sailors, Nords can be found in seaports and settlements along all the coasts and rivers of Tamriel. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies.

HIGH ELF
In Imperial speech, the haughty, tall, golden-skinned peoples of Summerset Isle are called "High Elves," but they call themselves the "Altmer," or the "Cultured People." In the Empire, "High" is often understood to mean "tall," "proud," or "snobbish." The High Elves confidently consider themselves, with some justice, as the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions. However, the High Elf's smug self-assurance of his superiority can be hard to bear for those of other races. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races."


WOOD ELF
The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. In the Empire, they are collectively referred to as "Wood Elves," but "Bosmer," or "the Tree-Sap People," is what they call themselves. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel.

ARGONIAN
Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friends

KHAJIIT
Khajiit hail from the province of Elsweyr and can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability. Many Khajiit are also warriors, although this is less common among the suthay-raht.

Bios-

Name-
Age-
Race-
Home Nation-
Current residence (You can invent towns or use ones from the game.)-
Weapon/ Armor-(dont give your character strong weapons from the beginning)
Guild Associations (There are a number of guilds in Morrowind. Some of them are the Ashlanders, Blades (spys) , Fighters Guild, Mages Guild, Theives Guild, Imperial Cult, Imperial legion, and the Morag Tong(Executioners) And if you are a vampire you can join the clans Aundae, Berne or Quarra)-
Occupation-
History-
Appearance-

My Bio!-

Name- Tazo
Age- 17
Race - Khajiit
Home Nation- Torval, Elswyr
Current Residence- Balmora, Vvardenfell, Morrowind
Weapon/Armor- Silver Dagger and no armor
Guild Association- Theives guild
Occupation- Theif/ Acrobat
History- Tazo was sent to Balmora on a ship with 30 other people from various nations to be a slave, but the boat sank outside of Seyda Neen and they all escaped. He settled in Balmora.
Appearance- White fur with black stripes and blue eyes. He has three piercings on his left ear that are all solid gold rings.


OK i will post more on the story when more people join and we are ready to start!

Sat Aug 21, 2004 8:11 pm

(I have one question. Can I create a new species? Called the Denatou Elves, my little tribe of Nomadic trading Elves? I can rearrange their background and stuff so it fits the others, if you want. I already have something that will fit.)

Sun Aug 22, 2004 3:21 am

((Yah that sounds all right! Sorry i kind of stopped abruptly on my other post, i was rushed off the computer! I will post a little more))

There are three main classes. Combat, Magic and Stealth.
In the game you can chose to be one of 21 different sub-classes, you can either chose one of these or create your own, but post its main skills and what class its in (Stealth, Combat or Magic).
Combat Classes

Warriors
Warriors are the proffesional men-at-arms, soldiers, mercenaries and adventurers of the Empire, trained with various weapon and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle.

Barbarians
Barbarians are thr proud, savage warrior elite of the plains nomads, mountain tribes and sea reabers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats and excel in fierce, frenzied single combat.

Crusaders
Any Heavily armored warrior with spellcasting powers and a good cause may call himself a crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.

Knights
Of noble birth, or distinguished in battle or touney, knights are civilized warriors, schooled in letter and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchatment.

Scouts
Scouts rely on stealth to survey routes and opponents using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combad scouts tend to be cautious and methodicla, rather than impulsive.

Archers
Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuvers, and engaged in melee with sword and shield after the enemy is wounded and weary.

Rogues
Rogues are adventurers and opportunists with a gift for getting into and out of trouble. Relying variously on charm and dash, blades and and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.

Magic Classes
Mages
Most mages claim to study magic for its intellectual rewards, but they also often prfit from its practical apllications. Varying widely in temperament and motivation, mages share but one thing in common, an avid love of spellcasting.

Sorcerers
Though spellcasters by vocation, sorcerers rely most on summoning and enchantmants. They are greedy for magic scrolls, rings, armor, and weapons, and commanding undead and Daedric servants gratifies their egos.

Healers
Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and maginc, relying on deadly force only in extreme conditions.

Battlemages
Battlemages are wizard warriors, trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures.

Witchhunters
Witchhunters are dedicated to rooting out and destroying the pervberte practices of dark cults and profane sorcery. They train for martial, magical and stealthy war against vampires, witches, warlocks and necromancers.

Spellswords
Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and mattle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune.

Nightblades
Nightblades are spellcasters who use their magics to enhance mobility concealment and stealthy close combat. They have a sinister reputation, since many nightblades are theives, enforcers, assasins or covert agents.

Stealth Classes
Theives
Theives are pickpockets and pilferers. Unlike robbers, who kill and loot, theives typically choose stealth and subterfuge over violence and often entertain rommantic norions of their charm and cleverness in their aquisitive activites

Agents
Agents are operatives skilled in deception and avoidance, but trained in self-defence and the use of deadly force. Self-reliant and independent agents devote themselves to personal goals, or to various patrons or causes

Assassins
Assassins are killers who rely on stealth and mobility to approach victems undetected. Ececution is performed with ranged weapons or with short blades for close work. Assassins can be ruthless murderers or principled agents of noble causes

Acrobats
Acrobat is a polite euphamism for agile burglars and second story men. THese theives avoid detection by stealth and rely on mobility and cunning to avoid capture.

Monks
Monks are students of the ancient martial arts of hand to hand combat and unarmored self defense. monks avoid detection by stealth mobility and agility and are skilled with a variety of ranged and close combat weapons.

Pilgrims
Pilgrims are travelers, seekers of truth and enlightenment. THey fortify themselves for road and wilderness with arms armor and magic, and through wide experience of the world. the becom shrewd in commerce and persuasion.

Bards
Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained and must depend on sword sheild spell and enchantment to preserve them from the perils of their educational experience.


So thats all the classes... I think i might have gotten carpal tunnel typing all that! If 2 more people join we can start the rp.

Sun Aug 22, 2004 7:57 am

Name- Satham

Age- 20's

Race- Argonian

Home Nation- Black swamp

Current residence - Userper (second closest to the border)

Weapon/ Armor- A small rusty blade given to him by his father.

Guild Associations- blades

class- Stealth- Assasin/thief

Occupation- Although an assasin, he spends most of his time in the tall trees of the Userper, sometimes robbing unsuspecting travelers of their food and gold and using his cunningness to fall back into the shadows

History- he was only a child when his father was sent into battle in the front lines, and came back heavily injured.
since his fathers death, he trained to become an assasin, he climbed tree tops, and learned how to use a blade to its upmost effectiveness, he soon became the master of stealth and presition that got him somewhat famous in folktales in many regions..

Appearance- ripped shorts, stained with dirt. Has blackish grey colored skin, and a chameleon head. Has large clawed feet and hands. Has no hair at all
Last edited by Shadowgamers on Sun Aug 22, 2004 8:36 pm, edited 1 time in total.

Sun Aug 22, 2004 1:25 pm

Name- Kisa Chance
Age- 14
Race- Denatou Elf
Home Nation- Unknown. Believed to be a desert
Current residence- They are nomads, but are currently staying in a small town
Weapon/Armor- A bow and arrows. She has no armor
Guild Associations- None.
Occupation- Warrior/Archer
History- At the age of 7, her parents were killed in a fire. She saved her younger sister by a chance of pure luck, and raised her. Since her parents were the leaders of her tribe, she became leader at that young age.
Appearance- Sandy blonde hair, stormy grey eyes. She wears sand yellow clothing, the traveling clothes of the Denatou. Around her neck there is a chain, most of the time unnoticed, tucked underneath her shirt. But when she does take it out, it reveals the Pendant of the Denatou. Tan skin

Name- Ember Chance
Age- 13
Race- Denatou Elf
Home Nation- Unknown. Believed to be a desert
Current residence- They are nomadic, but are currently staying in a small town
Weapon/ Armor- Bow and arrow. No armor
Guild Associations- None
Occupation- Warrior/Archer
History- At the age of six, her parents were killed in the fire. She was in the tent, and was saved by her older sister. Even though her parents were killed in a fire, she is a Pyromaniac, and is calmest around large fires.
Appearance- Black hair with red streaks, black eyes with red specks. She wears a red top and black pants. Around her neck is the Sun Pendant, which looks like a golden sun. Tan skin.

***

Denatou Elves- Believed to be the decendants of the other species of Elves, as they share certain qualities with them, yet have many differences. They are commonly called Denatou. They revealed themselves to the rest of the world, because they have lived in the Desert for almost their entire history not much is known about them. They rule themselves, mainly by the King or Queen, and then a secondary Council of Seven. They have become a trading tribe, and prefer peace, because that is what makes them prosper. However, they will also go willingly in war if they believe it supports their cause. They are highly known as adventurers, and even the Leader (The King or Queen) is known to go out on 'missions', which is why the Council of Seven was created. Though at birth, they have fair skin, it progresses toward a natural tan as they grow older. They tend to mainly have blonde hair and blue eyes, though there are notable exceptions.

(Edit: To change Kisa's bio slightly and to add Ember's bio)
Last edited by Twizzler0171 on Sun Aug 22, 2004 6:59 pm, edited 1 time in total.

Sun Aug 22, 2004 6:14 pm

((You can create another character if you like! I am going to keep this rp open if the people joining can fit their character into the current situations. I am going to start now and i will start in Ebonheart, a harbor town in Morrowind, and am about to leave for the Black Marsh for a quest related to the Theives guild.))

Tazo looked back at Vvardenfell for the last time. He was on his way to The Black Marsh for another theives guild quest. He was supposed to find the ruins of an ancient Argonian temple, and steal the sacred weapon. No one knows where exactly the ancient Argonians built their temples and especially not which one held the sacred weapon. It is said that an evoultionary offshoot of current Argonians live in villages around the temples.

The ship started to leave harbor and Tazo headed down to his quarters. His room was not impressive. It was a straw matress laying on a couple old barrels. Looking around to make sure no one saw him, he snatched everything out of the barrels. Nothing very useful was in them, a little bit of extra money though. He pocketed the money and then laid down on his makeshift bed.

Mon Aug 23, 2004 2:56 am

((I'll join later, I love that game =3))

Tue Aug 24, 2004 2:52 pm

it seemed as if it was going to be another very, long, boring laze in the sun, he thought to himself as he lazed in a branch in a thickly densed forest, with the only path through it right below him.
He put his hands behind his head , put his leg on top of another, took a deep breath, breathed out and closed his eyes, his emotionless face barely moving a muscle.
he thought for a second, right before he heard his stomach make a low sounding growl. he had remebered he hadnt eaten in days..
*not a problem* he thought, so he grabbed his blade, which he had handily stuck into the tree opposite him, just in case it fell below, and jumped from his resting place onto a thick branch below him.
he put one hand onto the branch and clenched it, he put the other just above his eyes and began scouting for an unworthy traveller to plunder.
he waiting for a moment or so, and gave up, so he quicly jumped from the branch to a next one, and the next one. he continued for about 10 or 20 minuits before a faint figure appeared in the horizon.
*traveller!* he thought instantly..
((i will write some more later))

Tue Aug 24, 2004 9:21 pm

Ember watched her older sister haggle. It was quite boring, really. She wasn't really into the trading thing, even though it was her peoples living. Sighing, she reached into her pocket, wondering what was in there. Nothing, except for her instrument. But that was no different than anyone in her tribe.

She took it out to examine it. It was strange. To each person, she knew, it seemed like a different groups of instruments. Only she knew what it really looked like. Or sounded like. She put it back into her pocket, and looked once again at her sister.

***

"Deal." the merchant said. Kisa nodded, holding out her hand for the coins. The merchant hesitantly handed over the pouch, and then Kisa handed him the flower. It was a rare one, only found in the deserts in which they traveled.

"Come, Ember." Kisa said, bowing lightly to the merchant. She turned, and her younger sister followed. "There. That wasn't so bad, was it?"
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