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The tale of Nerevarine {A(nother) Morrowind roleplay}

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Shiney

Sometimes, we come back!
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    Allrighty, after so long in RPers limbo, I'm finally back with new ideas. XD

    Now, you do not need to know anything about morrowind to join this RP, I'm only using it as a basis for the races and world structure and plot. however having played the game helps.


    Now, to the RP itself. The world this takes place in is about equal to a time just past medievil.

    In the province of morrowind, land of the Dunmer, called dark elves by the imperials, all seems well. On the offcoast island of vardenfell, however, the blight is inexplicably spreading. Stories are told among the ashlander tribes, the true natives of morrowind about how one day, a great hero destroyed the cause of the blight, but was soon betrayed by his closest friends and allies. He was named, Nerevarine. Our characters will start out as refugees, born under uncertain parents under certain conditions, shipped from the imperial province first by carridge, now by boat, to the island of Vardenfell.

    You can play as one of several races, which I will describe now.


    "Beast" Races
    Argonian: Littile is known and less is understood about the reptillian denizens of the black marsh. Years of defending their borders have made the Argonians experts in guerilla warfare, and their natural abilities make them equally at home on land and in water.

    Argonians posess the ability to breathe water without the aid of magic, and a resistance to most diseases (not immunity) They are also the fastest un-aided swimmers known.

    Khajiit: The catlike Khajiit can vary in appearance from nearly elven to the cathar-raht, or "jagua-men" to the great senche-tiger. the most common breed( What you will be playing as) The Suthay-raht, is intelligent, quick, and agile. Bearing almost complete resemblance to that of a breton, albeit posessing ears and a tail similar to a cat. Their heritage gives the Khajiit a natural talent for stealth.

    Khajiit have startlingly keen night-vision, allowing some degree of sight in even pitch darkness.

    Elves
    Dunmer: Called dark elf by the empire, the Dunmer are grey to black skinned, and red eyed elves, boasting great balance in nearly every form of physical combat, though a master of none.

    Dunmer are immune to fire in the sense that they cannot burn, yet the heat and lack of air can still kill them.

    Altmer: Known commonly as the High elf, the altmer are golden-skinned, and usually have pale blond to white hair. The tallest of the races, the altmer are suprisingly frail, yet they are beyond a doubt the most talented mages known. Aeons of being so closely entwined with Magika hasgiven the altmer an innate grasp of the arcane beyond any other race, but also a severe weakness to it.

    Altmer have more magic energy (Referred to as Magika) than any other race, but are also severely weak against it. Altmer have perhaps even more resistance to disease than the argonians, yet can still catch them.

    Bosmer: Known as the wood elves, the bosmer make superb scouts, assasins, thieves, and almost anything requiring the use of stealth. their expertise in taming the wilderness as scouts and hunters has earned them an affinity with animals.

    Bosmer are weak with both combat and magic, but excell at stealth, and can command beasts for a short time.

    Humans
    Breton: The bretons are second only to altmer in the realm of magic, but more than make up for that with moderate physical prowess. Bretons are highly talented battlemages, and prized mercenaries. Years of study have given the bretons a resistance to the magic which they tame and control for their whims.

    Bretons posess an innate boost to magic, but have a resistance to it.


    Imperial: The most common race, sophisticated and civilized, the imperials are well-educated and well-spoken, though not physically intimidating. They are very shrewd however, and there is no tactician greater than a general in the imperial army.

    Impirials have no innate bonuses, however, they have no weaknesses, and are tolerated, if not welcomed in all regions.

    Nords: The nords are a tall and fair-haired people, agressive warriors, and fearless in combat. In addition to being among the best explorers, nords are the best sailors known, and have spread as wide as the imperials. Nords are infamous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of nordic culture; they cheerfully face battle with an ecstatic ferocity that shocks and appals their enemies.

    Reguards: The dark-brown skinned and black-haired redguards are the most naturally talented warriors known, excelling in all fields of physical combat, but have no ability to use magic.

    Redguard atributes are basically what I just said, sorry that there's not much else to say about them.


    Orc
    Orcs: Unable to be classified, the orcs have been given their own group. Once classed as a group of altmer, a curse has rendered them to the level of one of the beast races, however, they are by no means any worse off than they once were. The green skinned and black haired orcs have unshakeable courage, their craftmanship of armor is unrivalled, and are among the most feared combatants on a battlefield.

    Orcs are weak with magic, however are also resistant to it. They also posess a berserk rage, allowing them to become nearly unstoppable for a small time, before they are completely drained of energy.


    Vampires: Vampires in this RP will be different form most other lore. Firstly, the sun is not as lethal, but is still dealy. It is because they have no resistance to sunlight, and have a burn time of about ninety seconds. Being in direct sunlight without a cloak or full armor for more than 15 minutes will have one bedridden for over a week. Vampires do not age, and do not catch diseases, yet they can still be killed. You can tell if someone is a vampire not by the pale skin, as anyone may have that, and there is only a difference in skin-tone among the human races. Vampires have fangs, which can by hidden. So there is almost no way to distinguish a vampire form a normal person, unless they're in direct sunlight.

    Vampirism is spread like an infectious disease. Being close to one cannot infect you with it, however, being slashed, clawed, or bitten by one has a chance to. They do not have bloodlust, yet can regain health by sapping "life energy" from the plasma of other creatures or races. Your character may not start out as a vampire, however, due to the fact that it would be imbalancing.

    I won't provide a specific form, but allow you to describe your character as you think is best.
     
    Name: Phage (birth name unknown, he took this name upon entering the Guild)
    Age: 23
    Gender: Male
    Race: Human -- Breton
    Guilds/Alliances: Assassin's Guild
    Appearance: Usually dresses in solid black, tunic, shirt, breeches, boots and a short cape. If his assignment calls for something different, though, he'll wear it. Preferred weapons are two daggers, looking to make some new acquisitions by whatever necessary means.Personality: He does indeed have friends, though they could not rightly be called close ones. Has devoted himself to the military arts since a young age and believes that friends and friendship interfere with warrior instinct.
    Magical abilities: None, prefers his daggers or hands and feet.
    Magical items: Several health potions.
     
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