Illusion Vale

A place where writers go to make their visions come alive.
 
HomeHomeFAQSearchRegisterLog in

Share | 
 

 Elder Scrolls: Descent

View previous topic View next topic Go down 
AuthorMessage
Akaron Corvus
First Knight and Lore Master
avatar

Male Number of posts : 689
Age : 29

PostSubject: Elder Scrolls: Descent   Sun Jul 13, 2008 11:59 am

The Tamrielic Empire is threatened in the wake of the Oblivion Crisis. Martin Septim, last of the Septim line, has gone to the Aetherius, and left the empire with no emperor and no heirs for the first time since it was founded by Tiber Septim, the dragonborn God-Hero Talos. Tamriel is weakened in a way it hasnt been in some time.

Sitric Dragonheart, the great Nord hero and champion of Cyrodiil, returned to Skyrim to aid his people in their war with the great house Redoran, only to be slain by Redoran Nerevar, who used his skills as a Master of the Fighters Guild, Battlemage, and a Listener of the Dark Brotherhood to unite Morrowind under the New Resdayn movement and leave the empire. His forces, made up of Redoran warriors, the shattered remains of House Indoril with support from the Telvanni wizards, trapped Sitric, and he fell in battle, surrounded by dead Dunmer.

Meanwhile the Orcs of Orsinium, tired of attempting to achieve provincial status through politicking and tired of the abuses of the High Rock and Hammerfell, erupted into open war. Some of the High Rock Duchies and Hammerfell city states, had started anti-imperial activity and the Orcs saw this as an opening to gain leverage and favor with the Imperial authorities. Arch-Mage Galahad returned to Wayrest in High Rock to lead his people against the Orcs. Kurgon gro-Knar, the legendary Orc Warmage, traveled to Orsinium to counter Galahad, slaying him on the field in a battlemages duel. He then assumed the title of Archmage and has stayed in Orsinium, leading the Orcs to victory after victory, even slaying the redguard Blademaster, Gaiden Shinji. gro-Knar has also announced his full support of Chancellor Ocato's provisional government, and is currently receiving aid from the imperial legion.

Back in Cyrodiil, Sword-of-Gods, the Divine Crusader, has pledged to support the Imperial Council, using his fame as the Grand Champion of the arena, and his authority as the new Master of the Fighters Guild, Knight-Commander of the Knights of the Nine, Knight of the White Stallion, Knight of the Thorn, and Lord of the Knights of True Horn as well as the aid of the Blades to support Chancellor Ocato. Sword-of-Gods has forbid any of his knights from taking part in the wars outside of Cyrodiil, instead using their skills from his bastion at Battlehorn Castle in the colovian highlands to aid in patrolling the borderlands, especially with Morrowind and Hammerfell and putting down the Renrijra Krin out of Elsweyr.

The Altmer have officially seceded from the empire, but due to the remote nature of Summerset Isle and the current state of the Tamrielic Mainland have avoided any reprisal. Sword-of-gods has sworn to retake Summerset Isle before his time is done, but has also sworn that any atrocities against Altmer in Cyrodiil will not be tolerated.

Now, desperate for a way to hold everything together. Baurus, the new Grandmaster of the Blades, in collusion with Sword-of-gods, has created an elite brotherhood of warriors, mages, and agents, officially called the Order of the Sword of the Dragonborn, better known simply as "The Sword". Their uses are many, but their primary concern is as watchmen, for surely Akavir watches closely, and who knows what further horrors may be unleashed.

Alright, this is is set in the Aftermath of Elder Scrolls IV: Oblivion. Uesp.net is fine place to go for any information. the races, unlike in many of my RP's, are set in stone.

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.

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. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies.

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."

Dark Elves: 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.

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: The Khajiit are a race of feline creatures hailing from the province of Elsweyr, well-known for their keen Intelligence and Agility. While these traits make them superb thieves, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions.
Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessed of a tail and aft-jointed legs) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians, make up the so called 'beast races' of the Empire, due to their therianthropic qualities.

for further information on any of these races see: http://www.uesp.net/wiki/Oblivion:Races


Last edited by Akaron Corvus on Sun Jul 13, 2008 12:04 pm; edited 1 time in total
Back to top Go down
View user profile
Akaron Corvus
First Knight and Lore Master
avatar

Male Number of posts : 689
Age : 29

PostSubject: Re: Elder Scrolls: Descent   Sun Jul 13, 2008 12:01 pm

Back to top Go down
View user profile
Akaron Corvus
First Knight and Lore Master
avatar

Male Number of posts : 689
Age : 29

PostSubject: Re: Elder Scrolls: Descent   Sun Jul 13, 2008 12:01 pm

Back to top Go down
View user profile
Akaron Corvus
First Knight and Lore Master
avatar

Male Number of posts : 689
Age : 29

PostSubject: Re: Elder Scrolls: Descent   Sun Jul 13, 2008 12:03 pm

Orsinium on the above map now encompasses wayrest, gavaudon and menevia, and controls most of the wrothgarian mountains.
Back to top Go down
View user profile
Akaron Corvus
First Knight and Lore Master
avatar

Male Number of posts : 689
Age : 29

PostSubject: Re: Elder Scrolls: Descent   Sun Jul 13, 2008 12:03 pm

a decription of the provinces:


The Empire of Tamriel encompasses the nine Imperial provinces: Skyrim, High Rock, Hammerfell, Summerset Isle, Valenwood, Elsweyr, Black Marsh, Morrowind, and the ancient Imperial province itself, Cyrodiil. Morrowind was among the last of the provinces to be integrated into the Empire, and because it was added by treaty, and not by conquest, Morrowind retains exceptional power to define local law by reference to ancient Great House precedents.

Skyrim, also known as the Old Kingdom or the Fatherland, was the first region of Tamriel settled by humans from the continent of Atmora: the hardy, brave, warlike Nords, whose descendants still occupy this rugged land. Though more restrained and civilized than their barbarian ancestors, the Nords of the pure blood still excel in the manly virtues of red war and bold exploration.

Hammerfell is primarily an urban and maritime province, with most of its population confined to the great cities of Sentinel and Stros M'Kai and to other small ports among the islands and along the coast. The interior is sparsely populated with small poor farms and beastherds. The Redguard love of travel, adventure, and the high seas has dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the Empire.

High Rock encompasses the many lands and clans of Greater Bretony, the Dellese Isles, the Bjoulsae River tribes, and, by tradition, the Western Reach. The rugged highland strongholds and isolated valley settlements have encouraged the fierce independence of the various local Breton clans, and this contentious tribal nature has never been completely integrated into a provincial or Imperial identity. Nonetheless, their language, bardic traditions, and heroic legends are a unifying common legacy.

The Summerset Isle is a green and pleasant land of fertile farmlands, woodland parks, and ancient towers and manors. Most settlements are small and isolated, and dominated by ruling seats of the local wizard or warlord. The Isle has few good natural ports, and the natives are unwelcoming to foreigners, so the ancient, chivalric high culture of the Altmer is little affected by modern Imperial mercantilism.

Valenwood is a largely uninhabited forest wilderness. The coasts of Valenwood are dominated by mangrove swamps and tropical rain forests, while heavy rainfalls nurture the temperate inland rain forests. The Bosmer live in timber clanhouses at sites scattered along the coast and through the interior, connected only by undeveloped foot trails. The few Imperial roads traverse vast dense woodlands, studded with tiny, widely separated settlements, and carry little trade or traffic of any kind.

The Khajiit of the southern Elsweyr jungles and river basins are settled city dwellers with ancient mercantile traditions and a stable agrarian aristocracy based on sugarcane and saltrice plantations. The nomadic tribal Khajiit of the dry northern wastes and grasslands are, by contrast, aggressive and territorial tribal raiders periodically united under tribal warlords. While the settled south has been quick to adopt Imperial ways, the northern nomadic tribes cling to their warlike barbarian traditions.

Most of the native Argonian population of Black Marsh is confined to the great inland waterways and impenetrable swamps of the southern interior. There are few roads here, and most travel is by boat. The coasts and the northwestern upland forests are largely uninhabited. For ages the Dunmer have raided Black Marsh for slaves; though the Empire has made this illegal, the practice persists, and Dunmer and Argonians have a long-standing and bitter hatred for one another.

Morrowind, homeland of the Dunmer peoples, is the northeastmost province of the Tamrielic Empire. Most of the population is gathered in the high uplands and fertile river valleys of central Morrowind, especially around the Inland Sea. The island Vvardenfel is encircled by the Inner Sea, and is dominated by the titanic volcano Red Mountain and its associated ash wastelands; most of the island's population is confined to the relatively hospitable west and southwest coast.

Cyrodiil is the cradle of Human Imperial high culture on Tamriel. It is the largest region of the continent, and most is endless jungle. The Imperial City is in the heartland, the fertile Nibenay Valley. The densely populated central valley is surrounded by wild rain forests drained by great rivers into the swamps of Argonia and Topal Bay. The land rises gradually to the west and sharply to the north. Between its western coast and its central valley are deciduous forests and mangrove swamps.
Back to top Go down
View user profile
Orgrim gro-Khaz
Youngling
Youngling
avatar

Male Number of posts : 172
Age : 31

PostSubject: Re: Elder Scrolls: Descent   Mon Jul 14, 2008 9:47 pm

you know im interested man, im the biggest ES geek in the world.
Back to top Go down
View user profile
Wraith
Lady Illusion
avatar

Female Number of posts : 2116
Age : 29
Location : CrazyTown. It exists. Really. It Does.

PostSubject: Re: Elder Scrolls: Descent   Wed Jul 16, 2008 6:58 pm

I wouldn't mind having a go, although I'm probably not all that knowledgable about it. I've only played Morrowwind... sooo... yeah Very Happy

_________________
I clawed my way back from the depths of Hell
just to piss you off
Back to top Go down
View user profile
Orgrim gro-Khaz
Youngling
Youngling
avatar

Male Number of posts : 172
Age : 31

PostSubject: Re: Elder Scrolls: Descent   Wed Jul 16, 2008 7:16 pm

Im sure that'll be fine. Me and Dan got into elder scrolls because of morrowind.
Back to top Go down
View user profile
Akaron Corvus
First Knight and Lore Master
avatar

Male Number of posts : 689
Age : 29

PostSubject: Re: Elder Scrolls: Descent   Thu Jul 17, 2008 7:27 am

Thats fine, morrowind was a fantastic game. Just put up characters when you can
Back to top Go down
View user profile
Wraith
Lady Illusion
avatar

Female Number of posts : 2116
Age : 29
Location : CrazyTown. It exists. Really. It Does.

PostSubject: Re: Elder Scrolls: Descent   Thu Jul 17, 2008 8:23 am

LOL, it may take me some time cos I've got loads to do -- new skill sets for people to make to (and yes, I'm getting some new ones for your Riada, Akaron) but I'll get up a bio as soon as possible Very Happy

_________________
I clawed my way back from the depths of Hell
just to piss you off
Back to top Go down
View user profile
Orgrim gro-Khaz
Youngling
Youngling
avatar

Male Number of posts : 172
Age : 31

PostSubject: Re: Elder Scrolls: Descent   Thu Jul 17, 2008 9:38 pm

Name:Gayd gro-Shinji
race: Orc
class:blademaster
armor:full orcish
weapons: Akaviri Warblade, Akaviri Sunderblade.

history: former member of the blades who killed a comrade by accident, was cast out and attacked by the Imperial Legion brother of the man. Gayd killed him only to fight his way through more legion soldiers, was eventually taken captive and put in the imperial prison. was approached by his old comrade Baurus who knew he had been wrongly expelled from the Emperor's Blades, and invited to join the Order of the Sword of the Dragonborn. Since then has performed his duties with a fire and excellence unparalleled
Back to top Go down
View user profile
Wraith
Lady Illusion
avatar

Female Number of posts : 2116
Age : 29
Location : CrazyTown. It exists. Really. It Does.

PostSubject: Re: Elder Scrolls: Descent   Fri Jul 18, 2008 6:38 pm

If there's anything you need me to fix, let me know.

Name: Llianne Verethi
Race: Dunmer
Gender: Female
Class: Spell Sword
Weapons:(will fill out later)
Spells: (will fill out later)

History: Llianne grew up in Morrowind, naturally distrustful of other races and especially outlanders. She was raised by her father to be a warrior and her mother to be a healer. She grew to be a Spell Sword.

Falling on hard times, her father was accused of a crime that Llianne believed he did not commit. However, when trial came to pass -- his crime was proven as well as her mother's role.

Llianne would later find out that the Mage's Guild had offered them much money to 'do a job' and let them take the fall for it. Of the Fighter's Guild - to which her father was affliated - she did not hear a word. So, choosing to join neither, she instead hired herself out as a mercenary - she did not see any coin from the guild and never learnt a trade.

Her mother and father were locked away and she found herself wandering as a merc - loyal to the highest bidder and her own morals.

_________________
I clawed my way back from the depths of Hell
just to piss you off
Back to top Go down
View user profile
Wraith
Lady Illusion
avatar

Female Number of posts : 2116
Age : 29
Location : CrazyTown. It exists. Really. It Does.

PostSubject: Re: Elder Scrolls: Descent   Sat Aug 09, 2008 10:30 am

Hmmm... did I kill it?

_________________
I clawed my way back from the depths of Hell
just to piss you off
Back to top Go down
View user profile
Akaron Corvus
First Knight and Lore Master
avatar

Male Number of posts : 689
Age : 29

PostSubject: Re: Elder Scrolls: Descent   Fri Aug 22, 2008 12:13 pm

oh certainly not, circumstances beyond my control and all that. You even used a proper dunmer name, your a smart cookie
Back to top Go down
View user profile
Wraith
Lady Illusion
avatar

Female Number of posts : 2116
Age : 29
Location : CrazyTown. It exists. Really. It Does.

PostSubject: Re: Elder Scrolls: Descent   Sat Aug 23, 2008 10:02 am

Akaron Corvus wrote:
oh certainly not, circumstances beyond my control and all that. You even used a proper dunmer name, your a smart cookie

LOL! I tried to, but wasn't sure if I succeeded or not.

_________________
I clawed my way back from the depths of Hell
just to piss you off
Back to top Go down
View user profile
The House of Ainsley
Keeper of the Dark Mirror
avatar

Male Number of posts : 1996
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: Elder Scrolls: Descent   Fri Aug 07, 2009 8:42 am

Ooh, you're basing a forum campaign off the Elder Scrolls series? I'm all about Elder Scrolls! I played Arena, Daggerfall, Morrowind and the "Elder Scrolls Legend" offshoot Battlespire. And I always gravitated towards Nord Barbarians in every one of them.

Nord Barbarians are basically Viking berserkers, who are some of the most awesome guys to ever come out of the Dark Ages. Even the women rocked, I understand; the English kind of looked down their noses on the Norse and the Celts simply because those two barbarian tribes had nothing against arming their women and bringing them to the fray, which the Romanized Bretons (being a bit on the misogynistic side) thought was kind of weird.

So my last character in Morrowind was Eyja Valkyrdottir, and she got to where she could fight off those deranged Dunmer cultists with nothing but her bare fists and raggedy clothing (if even that). But her vampiric Daedric battle axe made shorter work of things. Cool

I think I'd have to go with a Nord man if I jumped in on this, though...Skaldi Jarlsjegger or something similar. Thoughses? Smile
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Elder Scrolls: Descent   

Back to top Go down
 
Elder Scrolls: Descent
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» The Elder Scrolls: Skyrim - Challenge Mode
» Elder Scrolls V.5 OOC
» The Elder Scrolls: Tales of the Nerevarine ((OOC/Character Sheets))
» Elder Scrolls Precursors
» Skyrim Sign up thread.

Permissions in this forum:You cannot reply to topics in this forum
Illusion Vale :: Hall of Mirrors :: The Circle-
Jump to: