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Author Topic: Brave New World (a Post-Skyrim game) [1 female spot open]  (Read 9709 times)

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Offline WargtassTopic starter

Brave New World (a Post-Skyrim game) [1 female spot open]
« on: August 25, 2012, 11:16:34 AM »




The concept is as this: this is a game where everyone would be able to play their favorite Dragonborn with a new turn on things. None of the players will be the original Dragonborn, but rather the companions that fought with him in the Blades. As such we all have a Shout or two but none of us are this great hero of legend. The scenario itself will take place many years after the game. The continuity is as follows:

The Dragonborn rebuilds the Blades while not yet decided on what to do with Paarthurnax. Finally he is pressured by Esbern and Delphine to do the deed and he kills Paarthurnax without telling the rest of the Blades. Blind-Eye (my character) was opposed to this, seeing as he shared many of Paarthurnax ideals and looked to unite the Graybeards and Blades against Alduin. Upset with the Dragonborn's decision he promptly gave him a clock in the face and left. While the Blades succeeded in defeating the World-Eater, the organisation soon fell apart as the Dragonborn refused to take sides in the growing civil war.

The civil war ended in Imperial triumph, General Tullius decapitating Ulfric in his last stand at Windhelm. The rebellion died out over the next couple of decades and those few that remained fled to the mountains and deep forests. Meanwhile Blind-Eye served in the Legion, erradicating such pockets wherever they were found before he joined a joint expedition into the depths of Black March together with his argonian kin. He returned alone, scarred by the experience.

The Blades in the meanwhile was hunting down the last of Alduin's generals. It was straining under a schism however, many of its members siding with Blind-Eye or rather having their own problems with it. Finally the Emperor once again ordered the disbandment of the Blades at their greatest triumph, after having slain the last of Alduin's kin. The Dragonborn died shortly afterwards in his bed, some say because of the sorrow in his heart.


Now the above letter arrives by courier to the former Blades (or their next of kin). There are many possibilities here. Either you can play as a former Blade or as a descendant of the former Blade. As the first, one must consider the character's feelings about the Blades and about Blind-Eye (can he be trusted, did we get along, what were your thoughts about the Dragonborn and the other Blades). The latter has an whole other consideration: did you know that your close relative used to be a member of the Dragonborn's Blades? What did you think about it or does it somehow change your percieved image of him/her?

A rather obvious problem for a former Blade is his/her age. There are several ways that they might have been able to avoid the grasp of old age (elves in particular)such as pacts with Daedric entities, necromantic arts or some sort of unknown artefact. But if nothing comes to mind Blind-Eye has the answer. He returned from Black March a bit more rejuvenated than before he entered. Truth is he found a Fountain of Youth, from which he drank and from which he brought back several potions. One such was gifted to the Emperor, but he kept several for himself. The potion returns the imbiber to their percieved peek of strength and youth. Of course results may varry depending on what the person believes to be their peek.

Whatever path you pick, you probably already have good idea for what your character is. Let's move on then!



Former Blade
Code: [Select]

[b]Name:[/b]
[b]Age:[/b]
[b]Race:[/b]
[b]Height:[/b]
[b]Weight:[/b]
[b]Appearance:[/b] (You don't have to use a picture, a detailed description will be fine.)
[b]Sexual orientation:[/b]

[b]Back story:[/b]

[b]Major skills[/b]
[b]1:[/b]
[b]2:[/b]
[b]3:[/b]

[b]Shout:[/b]

[b]Main weapons/spells[/b]


Descendant of Blade
Code: [Select]

[b]Name:[/b]
[b]Age:[/b]
[b]Race:[/b]
[b]Height:[/b]
[b]Weight:[/b]
[b]Appearance:[/b] (You don't have to use a picture, a detailed description will be fine.)
[b]Sexual orientation:[/b]

[b]Back story:[/b]

[b]Major skills[/b]
[b]1:[/b]
[b]2:[/b]
[b]3:[/b]
[b]4:[/b]

[b]Main weapons/spells[/b]


Each character has a set of major skills. These are the skills in which they excel. It doesn't mean it is the only ones they possess but rather that they have mastered these. The Former Blades have one less that the Descendants, but instead they get a shout. It can be any shout other than Dragonrend and it is implied that the character knows all words of the Shout. These Shouts they learned from the Dragonborn during their time with the Blades. Former Blades must be at least 70 years old, but as explained above their apparent age may be altered.

EDIT: Realized there were some other shouts other than Dragonrend that might be a bit too much! Here's a revised list of Shouts not allowed:

Dragonrend
Call Dragon
Call of Valor
Slow Time
Storm Call


Any questions or suggestions are welcome. I might have forgotten something along the way...  ::)



IC-thread - http://elliquiy.com/forums/index.php?topic=151027.0
OOC-thread - http://elliquiy.com/forums/index.php?topic=151019.0



UPDATE!: 1 more female spot open, I'd prefer a mer of any sort.
« Last Edit: October 26, 2012, 10:44:13 PM by Wargtass »

Offline WargtassTopic starter

Re: Brave New World (a Post-Skyrim game)
« Reply #1 on: August 25, 2012, 11:40:00 AM »
Yeah, I totally bummed the ending of the backstory, got a deadline pushing my spleen.  :P


Name: Blind-Eye Corvinus
Age: 78
Race: Argonian
Height: 6'10"
Weight: 220 lbs
Appearance: While most argonians at least keep a somewhat slender build, Blind-eye have become a massive slab of tendons and muscle. His peculiar preference to unarmed combat and physical background in working the docks and smithing has shaped him accordingly, creating a rather large argonian who have won many a staring competition against nord and orc alike. As his name implies, he is blind on his left eye, being a milky white in contrast to his clear blue right eye. His scales might be mistaken as black, but are rather a very dark shade of green, something which becomes more apparant when the lighting reflects the dark green hue. His jaw and brow is lined with the bony spikes that are common in argonians, but he has no horns, his head covered in deep red feathers instead. His scale is also occasionally broken up with some red streaks, especially n his back and around his facial features. He prefers to wander clad in steel and fur, donning a thick cloak as the winds and snow picks up around him. Lately he has tried to smith some proper gauntlets to put some metal between his knuckles and enemies, but so far his tremendous strength has shown the weakness of ordinary steel, which has lead him on a hunt for stronger materials.

He is a pretty rowdy individual, loud and open with his opinions. So far none has been able to knock him to the ground for his offensive comments (imagined or otherwise) and even if that day would come it wouldn't stop him from standing up and saying it again, louder and prouder than before. To put it frankly his stubborness so far knows no bounds. It remains to be seen if he has a softer side to him, but so far none has been successful in luring it out.

Sexual orientation: Heterosexual

Back story: Blind-Eye was the only one born from a clutch in the Argonian Assemblage to a gentle mother and a very strict father. At his hatching his eyes wouldn't open up, staying a milky white. Realizing he could barely feed himself and his wife, let alone a blind child with no real future, he took the hatchling out into the cold night with the intent of drowning it in the freezing murky waters of the Windhelm docks. But as he lowered the child towards the cold water it clutched around his arm with unpredicted strength, holding onto its father. As he pulled the child up again he saw its right eye had opened up, a blue eye with thin slit looking back at him. While his left eye never lost it's milky white he at least had a chance at becoming a productive mouth to feed.

Blind-Eye as the child was named started working at an early age, helping his father with the workload, even earning the occasional coin from the rare kind sailor. All the while he was told stories by the argonian community about the Black Marshes and tales of argonian heroes. His ancestral pride grew with every story and he especially liked the stories his father told him about the Shadowscales. In his eight year his mother hatched a single egg which resulted in his sister, Kirala, being born under the sign of The Shadow. His parents spoke much about the Shadowscales after that, his mother sitting by Kirala's crib night after night waiting for some shadowy figure to come and steal her away.

When Kirala reached the age of five and still hadn't been taken away in the night, their father started spending time with her, training her with bow and arrow on the banks around Windhelm. Blind-Eye was by then an apprentice to an elderly argonian smith, learning the trade of crafting tools, weapon and armor. It was during this time that he also started to venture into the Grey Quarters with his friends to fight with the dunmer kids, shouting names of Black Marsh heroes as they did so. The bitter irony of these little gang wars was not lost on the adults, kicking up the ancient rivalry between the two races. While Kirala got all the attention their father had to spare, Blind-Eye took out his frustration and jealousy on the dunmer, earning a reputation as a fierce street brawler.

As he grew older his bitter contempt shifted from the dunmer to the Nords. After all both dunmer and argonians were little more than slaves under the nords, toiling in the docks or living in squalor in the ghettos. By now he was quite an impressive specimen, stronger even than most of the nord guards of Windhelm. Many were the nights when he and his argonian and dunmer "bretheren" took to the streets to pick fights with drunken nords and belligrent city guards. Both his father and sister despised his behavior, while he in turn despised the close kinship the two had with each other. But all changed over a cold winter night in his 21st year. Having become drunk and brave with mead and wine, the bretheren wnet out into the streets, finding a group of four guards, as drunken with the same coction of spirits. A fight errupted, more brutal than ever before, ending up in one of the guards drawing his sword. In that moment Blind-Eye's father stepped in from the shadows to interrupt the fight, only to be cut down by a strike meant for Blind-Eye. Driven to franzy, the young argonian threw himself at the shocked guard, ripping out his throat with his bare hands and lifting him over his head to drop him back first over his knee. Leaving the guard dead and his comrades fleeing in terror, he picked up his dying father and carried him back to their home. Even with his dying breath he would only speak to Kirala, which drove Blind-Eye to a fit of anger, cursing both his father and sister as he disappeared into the night, making his way over the frozen water and away from the city.

Unable to return to Windhelm, having a bounty for four dead guards on his head for some reason, Blind-eye began to wander the width of Skyrim, taking work as a smith in villages all over the land and even making some good coin and fame in arena-fights with his unequaled martial skill. He often travelled with the Khajiit, becoming very fond of the cat-folk. He always tried to help fellow argonians, dunmer and khajiit in his travels, giving them coin or protection when no other would. He was unable to see anything other than bad things in the nords and other human races, driving his dispise of them even further.

Then he met the Dragonborn. It was on the road between Windhelm and Dawnstar, he was helping a caravan of khajiit along when they were attacked by a band of rogue Stormcloaks. They were badly outnumbered, Blind-Eye and the caravan guard fought on bravely but were losing fast. A sudden crack of thunder and a strong gust of wind threw the bandits backwards as a stranger in iron armour jumped down among them from above and cut into the enemy. Their strength renewed the two beastkin rejoined once more, hacking and pummeling the remaining thugs to death. The mysterious stranger followed them to Dawnstar, telling them of the return of the dragons and how he had found his soul set ablaze by an inner purpose. Once arrived the argonian agreed to accompany the Dragonborn on his journeys.The rest of the tale is stuff of dreams and legends.

Major skills
1: Heavy Armor
2: Smithing
3: Block

Shout: Disarm (ZUN HAAL VIIK)

Main weapons/spells
Blind-Eye generally use his fists or feet backed up by massive muscle. Even after he retired he has preferred to carry his Imperial armor, feeling rather naked and vulnerable without it.

Offline Question Mark

Re: Brave New World (a Post-Skyrim game)
« Reply #2 on: August 25, 2012, 08:11:33 PM »
I'm totally in with this.  I'll post my character tomorrow!

Offline LeSane

Re: Brave New World (a Post-Skyrim game)
« Reply #3 on: August 25, 2012, 08:42:27 PM »
I shall be typing mine later tonight I am interested.

Offline Question Mark

Re: Brave New World (a Post-Skyrim game)
« Reply #4 on: August 26, 2012, 09:47:27 PM »
Before I post my character, I want to know how long it's been since the events of Skyrim.  I'm assuming 50 years or so given Blind-Eye's sheet, but I'm hoping for a definitive number.  Thanks.

Offline WargtassTopic starter

Re: Brave New World (a Post-Skyrim game)
« Reply #5 on: August 26, 2012, 10:08:38 PM »
50 is correct! You win the virtual cake.

Offline Shjade

Re: Brave New World (a Post-Skyrim game)
« Reply #6 on: August 26, 2012, 10:51:02 PM »
A couple of questions, since you're open to them:

- So the goal, at least as far as non-Blind-Eye characters have been informed, is just founding an Imperial colony of the northern coast? No specific natives to oust in the process or hostilities in the way, just "make a colony here?" I'm wondering why the letter seems to suggest what sounds like a diplomatic/domestic mission is likely to be ripe for adventure, at least compared with what the Dragonborn and his compatriots were doing on their last well-known adventure.

- How many folks are you hoping to round out a group for this?

- What content category (as in Light, Non-Con, Extreme, etc.) are you aiming for with this?

Offline Question Mark

Re: Brave New World (a Post-Skyrim game)
« Reply #7 on: August 26, 2012, 11:25:54 PM »
Sounds good War.  Here's my character, Rold Ironwing.  Hope you don't mind, but I added a few categories to the character sheet.


Name: Rold Ironwing

Age: 66

Race: Nord/Breton mix

Height: 210 cm

Weight: 85 kg

Appearance: Soon.

Sexual orientation: Hetero

Bio: Rold was born in the western city of Markarth, to a Nordic armorsmith and a "reformed" Breton Forsworn.  He grew up in a hostile environment.  His parents often had pitched arguments that frequently came to blows, and he spent many a childhood evening wandering the city's outskirts alone to avoid their ire.  Despite their tempers, Rold's parents took him seriously.  His father raised him half inside his forge, instructing his son not only in the art of blacksmithing, but also the mechanics of wearing armor and wielding weaponry.  His mother often took Rold on weeks long journeys throughout the Reach, where the pair would live off the land and explore the crumbling ruins.  He would later learn that she was also smuggling information to the Forsworn during these trips, but Rold nonetheless learned much about survival in the wilderness.  She also tutored him in combat, primarily two-handed weaponry, and taught him some basic magic used by the Forsworn.

By the time he entered puberty, Rold was a large boy.  He stood a meter and a half at the age of 12, and by 14 he had reached his full height, towering over his peers.  When Rold was 13, his mother was revealed to be a Forsworn spy, and accused of murdering nobles by poisoning their food.  She fled into the Reach.  He never saw her again, and never found out if she truly had killed those people.  Despite their constant fighting, Rold's parents were genuinely in love.  Constantly accused of being a Forsworn sympathizer, and reeling from his wife's sudden disappearance, Rold's father quickly drowned himself in alcohol.  He became abusive, constantly berating Rold with words and fists, and Rold would fight back.  All out knockdown fistfights were a common occurrence.

One day, when Rold was 15, his father sold the forge.  He told Rold he was going into the Reach to find his lost wife, and apologized for his abuse.  After buying a pittance of supplies, he left Rold the rest of the money from selling the forge.  Like his mother before him, Rold's father vanished into the Reach, never to be seen again.

Abandoned, Rold decided to travel to Whiterun.  He knew his size gave him strength, and he intended to use it to join the Companions.  Using the jerky, feinting style his mother had taught him, Rold held his own in the trials, and eventually became a Companion.  Within weeks, Alduin sacked Helgen, and the Dragonborn slew Mirmulnir outside of Whiterun.  At the same time, Rold learned that many of the Companions were actually werewolves.  Repulsed, he left them behind and struck out in pursuit of the Dragonborn.  He was a hero worth idolizing, a powerful dragonslayer!, not a shapeshifting mongrel at Hircine's beck and call.  Rold eventually caught up to the Dragonborn, and even more awed by him in person, was sworn in as a Blade.

Although possessing no inborn talent, Rold nonetheless struggled to master his Voice.  In doing so, he came to respect Paarthunax nearly as much as he respected the Dragonborn, and wished to meet the dragon face to face.  Before he could, the Dragonborn slew Paarthunax.  Rold was dismayed, but he was not a man to abandon oaths, and he remained at the Dragonborn's side as a Blade.  After Alduin's defeat, Rold helped the Blades seek out the remaining dragons, even after they were officially disbanded.  It was during this time that Rold slew a dragon nicknamed Ironwing, and took its moniker as his own name.

By his 40s, dragons were a slowly fading memory, and Rold turned towards mercenary work, bouncing between all nine holds of Skyrim working any job he could find.

Major Skills
Two-Handed Weapons - Rold wields a dai-katana, a traditional weapon of the Blades.  His style emphasizes quick strikes and feints to throw an opponent off balance, combined with jerky, unpredictable movement to avoid counter attacks.
Heavy Armor - He's worn plate armor his entire life.  It's practically a second skin, and he can move relatively deftly despite its bulk.  He knows how to take a hit, allowing the armor to absorb the damage.
Restoration - The first spell Rold ever learned was Restoration.  He likes to combine ferocious and reckless attacks with in-combat healing.  Imagine the panic on an enemy's face when the man he just stabbed gets up, fully healed.  He can heal serious injuries on himself and others in seconds, but can only do so for short periods of time before becoming exhausted.

Minor Skills
Smithing - Rold knows just enough to repair and maintain his armor.  He's no natural either; his handiwork is inelegant, but effective.
Illusion - He uses these spells for intimidation: making his voice louder, making himself appear larger, inspiring fear amongst enemies.
Block - He occasionally parries or outright blocks attacks using his blade.

Shout: Wuld Nah Kest (Whirlwind Sprint)

Weapon
Oathkeeper - Rold commissioned this dai-katana of daedric metal after Paarthunax's death.  In his eyes, it served two purposes: first, to serve as the ultimate weapon in his war against the dragons.  Secondly, and more importantly, it was a physical reminder of the oath he swore as a Blade, so that he may never forsake his duty.

Armor: Rold wears a set of steel half-plate, sacrificing some protection for extra mobility.  It's stylized to evoke the Forsworn "aesthetic," painted brown and green, and adorned with various items, including dragon's teeth, elk antlers, carved taproot figurines, sections of bear and troll pelt, and a dried, long-dead briarheart.  They're ornamental and serve no purpose beyond intimidation, but are placed in such a way that they won't interfere with combat.

Spells
Healing - Can heal serious injuries on himself or others, but can only manage it several times before needing to restore magicka.
Illusion/Alteration - Small spells that make him more frightening.  Stuff like making his eyes appear to be full of fire, appearing as tall as a giant, or enhancing his voice to great volumes.
« Last Edit: August 26, 2012, 11:36:48 PM by Question Mark »

Offline WargtassTopic starter

Re: Brave New World (a Post-Skyrim game)
« Reply #8 on: August 26, 2012, 11:44:52 PM »
A couple of questions, since you're open to them:

- So the goal, at least as far as non-Blind-Eye characters have been informed, is just founding an Imperial colony of the northern coast? No specific natives to oust in the process or hostilities in the way, just "make a colony here?" I'm wondering why the letter seems to suggest what sounds like a diplomatic/domestic mission is likely to be ripe for adventure, at least compared with what the Dragonborn and his compatriots were doing on their last well-known adventure.

- How many folks are you hoping to round out a group for this?

- What content category (as in Light, Non-Con, Extreme, etc.) are you aiming for with this?

- As far as the letter states the goal is to establish a colony/outpost on a small island off the Skyrim Coast. Braving the Sea of Ghosts and the wrath of the Padomaic Ocean should prove a pretty good adventure.

- The number of folks would number pretty large once the colony is established. The island will be big enough to roam in split up groups. At the moment though, no more than 8, no less than 5.

- Category is always something I have a hard time pinning down, so I usually ask people once I have a fair number what they would consider appropriate for the adventure. I am open to all though, so no obstacle there.


Also that's a big breton! I could see him and Blind-Eye sparring out in the Sky Haven courtyard, that would probably split some flagstones!

Offline Question Mark

Re: Brave New World (a Post-Skyrim game)
« Reply #9 on: August 26, 2012, 11:51:34 PM »
I'd say Light, personally, for the category.  But I'm good with whatever; it's not really a big deal for me.

As for Blind-Eye and Rold...  He was pretty pissed at Blind-Eye for walking out on the Blades and the Dragonborn, but with age comes wisdom, and Rold has come to realize that honor and unbreakable oaths are not options for everyone.  In a way, he holds a grudging respect for the Argonian.  He's going on this adventure as much to reunite with Blind-Eye as he is to experience some fresh adventures.

Offline DeviantMunster

Re: Brave New World (a Post-Skyrim game)
« Reply #10 on: August 27, 2012, 02:17:07 AM »
Name: Alise Dawnblade
Age: (Apparent: 21) 28
Race: Nord (Vampire)
Clan: Volkihar
Height: 5'7"
Weight: 132
Worship: Talos (Strongly beginning to lean towards Dibella, though Talos was her father's God)
Appearance: Deep blonde hair, sapphire eyes that take on a golden sheen at times, porcelain flesh. She's lithe and athletic, though has a "gifted" form. Certainly not one to be seen as capable of trotting about in heavy armor or slicing enemies apart.
Sexual orientation: Bi-Curious (Spending time in a Dibellan temple for any amount of time tends to affect even the most conservative mind)
Back story: Alise Dawnsword was born into the Dawnsword family line - one which was essentially created by her father. Isaac Dawnguard was a powerfully built man, a true warrior and son of Skyrim. So when the Dragonborn rose up to defend the kingdom against the threat of monsters of the air, he too answered the call, fighting alongside him and eventually becoming a hard-as-nails Blade. Yet the drabonborn, however good a warrior he might have been, never was able to keep the group together, to create a lasting impression that would give the renewed Blades purpose. There were falling outs, and several lonesome drinks later her father ended up on the street with naught but what he could carry to his name.

He had been there during the last battle, had survived yet at the cost of an arm and a permanent limb in his leg. Skyrim was a harsh land and honor could get you far, but when one couldn't even refer to oneself as a Blade for fear of the Thalmor, that ended up meaning very little to her father. He sold his armor, his sword, everything he could to start up a new life as a gloryless, but honorable farmer. And eventually he met Eleanor, a young and naive, but carrying woman whom he started a life with. And for a time life was good, crops were decent, and Alise was born. Her father even had a lasting friendship with an old sword-buddy of his, a man Alise had come to call Blind-Drunk when she was a child still. Yet as the saying goes, all good things must come to an end.

When Alise was but 9 years of age, her mother was kidnapped by bandits. To be exact, they'd come for their usual toll from the Elder of their little village and weren't satisfied with the month's coin. In a blind rage her father chased after them, trailing them, and eventually slaughtering them. Yet he was old, injured, and simply not fast enough: by the time he got there she'd already been raped and killed. Alise was hurt, but her father was devastated. He tried to keep things together but debt kept piling up. Despite the joy of his daughter, each year he became worse until eventually heartache took him to leave Alise an orphan at the age of 13.

Life went on even when Alise could not, eventually selling her farm and taking what coin she could as far as it could get her. Which wasn't far. She was practically starving by the time the Priestess' of Dibella found her, claiming her to be their new Sybil, and soon carted her off to a land and hold she'd never known. She was spared death it would seem, brought into a place of luxury, of warmth, of even love. The arts and skills she learned there, the rituals to communicate with a Divine she began to actually see and hear helped sooth her raging heart. And yet she only stayed but 3 years, the call for more, for adventure, the ache to become her father's daughter led her away (in the dark) from the comforts she'd known. Thankfully, Dibella's priestess' are not skilled trackers and she seemed to have escaped for the time being.

Life in Skyrim is hard for a lone woman, especially one wishing to be like her father, both strong and brave. Weapons were never her strong suit, barely able to lift a sword with both arms, so naturally the intellectual arts called to her - and soon she found herself at the College of Winterhold. She studied rigulously, trained until time and again she'd passed out from using too much of her life force. And yet she continued to push herself during her time there. Despite her gentle soul, however, she drove herself into arguments with her teachers, some genuinly worried over her health, and it was quite often that she found herself banned from lessons, which in turn only made her more frustrated. It wasn't long before she began to leave on her own little "expeditions," one of which led her into the Southern-most parts of Skyrim.

How she became a vampire she will not say. She's quite tight-lipped about this particular topic, though it obviously had to do with something called the "Dawnguard" and a little place just North west of North Watch Keep, in lands ruled by monstrous creatures that were claimed to be able to slide through the ice at ease. What one can eventually tell, however, is that her turning wasn't entirely willing - and that she was on the run, but for what reason, she will not tell.

Major skills
1: Destruction - Alise's most widely used school of magic, she can hurl great bolts of lightning, ice, or fire down upon her enemies. She's a tad of a pyromaniac (despite a vampire's natural aversion to such) and is known to burn her enemies to cinders - even if it does disturb her at times.
2: Conjuration (Necromancy) - As any vampire worth their void salts might tell you, controlling the dead is as natural as breathing. Perhaps started in a hope to somehow control vampires themselves, she is quite adept and bringing the dead back to life, or summoning thralls from the beyond to fight at her side.
3: Alteration - The school of magic directly linked to manipulating one's body and the natural world around them, Alise has studied intently in this field of magic to both better protect herself, and her allies. .
4: Vampire Lady - When Alise was brought into the fold of the cursed Volkihar clan, she received a terrible gift that took root strongly in her body. Capable of changing into a true monster of the night, she has near mastered her vampire abilities, giving her incredible power over Bloody magic and her own body. She might seem like a frail mage, yet she can easily tear a man in half if the need arises.

Minor skills
1: Enchanting - Alise has dabled in this school, though she's hardly an artisan. Utilizing her skill in Alteration, she combines this with novice enchanting to craft certain, magical arrows for a bow she happened to plunder.
2: Restoration - Believe it or not, vampires have discovered a way to use Restoration to heal the undead, even if it is a lost art. Alise, however, mainly learned this for a single purpose: warding. The mage essential in a duel between mages.
3: Speech - Alise is not persuasive, nay. She doesn't bat an eyelash or pose suggestibly. She doesn't even possess a great affinity with speech. No, instead she has a nigh supernatural charm that makes it difficult to say no to her, an animal magnitism that makes her words hard to discount and all the more appetizing. Though it doesn't help that she's also beautiful.

Main weapons
Silver Sword - A weapon acquired in her travels past Riften, this weapon is the direct bane of werewolves. Furthermore, in popular Folklore silver stopped other monstrous creatures, though if these stories are true, they are yet to be proven.
Royal Vampire Armor- A regal set of foreign armor that offers a good deal of protection while still giving room for movement. Snug around the body and bearing a corset that can't help but accentuate her features, it certainly gives off a feminine charm despite its ability to protect.
Auriel's Bow - Blatanly having stolen this from the Inner Sanctum of some ancient burial sight, this particular bow is quite mighty against the undead. Yet she uses it for much different reasons - particularly when Bloodcursed arrows are added to it.
Spells
Lesser Ward
Flames, Firebolt, Frost Rune, Chain Lightning, Frost Cloak, Fire Wall, Firestorm
Flaming Familiar, Soul Trap, Summon Arvak, Command Daedra, Expell Daedra, Dread Zombie, Conjure Wrathman
Equilibrium, Detect Life, Telekinesis, Transmute, Detect Dead, Ebony Flesh, Dragon hide
Gear
Bloodcursed Elven Arrows - Custom enchanted elven arrows that, when fired from Aureil's bow, temporarily blot out the sun in the likeness of a solar eclipse - allowing the full range of vampiric abilities for a limited amount of seconds.
Small Sheep-skin pack - Carrying misceleneous gear can be difficult, and certainly taxing whatever the strength of the user. So she's taken up a small pack for 'adventuring', one that contains her essential, and non essential goodies.
Waterskin - Naturally every adventurer requires water - or at least needs to pretend to.
Alchemical Potions - An utter lie. Preserved human blood via a small trick she learned. In case of emergencies.
Bedroll - Self explanatory. The ancestor of the sleeping bag.
Oil Lantern - "May it be a light to you in dark places, when all other lights go out."
Dragon-Bone Earrings - Rather harmless in and of themselves, she as two dragon teeth (either carved out of a child, or simply chipped off the mammoth tooth of one) given to her from her father, a gift that once belonged to her mother.
« Last Edit: August 31, 2012, 06:17:09 AM by DeviantMunster »

Offline WargtassTopic starter

Re: Brave New World (a Post-Skyrim game)
« Reply #11 on: August 27, 2012, 09:14:20 AM »
Blind-Drunk approves, Dev! With four thumbs up for all three of you... *hic*

Offline TheRaven

Re: Brave New World (a Post-Skyrim game)
« Reply #12 on: August 27, 2012, 06:25:13 PM »
Name: Sollys Vareth
Age: 31
Race: Dunmer (Dark Elf)
Height: 5'11"
Weight: 160 lbs.
Appearance: Possessed of a the usual ashen skin tone and bright red eyes of the Dunmer, Sollys is possessed of a medium-sized frame with enough muscle to deliver quick strikes, but not enough to make him less maneuverable. His black hair is done up in a topknot, and his beard is tied up in a similar way.
Sexual orientation: Heterosexual

Back story: The son of a Dunmer Blade specializing in reconaissance and stealth, Sollys had an upper hand growing up, given that he largely stayed a step ahead of his competition for just about anything, thanks to his father's training him. A chance meeting between the Dragonborn and his father led to the jobless (and at the time, thieving) Dunmer joining the Blades. After the death of Alduin, his father stayed in Skyrim rather than return to Morrowind. Nineteen years later, after marrying another refugee from Windhelm, and Sollys was born.

The child immediately took after its father's talents, and his father eventually decided to train the boy in his craft. He spent several years learning with his father and working odd jobs in Windhelm before spreading his wings at the age of 17 and going out to see the world, or at least parts of it. He visited the blackened countryside of Morrowind, the Ratway in Riften, the Imperial City, and his personal favorite, spent about a year in Elsewyr with Renrijra Krin rebels. While there, he developed a rather addictive taste for skooma and moon sugar. Since the stuff is rare in Skyrim, it's usually a personal policy of Sollys' to play nice with any Khajit merchants he meets.

Eventually returning to Skyrim, Sollys found in his possession via courier a note bearing a black handprint, and the words "Look for us." So, he started to ask around in a few taverns about the Dark Brotherhood. He wasn't sure if this was bravery or suicidal behavior, but he was doing it anyway. Sollys was recruited into the Brotherhood a few weeks later. He spent several years as an assassin, still exchanging letters with his father, who had no idea of his involvement with the group. However, this involvement turned deadly for Sollys' parents when the brother of a target, who had seen  him doing the deed and remained hidden started to look for a way to get revenge. What better way to burn down his parents' little home in the Grey Quarter, right?

Since then, Sollys has put his other work with the Brotherhood on hold to track down this man, who has gone to ground and is hiding somewhere in Skyrim. Sollys pulled the scorched letter addressed to his father from the wreckage and originally stashed it for safekeeping. A month later with still no leads on the man he's hunting, Sollys started the journey to Helgen to join up with Blind-Eye's caravan.

Major skills
1: Sneak
A given, both from his father and due to his career choices. Sollys is a natural at this, flitting from shadow to shadow and not drawing attention to himself in a crowd.
2: One-Handed (Daggers)
Sollys knows exactly how long his daggers are, how much force to apply to punch through various materials, and exactly how to clamp his hand over a victim's mouth so they don't cry out when he slits their throat.
3: Alchemy
If it's not knives, it's poison. Sollys is an excellent alchemist, particularly when it comes to poisons. Some of his travels took him to Stros M'kai, where he harvested plenty of jarrin root to smuggle back to Skyrim.
4: Lockpicking
One can't let doors stand in the way of a kill, after all. Another talent necessary in his line of work, and taught by his father.

Minor skills
1: Light Armor
Sollys prefers not to be hit at all, but if he's wearing armor, it'll let him move freely.
2: Pickpocket
A practiced thief, it's not uncommon for Sollys to steal a few coins now and then, but he knows that he's not a fantastic enough pickpocket to attempt more on an awake and lucid target.
3: Illusion
Nothing wrong with a little magical help sneaking, right? Sollys dabbles in the Illusion school of magic to supplement his abilities, usually through Invisibility and Muffle, but he knows how to cast spells of Fear, Frenzy, Calm, and Rally if he needs to.

Main weapons/spells
Two daedric daggers
Invisibility
Muffle
« Last Edit: August 27, 2012, 06:38:53 PM by TheRaven »

Offline WargtassTopic starter

Re: Brave New World (a Post-Skyrim game)
« Reply #13 on: August 27, 2012, 11:09:22 PM »
While both Destruction and Illusion are Magic, they are two separate disciplines and, as such, skills. Which brings Aeren's Major Skill count to five, one more than the allowed.

Also two sneaky Dunmer are a bit too much for one group. If none of you feel that you can change your minds, I will pick one and discard the other. Sounds tough, but I am trying to keep us a little diverse. Which reminds me, I'll allow two more humans and one more "warrior"-class.

Offline sweets

Re: Brave New World (a Post-Skyrim game)
« Reply #14 on: August 28, 2012, 12:26:20 AM »
Hope you are still looking for more people.

Name:  Ashlin, tends to go by Ash
Age: 23
Race:  Bosmer on her fathers side, mother is questionable.
Height: 5'2"
Weight: 105lbs
Appearance:
Sexual orientation: Heterosexual.

Back story: It was Ashlin's uncle, Thaernd that had become a blade and worked with the Dragonborn. Thought it was before her time Ashlin could easily inform anyone to the events that happened. From the Dragonbord starting the Blades a new to Bind-eye leaving, to the Blades dissolving, for those were her bed time stories, the tales that when she could not sleep that her Uncle would tell her. He had been young in that time though he could still recount every detail for Ash's young questioning mind. Though he may have left out a few details that a young lady such as she did not need to hear.

She  came to live with her Uncle when she was five after the death of her own parents. Her father and Thaernd had not spoke in some time, in fact Thaernd did not even know that his brother had married or had a child for that matter. Never having settled down with a woman and having his own children Thaernd was happy to have Ash though. He is guilty of giving Ash her nickname. As well as her quiet nature, they were very similar in the fact that they both would keep to themselves. Ash remembers her own parents very little, though she dose remember that her mother had been beautiful and use to sing to her.

Thaernd died almost two years ago while away on a quest, word came that an old friend was calling in a favor for one. He left and simply did not return. Ash was sent his bow with a letter expression sorrow. Apparently the quest had taken a turn for the worse because of bad intel. Thaernd had been greatly out numbered and had been killed along with the man who had been there to supply back up.

Ash from that pointed lived in her Uncle's house having no other home to go to. She kept the skills her Uncle had taught her sharp. When the letter came from Blind-eye she was curiouse to meet the Argonian that Thaernd had spoken so fondly of.

Major skills
1: Archery
2: Light Armor
3: Sneak
4: Enchanting

Main weapons/spells: Ash uses her Uncle's enchanted bow as her main weapon, the bow deals a rather impressive amount of shock damage.

Spells: Command Animal, healing and flames tend to be her spells of choice.

Offline LeSane

Re: Brave New World (a Post-Skyrim game)
« Reply #15 on: August 28, 2012, 11:58:18 AM »
I hope this will work.


Name: Khaled Uhban
Age: Twenty four
Race: RedGuard [Werewolf]
Height: Six feet two inches tall
Weight: One hundred and sixty-six pounds
Appearance:
Werewolf form
Sexual orientation: Heterosexual

Back story: Khaled is the first and only son of the Finor Uhban. A family line that had once been seen as a noble revered in Hammerfell for there skills , but it had faded away when his great grandfather fled during the invasion of their homeland in hopes to protect his family and future line. It was seen as a disgrace. One that followed there name dragging it through the mud as they say all the way to Skyrim. It was there that Finor the third son was born, yet the still bound by the culture of his homeland was set into age by training with his father to become the warrior that most of his people were. The years past and the opression of any other race besides Nords grew obvious to the every growing lad. The times were hard, and the climate harder on his body making him a true man of Skyrim.

At the age to seventeen his father left to make a name for himself becoming a mercenary that would fight for honor and glory. Though his style of doing things from a distance, and being precise made it to easy to win favor with those he became companions with. Much time passed, and Finor was more then set in his age no longer being paid to be a mercenary. In his many travels he'd found a Nord woman that took him away from his adventuring after tending his wounds from a battle. He decided to stay with her in Whiterun. When he was at the age of Twenty-Six the dragons returned, bringing the next Dragonborn. Finor had missed his first chance to aid him when the man went out to slay the foul beast. It was not until many a month later when his wife had became sick and died that he went to peruse the saviour thanks to his wife's dying words, and the rest is is history. The defeat of the dragon serge, and the upcoming 'peace' of Skyrim.

Khaled was born much later after Finor took his second wife a Redguard that had came from Hammerfell in hopes of starting a new. The young boy was told of  the many tales of the mighty warrior and his time with the Blades. He'd been told of the more secret things as well that most children should not of known. Things of adults mindsets and choices made. He hoped that it would spur his son into wanting to became a great man, if only he knew what was his future he'd think other wise.

His son looked up to the Companions though not knowing what they were predators of the wild, savage, and feral. Nothing like the former companions during the civil war. He strived to become like them and in time he did though it had been through a badly hurt by a newer recruit of their circle, and had elt pity for doing so. The Werewolf companion spilled its own blood to restore the young child of eleven forever turning him into one of them. At sixteen rumors of Khaled being moonkin had came to the ears of The Silverhand and as there duty to eradicate there kind they took it upon themselves to come within the walls of Whiterun demanding his son. He refused and went out in the middle of the night to deal with them. Finor was fatally wounded and died quite some distance away from Whiterun.

Since then Khaled had taken it upon himself to take revenge on any Silverhand members that thought it worthy to kill his father without mercy using his 'gift' with no hesitation to show his vengeance. Dedicating his life to his cause be it bad in the eyes of others. It was only when a letter from the many tales he was told as a child was given to him did he start questioning what he should do.





Major skills
1: Archery
2: One handed
3: Lycanthropy
4: Light armor

Minor Skills
1: Restoration Magic
2: Destruction Magic
3: Sneak

Main weapons/spells
Scimitar - A unique version called Windshear. It grants a unique enchantment that allows bash attacks a chance to knock the opponent down. It also staggers the target with every hit.
Ebony Bow (Enchanted with Paralyses)- It was his fathers during his time with the Blades. It served him well when needing to strike a foe at long distances and it shows. It has marks from sword, and signs of repair work done.
Healing- A simple healing spell nothing more. He uses it outside of battle instead of in it.
Sparks- A last resort since he detests using magic like this. He sees it as to easy since his race is naturally good at magic that destroys.

Gear
Hammerfell Garb- It is due to Khaled being a Redguard he feels entitled to wear such such since it is part of his culture, and it is seen as an ordinary thing.
Alik'r Hood - It is quite different from other hoods since most show the entire face. Instead it only shows the most upper part revealing his eyes. This gives him the concealment needed when doing more serious matters.
Glass armor variant of a Galerus & Manica  - It was the only remains of his fathers old armor before his untimely demise in battle. It was one of four pieces found the night after his death by his only son. There are glass spikes jutting out. It is normally used for blocking when in close combat since it is light weight it does not hinder his movements.
Glass armor variant of Greave & Ocrea  - The second part of his fathers old armor found. They serve to block off most lock attack on his person though it only protects the front it is flexible, and durable.
Glass armor variant of Lorica squamata - It is the Third part of his armor, and it is normaly hidden underneath his clothing. It is basically the plated armor meant to stop attacks on his chest and stomach. It is light, smooth, and fits to his body type.
Neck Bracer -  Made of steel. The last item used by his father, and a very important one though simple as it maybe. It protects his neck from swords and daggers simple as that.
« Last Edit: August 29, 2012, 03:42:20 PM by Scarification »

Offline Question Mark

Re: Brave New World (a Post-Skyrim game)
« Reply #16 on: August 28, 2012, 12:21:46 PM »
Looks like my character is the only Blade left aside from Blind-Eye.

Interesting.

Offline LeSane

Re: Brave New World (a Post-Skyrim game)
« Reply #17 on: August 28, 2012, 12:26:17 PM »
I was going to make a Orginal Blade, but then it would of been a bit rough since I can't find old Redguard pictures.

Offline InvertedAgony

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Re: Brave New World (a Post-Skyrim game)
« Reply #18 on: August 28, 2012, 08:50:11 PM »
((OOC: I'd appreciate any help on fixing this character up since I have never tried to play a Khajiit. Also, would his low-light vision count as a major/minor skill or no since it is a natural thing? ...If I did something wrong please PM me and point it out. Thanks ^~^))

Name: Khajier (mispronounced as 'casmere')
Age: 25
Race: Khajiit (Cathay breed)
Height: 5ft, 10in
Weight: 160lbs
Appearance:
> Light brown fur, upright pointed ears, and a long tail.
> Stout, brawny male who is still slim enough to be agile and stealthy
> Plantigrade (walk flat-footed and have a skeletal structure akin to Men and Mer)

Sexual orientation: Heterosexual

Back story:

Born in the Khajiit land of Elsweyr, Khajier was raised around the Tenmer Forest in the southernmost part of Elsweyr until he was ten. Upon his turning, his father moved him and his mother to Skyrim where they lived around the woods of Riverwood, though almost always with a caravan of other Khajiit just to make some coin to get by and added protection.

Khajier heard many stories of past events, both historical and recent. One such story was the one about why his father joining the Blades. He was told that his father, Jir'lazo, met the Dovakiin, or Dragonborn, in a time of crisis. Not only was the Stormcloak Rebellion happening but the World-Eater Alduin, a dragon of death, had been resurrected and was seeking to engulf all of Skyrim and kill everything. It was during this that his father met the once-renowned Blades and joined them in their efforts to help the Dovakiin put Alduin down once more. Learning that the World-Eater had indeed been laid to rest it was told that Jir'lazo returned home once more then two-years later, perished mysteriously; the specifics unknown.

Turning into a man at eighteen, Khajier said goodbye to his mother and headed out to explore Skyrim and make a life all his own. On his travels he heard many a tale about the Downfall of Alduin and of the Blades who aided the Dovakiin. But on one fateful day Khajier overheard two Argonians speaking ill towards one Blade in particular: Jir'lazo. Khajier's father. Already having a hatred for the Argonian kind through years of ill speak towards them and learning the history behind such spiteful hatred, Khajier confronted both inside the Bee & the Barb only to be met with them attempting to kill him. He barely survived the assault had it not been for a Breton and Bosmer who stood up in his stead. Before the Argonians left, they both laughed and spit on Khajier, their last words burning into his very being like Jarinroot extract flowing through the sleeping man's veins: "Jir'lazo was killed by the strongest Argonian in all of Skyrim."

Knowing not whom this Argonian was named and now twenty-five-years-old, Khajier decided that he would seek out the murderer and avenge his father's death -- even if he, too, died in the process. In this time he had since perfected his way of interacting with others, stealthiness, hand-to-hand combat, one-handed swordplay (including dual-wielding daggers at times), and fighting while dressed in light armor (though rarely).

Major skills
1: Stealth (natural liking, but not always the wisest choice)
2: Speech (took interest in talking a lot to get places in his life)
3: One-handed (fast, light weapons that can be wielded in either hand or both he was agile and quite capable of lightning fast attacks and movements)
4: Light armor (leather) (if needed, he'd choose light armor to keep his mobility and flexability)

Minor Skills
1: Alchemy (has some knowledge other than the basic though his potions are unstable and are known more for blowing up, having negative side effects, or just not working at all. Also has horrendous tastes)
2: Archery (never was much for long-range; he preferred getting into the fray or dealing with things up close & personal)

Main weapons
1. Bare hands (claws and CQC)
2. Ebony dagger (enchanted with the ability to cast fireballs, 50/50 uses remaining)
3. Ebony sword (enchanted with the ability to cast lightning bolts, 50/50 uses remaining)

Offline AngelicBlade

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Re: Brave New World (a Post-Skyrim game)
« Reply #19 on: August 30, 2012, 10:41:35 AM »
Hey, I don't know if there is still room or not however I saw this Pic and thought of Blind-Eye. . .

Spoiler: Click to Show/Hide

Offline WargtassTopic starter

Re: Brave New World (a Post-Skyrim game)
« Reply #20 on: August 30, 2012, 02:34:06 PM »
Looks a bit too lightly armored for Blind-Eye, but I'm kind of used seeing him in Dragon Plate and Legion armor...

There i one more spot open for this first part of the adventure, would be nice to have another female in here if you are up for it.

Offline AngelicBlade

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Re: Brave New World (a Post-Skyrim game)
« Reply #21 on: August 30, 2012, 02:36:14 PM »
I am, I have a pic and everything. :3 I'll work on a sheet

Offline AngelicBlade

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Re: Brave New World (a Post-Skyrim game)
« Reply #22 on: August 30, 2012, 07:51:25 PM »
Name: Eariyn Nightshadow (She goes by Shadow)
Age: 247 (Looks 34)
Race: Imperial
Height: 5'8
Weight: 142
Appearance: She has extremely pale skin for an Imperial do to the fact she hardly ever takes her armor off except to bathe. She shoulder length raven black curly hair. Her eyes are the color of pearls. She has a long straight scar going from the right side of her face to the left going across her nose. She's slim but also has a very well toned body.
Sexual orientation: Heterosexual

Back story: Shadow was born in time of peace in Tamriel she was the daughter of one the Blades, she grew up at Cloud Ruler Temple, and began her Blade training at a young age. She completed her training at the age of twenty. Shadow traveled around the lands of Cyrodiil she camp upon the statue of Nocturnal and was spoken to by Nocturnal. Nocturnal  tasked Shadow with retrieving the artifact 'Eye of Nocturnal'. She hunted the thieves down and killed the brigands under Nocturnal's command. When she returned the Eye of Nocturnal to the Shrine Nocturnal spoke to her again. Nocturnal asked Shadow if she wished to serve Nocturnal even more. Shadow being young and easily influenced agree to serve Nocturnal with her life. Nocturnal gifted Shadow with the Skeleton Key and the artifacts Nocturnal's Kiss And Nocturnal's Silence as well as the first set of Nightingale Armor. Shadow returned to Cloud Ruler Temple after the death of Emperor Uriel Septim VII.

Shadow served the Blades during the hellish oblivion crisis. She fought valiantly by Champion of Cyrodiil's side. Following him into the depths of Oblivion until the reckoning at the Imperial City. After the bloody battle Shadow left the Blades and followed the Champion until one day her body began to ache greatly and pain wracked through her. Nocturnal eventually summoned Shadow to her Shrine again and tasked her to travel to Skyrim and shape the Nightingale Hall.  After shaping the hall and following Nocturnal for many years Shadow began to die of old age. Shadow afraid of death's cold embraced begged Nocturnal to save her life. Nocturnal signed a contract with Shadow and cursed her with everlasting Youth in exchange for Shadow's eternal service in life. Shadow's looks were returned to when she was at her prime. Shadow trained the new Nightingales and decided to travel around the lands once again.

Eventually she rejoined the Blades just before the war between Dominion and the Empire. She fought beside the blades then and was at the battle for the Imperial City once again. She was forced to flee and returned to Skyrim. She lived a quiet life in the mountains for a while before deciding to wander once more. While in her travel she came across the legendary Dragonborn. She was again called to serve the Blades and slay dragons. She was relatively distant from all the other blades and hardly talked to anyone.  She only spoke to people after being spoken to. After Alduin was slain Shadow returned to Nightingale Hall and fixed it up with the two Nightingales that were inside. Without purpose Shadow stayed inside the Hall guarding it, and only leaving when Nocturnal demanded it.

After she received the letter Shadow gathered her weapons and headed for Helgen. She shared Blind-Eye's beliefs about Paarthurnax. And Nocturnal's voice has begun to silence in her mind. The new land might yet get Shadow purpose once more. And Blind-Eye was one of Blades she actually enjoyed.

Major skills
1: One Handed
2: Marksman
3: Light Armor

Shout: Drain Vitality ( Gaan Lah Haas )

Main weapons/spells
Nightingale Blade - A unique Nightingale Blade named Nocturnal's Kiss
Nightingale Bow - A unique Nightingale Bow named Nocturnal's Silence
Agent of Subterfuge


((If this has anything wrong in it let me know and I'll change it up to fit.

Offline DeviantMunster

Re: Brave New World (a Post-Skyrim game)
« Reply #23 on: August 30, 2012, 09:45:55 PM »
Something I forgot to ask - given the Imperials won, that essentially means the Thalmor presence is stronger? They were actively hunting down Blades, as I recall - which brings up the question as to why Blind Eye is allowed anywhere near an Imperial Colony. Do the Thalmor simply not know? If not, will they be involved in this Campaign at all?

Offline Question Mark

Re: Brave New World (a Post-Skyrim game)
« Reply #24 on: August 30, 2012, 10:03:01 PM »
My character certainly has an axe to grind with the Thalmor.  I hope they're included!