Chapter 1: The Darkness, Turn 1
The smell of decay, and death fills you senses and a thin layer of smoke lays throughout the hallway as you dust of the dust, and flecks of stone from the tunnel collapse. Behind you piles of rock, and shattered pieces of timber mark what used to be a passage up to the Imperial City above, and the sound of fierce battle filters through the gaps in the rocks, this was the end of 'The Shield' all that remained where the nine of you who managed to escape into the Catacombs before the tunnel collapsed, and now all those left above would face death at the hands of the Coalition's forces. You wold have your chances for revenge when the time come, but the an urgent voice reaches your ears,
"Come on, we get stay here, once those bastards are done slaughtering your people they'll search down here for sure, and we have to survive. Live on, and the 'Shield' will not die, keep the flame lit and hope will always remain." The owner of the voice is a short stocky man with a full-beard hanging down to his knees. From your quess you'd say he is around three feet high, but how a human got so short you don't really understand.
The truth of the matter only hits you when you hear a woman gasp, and then say,
"Your a Dwemer, but why are you here? Your people are supposed to be either dead, or hiding in their forgotten mountain fortresses." The Dwemer, or Dwarf as most people preferred to call them, gave a slight frown before replying,
"Few of us are left, that is true, but those of us that remain will not sit by as the world is turned to ruin. Our number are greater then many think, and even if all those who have chosen to fight die our race shall continue on. I am here, because this is where the Nine have told me to be, and here you are the ones I must help on their travels. Now enough with talking follow me." With that said you all fall silent, and follow after the Dwarf, he takes you down a short hallway, and to a wooden door, the door was rotted and looked as if the slightest touch would make it crumble to dust. As it turned out that was nearly true for the Dwarf lifted his massive foot, and slammed it against the aging door, with a slight groan it fell off its hinges and hit the ground to shatter into thousands of pieces. Behind it you find a room filled with barrels, chests, and tables laden in decaying food, and varying tools or weapons. The Dwarf walks over to another door, and grabs a bundle of weapons from the far corner of the room as he turned to you. Reaching up he yanked a torch from the wall, and said
"Gather what you can from this room, and do it quickly we don't have time to dawdle here, the horrors this place contains is greater then you may think."After your group gathered some of the gear from within you follow the man past the door, and out into a junction of sorts with three tunnels branching off from it. Across from you the corpse of a man is pinned to the wall with daggers, and illegible writing is scrawled in blood above his head, whoever he was the man had pissed off the wrong people, and it had cost him his life. The Dwarf shook his head slightly at the sight of the dead man, and turned to face the group as he spoke,
"Which path shall we take my friends?"Player StatusesGender: M
Age: 26
Description: Justarr has short, spiky hair and a light black mustache. He has unnaturally light skin for a Redguard, though.
Bio: (-Blank-)
Status:
Health -
40/40Magika -
195/195Fatigue -
115/115Inventory Slots -
8/16Speed -
5Blessing -
20/2000Support -
0/2000Race: Redguard
Birthsign: The Warrior
Attributes:
Agility - 5
Endurance - 5
Intelligence - 5
Personality - 5
Speed - 5
Strength - 5
Willpower - 5
Class: Blade Lord
Faction: None
Abilities:Lotus BladeDance of the MoonBlood RainEquipment:
Dented Iron HelmetRusted Iron CuriassDented Iron LeggingsSteel VambracesGinken SenkouSilver Shortsword2
Lesser Potion of HealthLesser Potion of FortitudePouch of Gold---Class---Class Name: Blade Lord
Class Type: Warrior
Main Stat: Strength
Specialties:
Master of Blades|
Dance of Swords|
Vambrace DefenseDownfalls:
Unarmed UneaseBonus Items: Ginken Senkou, Silver Shortsword, Steel Vambraces
Gender: Female
Age: 26
Description: Like most of her people, Kili is tall with an athletic build and light hair. A stylized tattoo of a slaughterfish covers the entire right side of her body.
Bio: Just another Nord-for-hire, trading blood for coin, but a bold one at that-she used to leading raiding parties in her homeland, and travelling down south for a little off season work is a nice vacation. She's a natural leader and cunning negotiator, and her lightning quick raids on enemies of her clan in Nordland are well planned and executed. True to her family name, she despises Elves-not that she doesn't respect their fighting ability.
Status:
Health -
26/26Magika -
110/110Fatique -
125/125Inventory Slots -
0/15Speed -
6Blessing -
0/2000Support -
0/2000Race: Nord
Birthsign: The Steed
Attributes:
Agility -6
Endurance - 6
Intelligence - 1
Personality - 10
Speed - 5
Strength - 6
Willpower - 1
Class Name: War Leader
Class Type: Barbarian
Main Stat: Personality
Specialties:
Leading Troops-Kili naturally inspires ferocious loyalty in those who fight alongside her, and is well versed in squad tactics.
Demoralizing Enemies-Conversely, enemies are demoralized when they see the fish devil woman leading her raider pack onto them.
Bartering-She's not above using her good looks, and natural charms to get what she wants, and is also equally happy using intimidation depending on what the situation calls for.
Downfalls:
Fighting Alone-When seperated from her pack, Kili tends to fight recklessly and without thought. Her reliance on allies has made her less of a warrior than she could have been alone.
Bonus Items:
Nordic Longbow
Hunting Horn
Wolfskin Pelt
Faction: None
Equipment: Shoddy Battleaxe
Worn Leather Curiass
Worn Leather Helmet
Worn Leather Gauntlets
Lesser Potion of Health
Lesser Potion of Fortitude
Gold PouchName: Tyren Estel
Gender: Male
Age: 27
Description: Tyren is an Elf of common stature: about five feet in height and generally lithe and flexible in build. His skin tone is relatively light, with deep brown eyes and an angled face to match. His hair is dark brown, swept naturally to the sides. He bears a small, diagonal scar across his left cheek stretching from the cheekbone to the jaw.
Race: Wood Elf
Birthsign: The Thief
Faction: None
Starting Animal (Racial Benefit): Young Wolf, named Melda
Health - 15/15
Magika - 105/105
Fatigue - 125/125
Inventory Slots - 0/12
Speed - 7.5
Agility - 10
Endurance - 5
Intelligence - 1
Personality - 5
Speed - 10
Strength - 4
Willpower - 0
Class Name: Ranger
Class Type: Archer
Main Stat: Agility
Specialties:
Animal Empathy - When either in a group or alone, natural wilderness creatures have a lesser chance of attacking the Ranger or the Party he or she is in.
Pathfinding - Certain tracks made by natural creatures, organic or otherwise that are usually missed by most other sentient races are easily noticed by the Ranger when searched for.
Deft - If the difference in battle rolls between the Ranger and his/her enemy is greater than 7 (regardless of melee or ranged combat), an additional, auxiliary attack is made to any enemy in reach if in a group or alone. This does not pertain to attack rolls, only defense rolls.
Downfalls:
Sensory Disability - If the Ranger is blinded or incapacitated in either eyesight or hearing, and until this is cured, then he/she suffers usually more than the rest in any action made.
Bonus Items:
-Hunting Knife
-Yew Shortbow
-Light Grey Cloak w/ Hood
Blue Jerkin
Green Pants
Rough Leather Shoes
4 Lesser Potions of Health
2 Lesser Potions of Fortitude
30 Gold left.
Tyren is one of the Bosmer, but from the eye of a traveler is something else. Easily seen by the name, a mixture of Elfish and Human.
It all began in a skirmish near the border of Valenwood, a roving caravan of the Bosmer was ambushed by unknown assailants. The battle, being one-sided due to the advantage of surprise and preparedness, was deemed a massacre before the local forces could issue a formidable response. By the setting of the sun, the whole caravan was looted and the search parties gave up hope of finding any survivors.
However, this fate was not set in stone for the unlucky caravan. A Redguard scouting force, by chance, passed by the same area right after the razing. In their search, they came over a child hidden under a fallen tree trunk and wrapped in a light grey traveling cloak. By pity, one of the soldiers took him in.
Over the years and due to the Redguard's wide scope of lore, the child was raised with both the talents of his people and knowledge of their beliefs, but was given a free-view of the current world. His last name was derived from the word 'Hope' in what his parents could infer from the Wood Elf language.
In time, 'Tyr' as was his usual calling was seen with an unusual liking to venturing out into the wilds. One day, the young man returned cradling a wolf cub in his arms. Unsurprisingly, his parents conceded to having another member in their family. The two grew together well, as if they were destined for each other to meet.
At the age of twenty, he left his parents (who were spry and active in being even after the well age of sixty) and chose to make his own adventure along with his wolfen companion.
Name: Relictus Aldonar
Gender: Male
Age: 19
Description: Average-sized (for a redguard); crimson eyes, black-haired, single braid tying the back of the long hair.
Bio: ( - Maybe later)
Status:
Health - 10/10 + 15 = 25/25
Magika - 100/100 + 5 + 15 = 120/120
Fatigue - 50/50 + 50 + 25 +15 = 140/140
Inventory Slots - 0/10 + 0/12
Speed - 4 + 0.5 +0.2*10 = 6.5
Race: Redguard
Birthsign: The Thief
Attributes:
Agility - 10
Endurance - 5
Intelligence - 1
Personality - 2
Speed - 10
Strength - 4
Willpower - 3
Class Name: Nevermore
Class Type: Assassin
Main Stat: Speed
Specialties:
-Katar Mastery - Relictus prefers katars over any other weapon in melee combat, having more ability with them.
-Deadeye - The assassin has a bad habit of aiming for critical spots when using ranged weapons. And usually scoring a hit.
-Unarmed fighter - He is capable of dishing good amounts of damage even when unarmed.
Downfalls:
-My weapons or nothing - The assassin either uses his katars or he fights unarmed, no middle ground. He will never carry other melee weapon aside from his exotic blades.
Bonus Items:
-Katars (?)
-Crow (light) black armor
-Black crossbow
Faction: None
Equipment:
Blue Jerkin
Green Pants
Rough Leather Shoes
4 x Lesser Potion of Health
2 x Lesser Potion of Fortitude
30 gold left.
Name: Siris-Kai
Gender: Male
Age: 23
Description: A fairly lean, very darkly colored Argonian with stubby protrusions on the rear of his head. Has a fairly severe expression most of the time.
Bio: Siris-Kai always showed promise as a talented warrior, but for some reason a darker path beckoned to him as well. He took to both these paths, resulting in an extraordinarily durable necromancer who prefers to fight alongside his creations. His ambition is fairly limitless, though he's cautious and realistic in the short term. He suffers from something of a persecution complex due to his study of the dark arts, which often turns into a self-fulfilling prophecy, but together with his ambition has produced a warrior utterly devoted to his craft- he sees the raising and maintenance of his own personal servants (and the research of necromancy in general) as a sacred duty, rather than being merely a convenient advantage or enjoyable privilege.
Status:
Health - 135/135
Magika - 290/290
Fatigue - 360/360
Inventory Slots - 0/12
Speed - 5
Race: Argonian
Birthsign: The Warrior
Attributes:
Agility - 0
Endurance - 20
Intelligence - 10
Personality - 0
Speed - 0
Strength - 0
Willpower - 5
Class: Bonelord
Faction: None
Equipment: Dented Iron Helmet, Rusted Iron Cuirass, Rusted Iron Gauntlets, Dented Iron Leggings, Crushed Iron Tower Shield, Staff of Hearth's Fire
Class Name: Bonelord
Class Type: Combat Necromancer / Death Knight
Main Stat: Endurance
Specialties:
Armored Core - A true necromancer is the heart and anchor of his band, a duty Siris-Kai takes very seriously. He takes less damage while in a group.
Death's Power - May use Necromancy from the start, and begins with several Necromancy spells.
Forsaken Tongue - Foul things don't always get along, but many at least respect each other. Siris-Kai's disposition and chosen craft leave him more able to interact with things that would normally attack mortals on sight. Unnatural or dangerous beings, such as daedra and undead, are more likely to view him as a rival or potential ally than an enemy or food source.
Downfalls:
Defensive - Siris-Kai tends to see hostility and contempt where none was intended, and is poor at disarming with that which does exist. He takes a -1 penalty to non-hostile social rolls.
Bonus Items:
Ebony Katana (or a darkly colored one of a more appropriate material)
Trollbone Ring (Moderate Health Regeneration Enchantment)
Crafter's Kit (Somewhat bulky leather cylinder, unrolls to reveal myriad, somewhat diminutive tools used in the creation of specialized undead)
Name: Jerund Blueblood
Gender: Male
Age: 27
Description: A tall and skinny Breton, with blue tinted hair and eyes from magical contamination. Constantly sarcastic and snide. Has a weakness for objects with a magical sheen.
Bio: Hailing from the Summerset Isle's Jerund's family has passed down the legend that they are descendants of the Aedra Magnus, it is unlikely that this is true, but from an early age Jerund took to most spells with ease. For reasons which seemed like an excuse for later adventures he also took up practicing throwing knives and shuriken for sport and over time became fairly skilled. He has absolutely no idea how he ended up here, but he thinks it involved fish.
Status:
Health - 13/13
Magika - 301/301
Fatigue - 65/65
Inventory Slots - 10/12
Speed - 4
Race: Breton
Birthsign: The Apprentice
Attributes:
Agility -5
Endurance -3
Intelligence -8
Personality -3
Speed -4
Strength -4
Willpower -8
Class: Spawn of Magnus
Class Type: Mage
Main Stat: Intelligence
Specialties: Blood of Magnus (Is familiar with most forms of magic)|ThSowing Star (Skilled with throwing weapons)|Magicka Sense (Innately knows the position of any large sources of magicka nearby, such as enchanted weapons, scrolls, and sorcerers.)
Downfalls: Ooh Shiny! (Cannot resist touching or investigating any magical items he comes across)
Bonus Items: Mage's Robes, Returning Throwing Dagger (flies back to its sheath after a certain amount of time), A pen.
Faction: None
Equipment:
Mage's Robes
Blue Jerkin
Green Pants
Rough Leather Shoes
Staff of Hearth's Fire
2 Lesser Potion of Health
Lesser Potion of Magical Power
5 Used Shurikens
Returning Throwing Dagger
Scroll of Summoning Lesser Imps
Pen
15 gold remaining
You can take two actions this turn, one for your search in the room, and another to decide which path you take, as for that I'd recommend you stick together, but you don't have to its just a lot safer. As for the statuses I'll fix those next turn, I have a head-ache at the moment, and can't think straight, plus I didn't want to delay a turn because of a head-ache so I went ahead, and posted. Enjoy