The Elder Scrolls: Rising Storm

Discussion in 'ROLEPLAY GRAVEYARD' started by O|NoSoul, Nov 10, 2014.

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  1. The Elder Scrolls: Rising Storm
    (co-GMs: Glaciercold & O|NoSoul)

    Oh look, an IC Thread

    Our story begins in Northern Tamriel, it is the 203rd year of the 4th Era, and Tamriel is faced with dangers of unimaginable proportions...

    It has been mere months since the dragon crisis in Skyrim, with Alduin and Miraak’s defeat, the mysterious Dragonborn disappeared from the world. However, Tamriel was in no better shape than it was before. The north in particular suffers from major bouts of instability. From the daily power-plays, small wars and coups of High Rock, to the unresolved civil war and ruthless Clan politics in Skyrim, and rumors of the Nerevarine’s return in Morrowind, The peace of Imperial rule is merely a faint memory.

    To the east, however, people of another land lie in wait. Akavir, historically a rival of Tamriel, sees a perfect moment for conquest. Through a combination of negotiation and warfare between the Akaviri nations, a seemingly impossible alliance was forged. With a combined military of unimaginable power, the Land of the Dragons, (Akavir, now has its eyes set on Dawn's Beauty, The Arena, Tamriel.

    Finally, a hidden threat beyond that of traditional warfare has emerged. An ancient band of sloads struck a deal with the daedric prince Namira for the secret of Lichdom. Having survived against Tamriel's All Flag Navy during the first era, and later barely escaping a Tsaesci raid, these dreaded necromancers vowed to stop at nothing short of razing both Tamriel and Akavir to the ground.

    The focus of this RP will be leading a faction based in either High Rock, Skyrim or Morrowind. The fate of your people rest on you and your fellow leaders' hands. Will you use politics and war to bring peace and unity? Or will you completely annihilate your foes? The decision is up to you.

    For the sake of creating a smooth RP experience, in-depth knowledge of ES lore would be useful, but not exactly necessary. The goal is to have a story based on Elder Scrolls lore but remain mostly independent from majority of the established events so we can have the freedom to fully utilize our creativity.

    Everyone should control a maximum of three leaders in a single faction, these factions can be a major political entity, an infamous outfit of lawbreakers or anything plausible that your can think of. Custom factions can be of all sorts, as long as they are lore-compliant, they will be accepted.

    This is a traditional storytelling RP, not a competitive strategy simulator. This means that everyone should work together in OOC to determine the future of the plot. Be friendly and cooperative in OOC, hostile attitude will be a surefire way for your rapid expulsion out of the airlock.

    No godmodding or meta-gaming, just the basic stuff that applies to every RP

    Please try to follow as much lore as possible (circa 4E 201), at least in the beginning. You can always develop your faction in your own direction later on.

    As the leader of your faction, you do not know all the events around the world.

    With any large scale invasions and troop movements, you have to declare war. That can mean covertly through PM or overtly through OOC, no matter what you choose, let us know if you're going to blow stuff up.

    Nirn is a medieval styled fantasy world, with no modern communication such as phones, internet etc. Magic will speed up communication, but your orders are still not carried out instantly.

    Speaking of communications, try to have 2 posts before you respond. Please collaborate in PM or a third party source before posting. That being said DO NOT BOG DOWN THE PACING OF THE RP BY GETTING INVOLVED IN TOO MANY COLLABS.

    Remember that every action has an equal and opposite reaction, that means if you do something extreme, your people are not going to like it.

    The Velothi, Ashlander Nomads, Windsong
    Forenya Bosmeri, Local Bosmer Clan, Arlathina
    Aldmeri Dominion Foreign Affairs and Judiciary Department, Skyrim Division, The Nexerus (Medal for Second Longest Name)
    Penitus Oculatus Office of Special Affairs, Special Activities Division, SAD-Detachment 101(Skyrim), Call Sign Bowyer’s Attachment, O|NoSoul (Medal for Most Bureaucratic Name)
    The Vanguard, Free Company, AddictedToSkooma
    The Snow-Peak Company, A Less-Than-Legal Trading Company, Glaciercold

    The Posting Order is as Follows...




    The Nexerus


    Keep in mind this is not set in stone, this order may be adjusted based on promptness of posts and general player participation.

    Faction Sheet
    Faction Name: Full name and other common designations.

    Leadership: The leader(s) of your organisation. You can have up to three playable leaders. One of these leaders will function as the head of the faction and the other two are subordinates. The Patriarch of Clan Stone-Fist and his two sons, for example.

    Prominent Supporting Members: These are the high ranking NPCs in your faction.

    Functions: What does your faction do? Please list both covert and overt actions, both formal and informal functions.

    Type: This is pretty straight forward. Highborn family? Free Company? Private Institution(i.e. College of Winterhold)? Outlaws?

    Resources: Treasury: This is where you will list how many septims your faction has leftover after taxes to their liege-lords provide him/her with their lawful due as ruler. This amount will be used to finance their endeavors. Use it wisely, as it will only be added gradually to every (other?) turn.

    Finance: This is where you will list the major sources of income your faction has. Each faction may have only two major sources of income. For example, the Jarldom of Falkreath Hold supplies the High King of Skyrim with fighting men and lumber while the Jarldom of the Reach supplies the realm with raw precious metals and weaponry of the highest quality.

    Military Power: How many fighting men and women can your faction call to arms? Now, don’t go crazy with this. We want realism, not pissing contests.

    Outside Relations: What do nearby factions and, if you have one, your liege-lord think of you? What do you think of them? Are there regular interactions with other factions?

    Base/HQ: The location your faction uses as its primary headquarters. Give a brief description of the location and structures the faction uses as its base of operations. If your Headquarters is mobile or decentralized, please state this here and give a brief description of how this is accomplished.

    Faction Problem: This field exists to give your faction some meaning beyond the usual “climb to power,” and something to do when not trying to climb. This serves as a balancer between factions, ensuring that no one faction starts out better off than another. Please, for the sake of my blood pressure and your hopes of joining this RP, don’t make the problem bullshit and easily solvable.

    History: A brief history of your faction.

    The following sheet must be filled out and attached to applications that are PM'd to GMs.

    Leader profile
    (please fill in one for each of your playable leaders)







    Skills and Weaknesses:

    #1 O|NoSoul, Nov 10, 2014
    Last edited: Dec 2, 2014
    • Like Like x 3
  2. First for having read it all.

    Also: I'm thinking a revival of House Indoril might be in order. Saving that idea.
  3. Of course you posted this after I went to bed and I'm at work. /fist shake

    I'll try to get this done tonight though
  4. At least I'm not last! :'3 I'll get working on a sheet, myself. x3
  5. Maybe it's the meds I'm taking for this stubborn infection doing the thinking, but I gotta ask to see if there's clarification available.

    By the Nine it's going to be bullets.

    • Since I see this as sort of Grand Strategy: Elder Scrolls edition. How is combat going to be held? Cause people knowledgeable in ES lore could (in theory) gather a couple of good mages and obliterate any standard armed forces. Within reason. (lol reason with magic involved)
    • With so many playable characters spread out over such a large area I'm a bit worried about people simply RPing with themselves simply due to distances involved.
    • Are we aiming for smaller player built factions rather than entire nation's military power? Seeing as individual houses are labeled I'm getting that vibe from it.
    • Sload Necromancers. That's a scary thought. If anyone's read The Infernal City they'll know the Empire would mobilize fairly swiftly to try and combat that sort of threat.
    • Vvardenfell 4life, n'wah.
    • Like Like x 1
  6. Also, can I roll with an overpowered argonian faction that took part in the Near genocide of the Dunmer?

    Remember the oblivion crisis? Yeah, the argonians pushed the daedra back, went through the gates to get more fighting done, then got sealed in because Mehrunes got worried they might actually win, closing all the oblivion gates in the black marsh.

    Damnit that sounds like an awesome idea now.
  7. Jeezy Chreezy, Windsong. Rapid-Fire with the questions over here, I like that.


    • Like Like x 1
  8. Remember to PM any Faction Sheets to BOTH GMs, do not post them in the OOC.
  9. Overpowered? No
    Argonian faction? Possible
    Near? I think you meant Tear


    Also, NoSoul, do you mind getting your sheet up as a sample?
    • Thank Thank x 1
  10. Faction Name: Penitus Oculatus Office of Special Affairs, Special Activities Division, SAD-Detachment 101(Skyrim), Call Sign Bowyer’s Attachment

    Leadership: Sorenn, “Bowyer,” Senior Inspector of the Penitus Oculatus’s Special Activities Division
    Everard the Black-Thane, “Cobbler,” HUMINT asset of the Penitus Oculatus SAD

    Prominent Supporting Members:Flavia Cessus, “Blacksmith,” Penitus Oculatus Internal Affairs Division Attaché
    Arronil, Altmer Nightblade, SAD
    Mathieu, Breton Thief, Part of Everard's Host
    Leonus Callus, Colovian-Nordic Agent, IAD
    Christoph of Sensford, Breton Agent, IAD

    Functions: The Special Activities Division of the Penitus Oculatus’s Office of Special Affairs maintains detachments in all former and current Imperial Provinces, excluding the Summerset Isles or Alinor, as it is called. The function of these detachments is to carry out the investigation and arrest or summary execution of political assassins, murderers of Imperial Government Officials such as Counts or Elder Council members, skooma traffickers, defectors and other threats to Imperial security as well as recruiting spies and training rebels in enemy territory in wartime and will sometimes take the role of strategic advisor to the Legate of an Imperial Legion.

    Type: Imperial Government Organization

    Resources: Treasury: Currently 1,000 septims

    Finance: Their primary form of finance is Imperial funding, a fund of 500 septims every month to each branch.

    Military Power: 50, four of those being the Prominent Supporting Members as well as 16 members of Everard's party, something Flavia does not like one bit. The other 30 is the Imperial Navy sailors but they just keep the riff raff from getting too close to the ship.

    Outside Relations: The Clans of Skyrim can be valuable assets and they have no qualms with accepting Imperial gold so long as its shiny and valuable. The Clans that sided with the Stormcloaks are somewhat harder to get to cooperate with them, but they manage. A few extra septims weighs enough to break their loyalty for a bit, it seems. Individual Attachments of the SAD can have contacts in the underground that can give them information regular Legion can’t get ahold of, Clan Black-Briar and the Thieves Guild are assets in this way. The Thalmor clash heads with anyone affiliated with the Penitus Oculatus and might rush to solve or cover up threats to Imperial security to insult the Inspectors of the Special Activities Division.

    Base/HQ: Red Diamond’s Pride, an Imperial Navy Brig on loan to the Penitus Oculatus, docked at Solitude.

    Faction Problem: The recent attachment of attachés from the Penitus Oculatus’s Internal Affairs Division has made Sorenn’s job hard, as with the IAD butting heads with Special Activities Division protocol and Sorenn's way of working especially. The Thalmor trying to cut their investigation off at the least and get Sorenn’s team killed at the most for having High-Profile Targets for the Thalmor in their team doesn't help. Hold Guards in Stormcloak controlled territory aren’t very welcoming of Imperials poking their noses around either, much less an Altmer working for the Imperials. Because of the heightened tension and raised threat-level of local Thalmor assets, they’ve been forced to assign Call Signs for long-distance communications purposes and Operational Security.

    History: Sorenn’s team was put on the case of missing Deep-Cover agent Inspector Vilhalm. Once the disappearance of a traveling Bard in Bruma was brought to Sorenn’s desk as well as multiple reports of Inspector Vilhalm and an unidentified Legionnaire heading Northward after the disappearance, Sorenn requested a transfer to Skyrim to cut down on Oculatus bureaucracy and keep the case in his hands. Sorenn’s Office’s Head Intendant gladly granted Sorenn’s request as his record was clean and his numbers of successful investigations and clean arrests were one of the best in SAD-Detachment 000(Cyrodiil). Sorenn was put on the Red Diamond’s Pride and set sail for Skyrim. When they got there, the Penitus Oculatus partnered his team with an Internal Affairs Officer for no apparent reason. In the interest of Imperial Security, Sorenn is to track down Vilhalm and use him to get at any bigger fish he might be meeting with.

    After the Head Intendant of SAD-Detachment 101 got word of Sorenn's transfer, he requested for a team of Internal Affairs Division Inspectors to be attached to Sorenn's team without a justification. Oddly, the team request went through and Sorenn found a pain in his ass come to mess with his investigation. Now, he has to be extremely careful with what he chooses to do and keep anything IA won't like under wraps. It is for this reason that Sorenn hired the Breton expatriate, Everard, and his warband to carry out any field work. Flavia knows of Everard's employment but not his unofficial capacity as mercenaries. As far as she is concerned, they are nothing but spies to report to Sorenn while he carries out the investigation towards Inspector Vilhalm's disappearance and possible defection.

    It came as a major break when he received a plea from the Thalmor officer, Suurion, now Callsign Stonemason. With this new asset, Sorenn thinks he can get some information on any contact the Thalmor has had with any defectors. All he has to do now is meet with Suurion and protect him during his stay in Skyrim. Having a Thalmor defector within his team has made certain problems clear, such as the heightened danger his team is in now they have a high-value target for the Thalmor within their team. Just in case, Sorenn has made it clear that no one is to come close to Red Diamond's Pride without being challenged with the word "Diamond" and if the challenge is not met with "Septim" the person approaching is to be persuaded through any means necessary to turn around and go home.

    Name: Sorenn

    Race: Altmer

    Gender: Male

    Age: Altmer equivalent of human 60's

    Position: Senior Inspector

    Show Spoiler

    Background: Sorenn spent twelve years in service to his Emperor in the Imperial Legion, commanding an Imperial Legion Century as a subordinate officer to Legate Menneus in Valenwood. When he sustained an injury to his shoulder and wrist on the right arm he was put on Medical Leave from the Legion. He retired from the Legion and was given a letter of recommendation per his request to the Penitus Oculatus and was put on the Special Activities Division, SAD-Detachment 000. It was after four good years of service when the case of the serial murders and the possible Penitus Oculatus defector was put on his desk that he requested transfer to SAD-Detachment 101 and finds himself in his current situation.

    Skills and Weaknesses: His combat injuries make him a sub-par fighter but he makes up for this with his knowledge of magic but even the use of his body’s magicka brings him some pain.

    His obsessive personality has made him one of the best Inspectors in the Special Activities Division.

    He has a temper that quickly flares when he hasn’t had a drink, giving a chance to impair his detective work. Yes, he is a functioning alcoholic with PTSD.

    he has a good eye for detail, able to catch things others may miss.

    Even though his own efforts and that of Legion healers were able to save his arm from having to be amputated he must drink a potion from time to time that numbs the pain he gets if he uses his right arm too much. His dominant arm is his right arm.

    Possessions: His Penitus Oculatus armor, which he only wears when in Solitude. He usually wears simple garb when out following leads.

    His sword and badge, both bearing the mark of the Penitus Oculatus, the Imperial Dragon with an eye in the center, the words Inward Eyed under the Eye and Dragon. He forgoes these high profile things when out and about, instead carrying a simple steel sword.

    An enchanted necklace that fortifies his magicka, allowing him to use what magicka he does to keep him able to stay in a field position.
    Name: Everard the Black-Thane

    Race: Breton-Nord

    Gender: Male

    Age: 25

    Position: HUMINT asset of Bowyer's attachment, reports to Sorenn with sensitive information and handles any clandestine field work.

    Show Spoiler

    Background: Everard was born in Wayrest, High Rock to the King of Wayrest himself. His status as a bastard barred him from inheriting the throne or any family titles so he gathered a party of adventurers along his path from Wayrest to Northpoint to Solitude until he reached Whiterun. He displayed his loyalty to Jarl Balgruuf by riding out with a detachment of hold guards to fight an Orcish warband marauding through Whiterun hold. Everard enjoyed a personal gift from Jarl Balgruuf and accepted the title of Thane of Whiterun. From stories told, he got the unofficial title of Black-Thane, for attacking the larger Orcish force in the dead of night, armor, shields, skin and weapons painted black with charcoal and ash. They lived to bring the tale back to Whiterun and Everard has a place at the side of Jarl Balgruuf.

    When the Penitus Oculatus took notice of him as they tracked him across High Rock and then into Skyrim they made plans on how best to approach him and make him an asset for the Empire. When Bowyer and his team made port in Solitude, he requested the file on the Black-Thane he'd heard about. He traveled to Whiterun under disguise so as to not draw attention from local Thalmor patrols and made contact with Everard. It was surprisingly easy, as it seemed a sum of 200 septims and a promise of more was the most efficient way to sway the man to the Empire's side. He became a useful source of information of the goings-on in Whiterun Hold and he and his companions are good clandestine operatives for the right jobs. Everard also serves as an extra man to try to sway Balgruuf out of neutrality and over to the Empire.

    Skills and Weaknesses: Everard is a wildcard, calculating and takes the time to weigh out options at some points while acting rash and hastily in others.

    Everard is no thief but he knows how to command his men and is especially adept at small-team operations that require discretion. Or bloodshed.

    Everard is selfish and will take the opportunity to further his own ends, but he sometimes will make sure to make a situation a win-win for both he and Sorenn.

    He is a skilled swordsman and can fling a few fireballs but making any real spells that turn the tide of battle? No.

    Possessions: His leather lamellar and bear fur cloak, as well as his silver circlet denoting his status as Thane that is only worn when inside the walls of Whiterun.

    A steel sword and an ebony dagger.
    #10 O|NoSoul, Nov 11, 2014
    Last edited: Dec 2, 2014
    • Like Like x 1
  11. I swear I'll get around to writing up and sending in the proper paperwork. This stupid sinus infection has me all kinds of muddled and unable to concentrate.
  12. Not sure if i should make my own faction or join one lol.
  13. This right here's a faction RP, pardner. You can choose one from the list and flesh it out or make your own. This is basically a small-scale NRP.
  14. Are religious factions allowed as well?

    Brief lucidity has me scribbling down ideas.

    Edit: FFFFFFFFFFuck the New Temple shit I found. Seems so ridiculous to throw all that good lore away. I bet the Colonel had something to do with this...
    #14 Windsong, Nov 12, 2014
    Last edited: Nov 12, 2014
  15. Yes, what do you have in mind?

    I thought it was something else. :blah:
  16. I was aiming for a sort of left over group of the former Tribunal temple, seeing as how Vivec isn't considered dead it seemed a plausible idea. Groups of dunmer aiming to reclaim lost artifacts, relics, tomes, etc that were once used. A bit of digging found that they'd abandoned it in favor of the "New Temple" while still maintaining much of their ancestral worship, the ashlander's having been right about most of it.

    So changed it up a bit to a roaming Ashlander group that spreads the word of native Morrowind practices to distant dunmer communities.

    And yeah, went from a cold to a nasty sinus infection.
  17. This looks interesting.
  18. Take your coat off and stay a while.
  19. Consulting with my friend here at work with regards to Dunmer culture has me scribbling down more ideas then I'm sure I could use. It's almost painful!
  20. Is this thread always going to be painfully slow?
    Still waiting on confirmation or feedback from my faction sheet has me wondering.
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