Post by Shadow Sharpfang on Jan 17, 2015 15:00:48 GMT -4
The snowy, Nordic province of Skyrim, in the country of Tamriel, has been busy as of late. There is a large war going on between two groups, the Imperials, who work with the high elven Aldmeri Dominion to conquer Skyrim and banish the worship of the Nord god Talos on the way, and the Stormcloaks, who seek to drive out the Imperials and reclaim their freedom. Many have died. And to make matters worse, dragons are coming back to life, after centuries of resting in their ancient burial mounds, and no one is quite sure why. What we do know is if they aren't stopped, they may destroy more than just Skyrim...
But there is a group of people with the abilities to bring peace to the land.
They are the Dovahkiin.
The Dragonborns.
The Dragonborn, or Dovahkiin in dragon tongue, is a person born with dragon blood in their veins. Whatever talents they possess they exceed in, and they have a natural ability to use Shouts, three word phrases in the dragon language that are mostly used in combat by dragons. See two dragons spitting streams of fire at each other? It's actually just a battle of words. Usually it takes years for anyone to unlock the powers of their Thu'um, their Voice, and learn even the most basic Shout, but the Dragonborn can master this technique almost effortlessly, thus making them the most powerful warriors to exist. But it's been so long since a Dragonborn last traversed these cold, white lands. Most people think the dragons and the Dragonborn are both just legends. They better think again.
Dovahkiin Form:
Name:
Gender:
Race:
Appearance:
Personality:
Build (See Useful Information for info. You don't need to have a build that fits your race, just have fun!):
Starting group (Optional, only one):
Starting shout (You may start with a fully unlocked, three word shout. Only one):
Crush:
Other:
Dragon Form:
Name (Usually in the dragon language, and three one syllable words long, but doesn't have to be):
Gender:
Appearance:
Personality:
With or Against the Dragonborns:
Crush:
Other:
Note: It's alright for dragons to be overpowered when fighting Dragonborns, and massively overpowered when fighting anything else, but they should be on fair grounds with other dragons!
Useful Information:
Build types:
Races:
Possible starting groups:
Possible starting shouts:
Helpful Links:
thuum.org is a site with a translator for the dragon language.
elderscrolls.wikia.com and www.uesp.net are my two favourite wikis.
And that's all! Tell me if I forgot something or if you want me to add anything!
But there is a group of people with the abilities to bring peace to the land.
They are the Dovahkiin.
The Dragonborns.
The Dragonborn, or Dovahkiin in dragon tongue, is a person born with dragon blood in their veins. Whatever talents they possess they exceed in, and they have a natural ability to use Shouts, three word phrases in the dragon language that are mostly used in combat by dragons. See two dragons spitting streams of fire at each other? It's actually just a battle of words. Usually it takes years for anyone to unlock the powers of their Thu'um, their Voice, and learn even the most basic Shout, but the Dragonborn can master this technique almost effortlessly, thus making them the most powerful warriors to exist. But it's been so long since a Dragonborn last traversed these cold, white lands. Most people think the dragons and the Dragonborn are both just legends. They better think again.
Dovahkiin Form:
Name:
Gender:
Race:
Appearance:
Personality:
Build (See Useful Information for info. You don't need to have a build that fits your race, just have fun!):
Starting group (Optional, only one):
Starting shout (You may start with a fully unlocked, three word shout. Only one):
Crush:
Other:
Dragon Form:
Name (Usually in the dragon language, and three one syllable words long, but doesn't have to be):
Gender:
Appearance:
Personality:
With or Against the Dragonborns:
Crush:
Other:
Note: It's alright for dragons to be overpowered when fighting Dragonborns, and massively overpowered when fighting anything else, but they should be on fair grounds with other dragons!
Useful Information:
Build types:
One of the amazing things about Skyrim is character customization. You could be a bulky, heavy armour user who favours two handed weapons, a typical warrior with heavy armour, specializing in one handed weapons, and a shield, a mage who uses robes and spells only, and many other combinations. Get creative! I recommend you look up the different skills a Dragonborn can have because I don't want to list them all. xD Most will be touched on in the race section.
Races:
There are a total of ten races in Skyrim. Below I'll list them all, some of their lore, what skills they exceed at, and other information.
Altmer:
Also known as high elves, they hail from Summerset Isle and aren't well recieved among Nords for how one branch of them, the Aldmeri Dominion, which is run by a group known as the Thalmor, seeks to eradicate the worship of their main god, Talos. They are unmatched as mages, and excel in the Arcane Arts.
Argonians:
Argonians are the humanoid lizard inhabitants of Black Marsh. Not all that much is known about their homeland. They are highly intelligent, very resistant to disease, and can breath underwater. They also make good thieves and assassins, and are great at moving silently and picking locks. They also heal very quickly. They can also make decent mages and unarmed fighters. All around, a force to be reckoned with.
Bosmer:
More commonly known as wood elves, the Bosmer come from Valenwood and have a affinity for wildlife and prefer to live peacefully. They are the best archers in all of Tamriel but also make excellent thieves and assassins thanks to their natural stealth skills. They can request the aid of a nearby animal to help them out for a while every few hours, and are also resistant to poison and disease.
Breton:
A human like race of human and elf ancestry, the Breton populate the province of High Rock and make brilliant mages and have a high resistance to magic, with some rumoured to be able to become virtually immune, but don't quite surpass the Altmer in arcane skill. They have a power that lets them absorb hostile magic attacks for a few minutes. Despite their skills in magic they also make powerful warriors with enough training. Due to their Altmer ancestry, some have pointed ears.
Dunmer:
Dunmer, or dark elves, are the natives of Morrowind. They are very intelligent, quick and strong, but tend to be a bit on the unlucky side. Their skin ranges from the common grey, to green, and sometimes even light blue. They make good mages, assassins, and warriors. They have a resistance to fire and can summon the wrath of their ancestors to set nearby foes on fire for a little while. They are often considered the middle ground between Altmer and Bosmer.
Imperials:
Coming from the province of Cyrodil, Imperials are known for their intelligence, wealth, discipline, and ability to train powerful armies easily. They easily conquered the whole of Tamriel. They have the ability to calm most humanoid enemies for a little while, and are very lucky when it comes to finding coin. They are very well rounded with skills in almost every area. They make excellent two-handed heavy armour users, assassins, one-handed light armour users, and anything else you can think of.
Khajiit:
Khajiit are a commonly disrespected race of feline humanoids coming from Elsweyr and considered the rivals to the Argonians for their similar skills. Almost no one likes the sly-voiced Khajiits. They tend to favour their deadly claws over weapons, and they get by alright unarmed. They are very skilled in stealth and speech, and are very clever. They also make strong warriors. Some use their cunning to become merchants. They are often thought of as filthy thieves, and a lot of the time this is true. They are unmatched in this category, and make incredible assassins and thieves. They are one of, if not the most, discriminated race in all of Tamriel, being called things such as cat, rug, and other insults. They have a wide range of appearances. They can also see in the dark.
Nord:
Lovers of cold and a nice glass of mead, Nords live almost everywhere in Tamriel but are most common in their home province of Skyrim. They are great blacksmiths and merchants and powerful warriors. They are resistant to any cold related damage, even that of the magic variety. Their mighty battle cry can occasionally make an enemy flee from battle. They are the best barbarians, excelling in one and two handed weapons and light armour. The war going on seems to have divided the nords, with some favouring the Stormcloaks and other fighting for the Empire.
Orsimer:
Natives of the Wrothgarian and Dragontail mountains, the Orsimer, or orcs, are large bulky humanoids and many are in the ranks of Tamriel's greatest warriors. They are the masters of heavy armour and one handed weapons, and can go berserk every few hours, taking half damage and dealing double.
Redguard:
The dark skinned members of the province of Hammerfell, the Redguard are often considered to be born to be soldiers. Their pride and free spirit makes them function better as independent adventurers, though. They are fast and quiet on foot and can make use of all weapon and armour types, though preferring one handed weapons and a shield. They resist poison and can enter an adrenaline rush at will which causes their stamina to return ten times faster than usual.
Altmer:
Also known as high elves, they hail from Summerset Isle and aren't well recieved among Nords for how one branch of them, the Aldmeri Dominion, which is run by a group known as the Thalmor, seeks to eradicate the worship of their main god, Talos. They are unmatched as mages, and excel in the Arcane Arts.
Argonians:
Argonians are the humanoid lizard inhabitants of Black Marsh. Not all that much is known about their homeland. They are highly intelligent, very resistant to disease, and can breath underwater. They also make good thieves and assassins, and are great at moving silently and picking locks. They also heal very quickly. They can also make decent mages and unarmed fighters. All around, a force to be reckoned with.
Bosmer:
More commonly known as wood elves, the Bosmer come from Valenwood and have a affinity for wildlife and prefer to live peacefully. They are the best archers in all of Tamriel but also make excellent thieves and assassins thanks to their natural stealth skills. They can request the aid of a nearby animal to help them out for a while every few hours, and are also resistant to poison and disease.
Breton:
A human like race of human and elf ancestry, the Breton populate the province of High Rock and make brilliant mages and have a high resistance to magic, with some rumoured to be able to become virtually immune, but don't quite surpass the Altmer in arcane skill. They have a power that lets them absorb hostile magic attacks for a few minutes. Despite their skills in magic they also make powerful warriors with enough training. Due to their Altmer ancestry, some have pointed ears.
Dunmer:
Dunmer, or dark elves, are the natives of Morrowind. They are very intelligent, quick and strong, but tend to be a bit on the unlucky side. Their skin ranges from the common grey, to green, and sometimes even light blue. They make good mages, assassins, and warriors. They have a resistance to fire and can summon the wrath of their ancestors to set nearby foes on fire for a little while. They are often considered the middle ground between Altmer and Bosmer.
Imperials:
Coming from the province of Cyrodil, Imperials are known for their intelligence, wealth, discipline, and ability to train powerful armies easily. They easily conquered the whole of Tamriel. They have the ability to calm most humanoid enemies for a little while, and are very lucky when it comes to finding coin. They are very well rounded with skills in almost every area. They make excellent two-handed heavy armour users, assassins, one-handed light armour users, and anything else you can think of.
Khajiit:
Khajiit are a commonly disrespected race of feline humanoids coming from Elsweyr and considered the rivals to the Argonians for their similar skills. Almost no one likes the sly-voiced Khajiits. They tend to favour their deadly claws over weapons, and they get by alright unarmed. They are very skilled in stealth and speech, and are very clever. They also make strong warriors. Some use their cunning to become merchants. They are often thought of as filthy thieves, and a lot of the time this is true. They are unmatched in this category, and make incredible assassins and thieves. They are one of, if not the most, discriminated race in all of Tamriel, being called things such as cat, rug, and other insults. They have a wide range of appearances. They can also see in the dark.
Nord:
Lovers of cold and a nice glass of mead, Nords live almost everywhere in Tamriel but are most common in their home province of Skyrim. They are great blacksmiths and merchants and powerful warriors. They are resistant to any cold related damage, even that of the magic variety. Their mighty battle cry can occasionally make an enemy flee from battle. They are the best barbarians, excelling in one and two handed weapons and light armour. The war going on seems to have divided the nords, with some favouring the Stormcloaks and other fighting for the Empire.
Orsimer:
Natives of the Wrothgarian and Dragontail mountains, the Orsimer, or orcs, are large bulky humanoids and many are in the ranks of Tamriel's greatest warriors. They are the masters of heavy armour and one handed weapons, and can go berserk every few hours, taking half damage and dealing double.
Redguard:
The dark skinned members of the province of Hammerfell, the Redguard are often considered to be born to be soldiers. Their pride and free spirit makes them function better as independent adventurers, though. They are fast and quiet on foot and can make use of all weapon and armour types, though preferring one handed weapons and a shield. They resist poison and can enter an adrenaline rush at will which causes their stamina to return ten times faster than usual.
Possible starting groups:
There are many factions and organizations the Dragonborn can join up with in Skyrim, but I'll allow you to start as a part of one if you so wish. You may join other factions as you go. Here are the ones you're allowed to start off with.
Bards College: A group of musically talented folk of all backgrounds.
The Companions: A group of honour-bound warriors run by Kodlak Whitemane. You can't start of as part of the circle, but as the RP progresses you may obtain beast blood if you so wish and perhaps become Harbinger eventually.
The Dark Brotherhood: A small, secretive clan of assassins holed up in a sanctuary near the city of Falkreath. Their clients attract their attention by performing a ritual known as 'The Black Sacrament'. It is run by a woman named Astrid. They start with the Night Mother in their possession, though she hasn't chosen a listener yet.
Imperial Legion: The children of the empire, locked in a battle with the Stormcloaks. The begin as they do in game. Your actions can influence who wins the battle.
Stormcloaks: The children of Skyrim, locked in a battle with the Imperials in a quest for freedom. The begin as they do in game. Your actions can influence who wins the battle.
Thieves Guild: A guild of thieves running in the sewers of the city of Riften. They used to run the place but have fallen on hard times. They begin as they do in game. You may not start off as a Nightingale.
The Dawnguard: A group of vampire hunters who run in a giant fortress east of Riften. They begin as they do in game.
Bards College: A group of musically talented folk of all backgrounds.
The Companions: A group of honour-bound warriors run by Kodlak Whitemane. You can't start of as part of the circle, but as the RP progresses you may obtain beast blood if you so wish and perhaps become Harbinger eventually.
The Dark Brotherhood: A small, secretive clan of assassins holed up in a sanctuary near the city of Falkreath. Their clients attract their attention by performing a ritual known as 'The Black Sacrament'. It is run by a woman named Astrid. They start with the Night Mother in their possession, though she hasn't chosen a listener yet.
Imperial Legion: The children of the empire, locked in a battle with the Stormcloaks. The begin as they do in game. Your actions can influence who wins the battle.
Stormcloaks: The children of Skyrim, locked in a battle with the Imperials in a quest for freedom. The begin as they do in game. Your actions can influence who wins the battle.
Thieves Guild: A guild of thieves running in the sewers of the city of Riften. They used to run the place but have fallen on hard times. They begin as they do in game. You may not start off as a Nightingale.
The Dawnguard: A group of vampire hunters who run in a giant fortress east of Riften. They begin as they do in game.
Possible starting shouts:
The Dragonborn may start off with one fully unlocked, three word shout. Here are the ones you may begin with.
Animal Allegiance: The words of this shout are Raan Mir Tah, meaning Animal Allegiance Pack, and will summon a beast from the wilderness to fight for you temporarily.
Aura Whisper: Laas Yah Nir, meaning Life Seek Hunt, will reveal the life forces of all creatures within a radius, allowing you to track their movements even through walls.
Disarm: Zun Haal Viik, meaning Weapon Hand Defeat, rips your enemy's weapon from their grasp.
Dismay: Faas Ru Maar, meaning Fear Run Terror, will startle your enemies with the power of your Thu'um and cause them to flee in terror.
Elemental Fury: Su Grah Dun, meaning Air Battle Grace, calls the power of the wind to your body, allowing for faster attacks.
Throw Voice: Zul Mey Gut, meaning Voice Fool Far, causes your voice to be heard, though the location of which is uncertain, causing enemies to go searching for it.
You can also make up your own shout! Just a reminder that they are three words in the dragon language, and must be three syllables, much like dragon names.
Animal Allegiance: The words of this shout are Raan Mir Tah, meaning Animal Allegiance Pack, and will summon a beast from the wilderness to fight for you temporarily.
Aura Whisper: Laas Yah Nir, meaning Life Seek Hunt, will reveal the life forces of all creatures within a radius, allowing you to track their movements even through walls.
Disarm: Zun Haal Viik, meaning Weapon Hand Defeat, rips your enemy's weapon from their grasp.
Dismay: Faas Ru Maar, meaning Fear Run Terror, will startle your enemies with the power of your Thu'um and cause them to flee in terror.
Elemental Fury: Su Grah Dun, meaning Air Battle Grace, calls the power of the wind to your body, allowing for faster attacks.
Throw Voice: Zul Mey Gut, meaning Voice Fool Far, causes your voice to be heard, though the location of which is uncertain, causing enemies to go searching for it.
You can also make up your own shout! Just a reminder that they are three words in the dragon language, and must be three syllables, much like dragon names.
Helpful Links:
thuum.org is a site with a translator for the dragon language.
elderscrolls.wikia.com and www.uesp.net are my two favourite wikis.
And that's all! Tell me if I forgot something or if you want me to add anything!