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 The Elder Scrolls: The Cyrodiil Chronicles

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Merrick Rose

Merrick Rose

Posts : 312
Join date : 2009-09-27
Age : 31
Location : Wouldn't you like to know?

The Elder Scrolls: The Cyrodiil Chronicles Empty
PostSubject: The Elder Scrolls: The Cyrodiil Chronicles   The Elder Scrolls: The Cyrodiil Chronicles Icon_minitimeThu Oct 01, 2009 5:28 pm

I figured I would try to make an RP based on The Elder Scrolls IV: Oblivion. The way this RP would be run would be like Zincks's Musical GM RP, which means a random person will be GM for a while, allowing them to come up with their own ideas for plots, and once a plot ends, someone else be crowned GM. If you have any questions about this or Elder Scrolls, PM me or Opti. Pont knows a bit about Elder Scrolls, since he played the last game, Morrowind, so you can ask him, too. Also, the RP will begin in the middle of the game's main quest, and will eventually include both of its expansions: Knights of the Nine, and The Shivering Isles.

Here's a link to a map of Cyrodiil, where the RP will take place. I'll post a map of the Shivering Isles at a later date, as well as glossary of people, terms, and places in Cyrodiil.

Here's a useful link for generating base stats for your character. http://www.linklost.com/occ/


[b]Race[/b]: There are a total of ten playable races in the Elder Scrolls universe. Vampires exist, too, and if you want to be one, then ask Opti or myself for permission first.
[b]Birthsign[/b]: There are 13 different constellations one can be born under, bestowing various benefits. More on them later.
[b]Class[/b]: You can be one of 21 different types of classes. Each class has two favored attributes, and seven major skills. More on the individual classes later.


[b]Racial Traits[/b]:


Put an asterisk next to favored attributes. Every time you level up, you can put up to three points into three attributes. It's up to you how what your starting attributes are, but try to be realistic.
[list][*][b]Strength[/b]: Determines how much you can carry, how much fatigue you can have, and how much damage you can do with melee weapons. Governs the skills of Blunt, Blade, and Hand to Hand.
[*][b]Intelligence[/b]: Determines your total Magicka. Governs the skills of Alchemy, Conjuration, and Mysticism.
[*][b]Willpower[/b]: Affects how quickly you regenerate Magicka (What MP is called in Elder Scrolls) and how much fatigue you have. Governs the skills of Destruction, Alteration, and Restoration.
[*][b]Agility[/b]: Affects your ability to maneuver and balance, your total fatigue, and how much damage you can do with ranged weapons such as bows and throwing knives. Governs the skills of Security, Sneak, and Marksman.
[*][b]Speed[/b]: Determines how fast you can move. Governs the skills of Athletics, Light Armor, and Acrobatics.
[*][b]Endurance[/b]: Affects how much fatigue you have, your health, and much your health will increase when you "level up." Governs the skills of Block, Armorer, and Heavy Armor.
[*][b]Personality[/b]: Determines how much people like you, which leads to better information gathering. Governs the skills of Speechcraft, Mercantile, and Illusion.
[*][b]Luck[/b]: Has an effect on everything you do, but governs no skills.


Put an asterisk next to major skills. All major skills gain a +25 bonus. There are three ways to raise skill levels: Use them again and again, buy training from certain NPCs, and learn more about skills from special books. To level up, you must raise any combination of your major skills by a total of 10 points. This is easily accomplished using all three of the above methods. Like your attributes, the other skills can have points in them, but again. Try to be realistic.
[*][b]Block[/b]: Allows you to more effectively block and parry attacks to reduce damage.
[*][b]Armorer[/b]: Allows you to maintain armor and weapons at top efficiency with the use of repair hammers. Damaged weapons and armor are less effective.
[*][b]Heavy Armor[/b]: Allows you to make more effective use of iron, steel, dwarven, orcish, ebony, daedric, and madness armor.
[*][b]Blunt[/b]: Allows you to more effectively deliver blows with weapons like axes and maces.
[*][b]Blade[/b]: Allows you to more effectively deliver blows with weapons like swords and daggers.
[*][b]Athletics[/b]: Allows you to run, swim, and regenerate fatigue faster.
[*][b]Hand to Hand[/b]: Allows you to attack with your bare hands to damage and fatigue opponents
[*][b]Destruction[/b]: The higher your skill in a particular school of magic, the more powerful the spells you can create and use. Most spells also come in three varieties: Ranged spells, spells that require you to touch your target, and spells that can only be cast on yourself. Destruction deals with spells that harm living and undead things. Spells include fire, ice, lightning, reducing magical resistances, skills, and attributes, and damaging weapons and armor.
[*][b]Alteration[/b]: Involves manipulation of the physical world and its natural properties. Spells include walking on and breathing in water, increasing physical and magical resistances, altering encumbrance limits, and magically locked doors and containers.
[*][b]Illusion[/b]: Affects the perception and mind of living things. Spells include silencing, charming, paralysis, commanding people or creatures to do your bidding, altering one's aggression and morale, creating artificial light, seeing in the dark, and invisibility spells.
[*][b]Conjuration[/b]: Allows one to summon daedra, undead, daedric weapons and armor, and turn the undead.
[*][b]Mysticism[/b]: Involves the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world. Spells include absorbing, reflecting, and dispelling magic, telekinesis, binding souls to soul gems to recharge the enchantments on weapons, and being able to see living things through doors and walls.
[*][b]Restoration[/b]: Heals, restores, and fortifies one's attributes and skills, cures and fortifies resistance to poisons, diseases, and paralysis, as well as bodily harm, and augments or absorbs attributes.
[*][b]Alchemy[/b]: Allows you to use plants and herbs, things gathered from dead creatures and monsters, and even normal food to make all manner of potions and poisons by using mortars and pestles. By using special apparatuses, one can reduce or magnify positive and negative effects from whatever you make.
[*][b]Security[/b]: Allows you to use lockpicks to open locked doors and containers.
[*][b]Sneak[/b]: Allows you to pick pockets and move unseen and unheard by observers.
[*][b]Acrobatics[/b]: Allows you to jump higher and farther than normal.
[*][b]Light Armor[/b]: Allows you to make more effective use of fur, leather, chainmail, mithril, elven, glass, and amber armor.
[*][b]Marksman[/b]: Allows to make more effective use of ranged weapons like bows and throwing knives.
[*][b]Mercantile[/b]: Allows you to get better deals when buying or selling things.
[*][b]Speechcraft[/b]: Allows you to use the power of speech to make people like and trust you.

Anything you can wear and any weapon you can use can be enchanted to increase attributes and skills, give positive effects, or to more effectively battle enemies, monsters, and creatures. You can have minor enchantments on your starting equipment, if you feel so inclined. Also, enchanted weapons must have their enchantments periodically recharged by using soul gems, special gems that are filled with the souls of dead monsters and creatures.

Normal Attire:
Spells (If your character knows any):



Argonians: The reptilian denizens of Black Marsh. Little is known and less is understood about them. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at both. They are, in general, a reserved people, slow to trust and hard to know. Yet they are fiercely loyal, and will fight to the death for those they have named as friends. While Argonians appear reptilian in nature at first glance, they also exhibit fish- and amphibian-like qualities, such as being able to breathe underwater. They have small gills behind their ears, and swim using the same body mechanism as that of a tadpole or eel, waving their tails side-to-side to propel themselves through water.

Skill Bonuses (Each race get bonuses to certain skills.)
Alchemy +5, Athletics +10, Blade +5, Hand to Hand +5, Illusion +5, Mysticism +5, Security +10

Racial Traits (Each race also get special abilities and perks.)
Resist Disease: All Argonians are resistant to disease.
Immune to Poison: Self-explanatory.
Water Breathing: Self-explanatory.

Bretons: Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies. They are particularly skilled at summoning and healing magic.

Skill Bonuses
Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, Mysticism +10, Restoration +10

Racial Traits
Fortified Magicka: You have more Magicka than other races.
Resist Magicka: You are more resistant to magical damage than other races.
Dragon Skin: Temporarily shields against physical damage. Can only be used once a day.

Dark Elves: The dark-skinned, dark-skinned, red-eyed peoples of the Eastern Empire. "Dark" is variously understood to mean "dark-skinned," "gloomy," and "ill-favored by fate." The Dark Elves and their national character embrace these various connotations with enthusiasm. In the Empire, "Dark Elves" is the common usage, but in their homeland of Morrowind, they call themselves the Dunmer. They combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skilled and balanced integration of the blade, the bow and destruction magic. They are resistant to fire and can summon the spirits of their ancestors for aid.

Skill Bonuses
Athletics +5, Blade +10, Blunt +5, Destruction +10, Light Armor +5, Marksman +5, Mysticism +5

Racial Traits
Resist Fire: All Dark Elves are highly resistant to fire-based attacks and spells.
Ancestor Guardian: Allows you to summon the spirit of an ancestor to help you. Can only be used once a day.

High Elves: In the Imperial tongue, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves, but they call themselves Altmer, or the "Cultured People." In the Empire, "High" is often understood to mean "proud" or "snobbish," and as the Altmer generally personify these characteristics, the "lesser races" harbor little love for them. Altmer confidently consider themselves, with some justice, as the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear. Deft, intelligent, and strong-willed, Altmer are the most strongly gifted in the magical arts of all the races, and Altmer boast that their sublime physical natures make them far more resistant to disease than the "lesser races." However, they are also somewhat vulnerable to fire, frost, and shock.

Skill Bonuses
Alchemy +5, Alteration +10, Conjuration +5, Destruction +10, Illusion +5, Mysticism +10

Racial Traits
Weakness to Fire, Ice, and Lightning: You take slightly more damage from destruction magic then other races.
Resist Disease: Reduces your chances of contracting diseases.
Fortified Magicka: You have more Magicka than other races.

Imperials: Natives of the civilized, cosmopolitan province of Cyrodiil, Imperials are also known for the discipline and training of their citizen armies. Though physically less imposing than the other races, the Imperials have proven to be shrewd diplomats and traders, and tend to favor warrior classes.

Skill Bonuses
Blade +5, Blunt +5, Hand to Hand +5, Heavy Armor +10, Mercantile +10, Speechcraft +10

Racial Traits
Star of the West: By touching a target, you can restore a large amount of fatigue by absorbing theirs. Can only be used once a day.
Voice of the Emperor: A powerful charm spell. Can only be used once a day.

Khajiit: A race of catlike humanoids hailing from the province of Elsweyr, Khajiit are well-known for their keen intelligence and agility. While these traits make them superb thieves, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit also disdain weapons in favor of their natural claws.

Skill Bonuses: Acrobatics +10, Athletics +5, Blade +5, Hand to Hand +10, Light Armor +5, Security +5, Sneak +5

Racial Traits
Eye of Fear: Makes people run away from you in terror. Can only be used once a day.
Eye of Night: All Khajiit possess the natural ability to see in the dark.

Nords: The citizens of Skyrim are aggressive and fearless in war, industrious and enterprising in trade and exploration. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of armor and weapon styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies.

Skill Bonuses
Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10, Restoration +5

Racial Traits
Nordic Frost: A powerful ice spell that deals damage on touch. Can only be used once a day.
Woad: Temporarily reduces physical damage. Can only be used once a day.
Resist Ice: All Nords are highly resistant to ice-based damage and magic.

Orcs: The sophisticated barbarian peoples of the Wrothgarian and Dragontail Mountains, the Orcs are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the Imperial Legion. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest frontline troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among both sexes. Orc names always follow a strict format, being that they have a main name, and a gender prefix preceding a last name. For example, Burz gro-Kash, or Shingro gra-Gubbug. (gro = male and gra = female)

Skill Bonuses: Armorer +10, Block +10, Blunt +10, Hand to Hand +5, Heavy Armor +10

Racial Traits
Berserk: Greatly increases your fatigue, health, and strength at the cost of most of your agility. Can only be used once a day.
Resist Magicka: You are slightly more resistant to magical damage than other races.

Redguards: The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem to have been born to fight, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many types of weapons and armor, Redguards are also physically blessed with hardy constitutions, resistance to poison and disease, and quickness of foot.

Skill Bonuses: Athletics +10, Blade +10, Blunt +10, Light Armor +5, Heavy Armor +5, Mercantile +5

Racial Traits
Adrenaline Rush: Greatly increases your agilty, endurance, speed, strength, and health for a small time. Can only be used once a day.
Resist Disease: All Redguards are highly resistant to disease.
Resist Poison: All Redguards are highly resistant to poison.

Wood Elves: The Bosmer are the various Elven clanfolk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often collectively referred to as Wood Elves, but "Bosmer" and "the Tree-Sap People" is what they call themselves. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Unlike the Altmer and Dunmer, Wood Elves prefer a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Bosmer are especially suitable as scouts, and thieves. But most of all, the Bosmer are known for their skills with bows; there are no finer archers in all of Tamriel. Their ability to command simple-minded creatures is also well known. The Wood Elves also use bone, animal, and insect parts widely, but do not destroy trees or plant life, though they are not averse to using wooden or plant-derived products created by others.

Skill Bonuses: Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5, Marksman +10, Sneak +10

Racial Traits
Beast Tongue: Lets you command an animal to fight alongside you for a short while. Can only be used once a day.
Resist Disease: All Wood Elves are highly resistant to disease.

Vampires: People who have been infected with a disease called porphyric hemophilia, which is often passed on by other vampires. This disease usually takes about three days to turn someone into a vampire. They survive by drinking the blood of sleeping humans, but the longer a vampire goes without blood, the more powerful it becomes, at the cost of being becoming easier to identify as one. Any race can be a vampire, and they are identified by their red eyes and fangs. Vampires can actually survive in sunlight, provided they have consumed some blood the previous night. And naturally, the longer they go without blood, the deadlier sunlight becomes to them. Vampires are highly vulnerable to fire and sliver weapons, and their ashes are prized as valuable ingredients for alchemy.

Skill Bonuses: Whatever skill bonuses they had before contracting vampirism. But being a vampire also provides bonuses to both skills and attributes. Every day a vampire goes without drinking, these bonuses increase by +5, for a total of +20, as well as a resistance to normal weapons, up to 20%. Of course, the also become less resistant to sunlight and fire.

Skills that gain bonuses: Acrobatics, Athletics, Destruction, Hand to Hand, Illusion, Mysticism, Sneak.

Attributes that gain bonuses: Strength, Willpower, Speed

Racial Traits: Whatever they had as mortals, but they gain new powers every day they go without drinking blood.

Resist Disease: All vampires have 100% disease resistance, making them completely immune to disease.
Resist Paralysis: Same as above, only they can't be paralyzed.

Hunter's Sight: Night Eye for 30 secs on Self, Detect Life 100 ft for 30 secs on Self.
Vampire's Seduction: Charm 50 pts for 20 secs on Touch. Can only be used once per day.
Reign of Terror: Silence 20ft for 60 secs, Demoralize up to lvl 6 for 60 secs on Touch. Can only be used once per day.
Embrace of Shadows: Night Eye for 90 secs on Self, Invisibility for 180 secs on Self. Can only be used once per day.

Werewolves: Werewolves are humanoids that have great strength, speed and endurance. As strong as they are individually, they become lethal in packs, so some form of crowd control is recommended. Silver weapons are extra effective as they do double physical damage and fire-based effects are less likely to be resisted. Becoming a werewolf is simple: fight one and contract Sanies Lupinus; after waiting for three days with this disease, you will become a werewolf.

Strength, Agility, and Endurance are all 150. Your speed is 90, and if you're not in the two-legged combat mode, you can run on all four legs and go about 30% faster (120 Speed). Granted, your luck is just 25, but, as a werewolf, consider yourself lucky to have any luck at all. With a skill of 100 in Hand-to-Hand and unarmored combat. In addition, your hand-to-hand attacks don't do damage to an opponent's fatigue like normal, they damage health. Your sneak is 95. Your acrobatics skill is 80, and your athletics is 50.

You also get a 25pt Night Eye, a constant-effect Detect Animal / NPC over a 4,000 radius. While you're a Werewolf, everything you were as a human is gone. Your stats, skills, special powers, racial and birth sign bonuses, and faction status are all left in the dust until dawn. You can only attack with your claws, no spells. "You can't talk to people, only growl. Silver weapons do twice the normal damage. There is no access to your human inventory, and you won't be able to collect objects or manipulate anything other than doors. If you don't set about eating as a werewolf, 23 percent of your current health will be stripped away on an hourly basis. If you feed, you regenerate 1HP/Sec for the rest of the night.



The Apprentice: Those born under this sign gain increased Magicka, but also gain a big weakness to it.

The Atronach: Those born under this sign gain an exponential increase in Magicka, and although they cannot regenerate it without potions, they have a small chance to absorb any magic used against them.

The Lady: Those born under this sign gain have increased willpower and endurance.

The Lord: Those born under this sign can regenerate their health, but are vulnerable to fire-based attacks and magic.

The Lover: Those born under this sign can paralyze others with a kiss once a day, at the cost of some of their fatigue.

The Mage: Those born under this sign gain a small increase to their Magicka.

The Ritual: Those born under this sign gain access to a powerful self-healing spell that can be used once a day, and can turn the undead.

The Serpent: Those born under this sign gain the ability to poison others simply by touching them. This also heals them, but also robs them of all of their fatigue.

The Shadow: Those born under this sign gain the ability to temporarily make themselves invisible once a day. In the Black Marsh, Argonians born under this sign are called Shadowscales; they are given to the Dark Brotherhood and trained from birth as assassins.

The Steed: Those born under this sign gain increased speed.

The Thief: Those born under this sign gain increased agility, speed, and luck.

The Tower: Those born under this sign can unlock doors magically and cast a spell that temporarily reflects damage back at attackers, though both of these abilities can only be used once a day.

The Warrior: Those born under this sign gain an increase to their strength and endurance.



A polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture.

Favored Attributes: Agility and Endurance
Major Skills: Acrobatics, Blade, Block, Marksman, Security, Sneak, Speechcraft

Operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes.

Specialization: Stealth
Favored Attributes: Agility, Personality
Major Skills: Acrobatics, Illusion, Marksman, Mercantile, Security, Sneak, Speechcraft

Fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuvers, and engaged in melee with sword and axe after the enemy is wounded and weary.

Specialization: Combat
Favored Attributes: Agility, Strength
Major Skills: Armorer, Blade, Blunt, Hand to Hand, Light Armor, Marksman, Sneak

Killers who rely on stealth and mobility to approach targets and/or victims undetected. Execution is with ranged weapons or with daggers for close work. Assassins include ruthless murderers and principled agents of causes both noble and evil.

Specialization: Stealth
Favored Attributes: Intelligence, Speed
Major Skills: Acrobatics, Alchemy, Blade, Light Armor, Marksman, Security, Sneak

The proud, savage warrior elites of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat.

Specialization: Combat
Favored Attributes: Speed, Strength
Major Skills: Armorer, Athletics Blade Block Blunt Hand to Hand Light Armor

Loremasters and storytellers, bards crave adventure for the wisdom and insight to be gained, and must depend on sword, shield, spell, and enchantment to preserve them from the perils of their educational experiences.

Specialization: Stealth
Favored Attributes: Intelligence, Personality
Major Skills: Alchemy, Blade, Block, Illusion, Light Armor, Mercantile, Speechcraft

Wizard-warriors trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures.

Favored Attributes: Intelligence, Strength
Major Skills: Alchemy, Alteration, Blade, Blunt, Conjuration, Destruction, Mysticism

Any heavily armored warrior with spellcasting powers and a good cause may call himself a champion of justice. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.

Specialization: Combat
Favored Attributes: Strength, Willpower
Major Skills: Athletics, Blade, Blunt, Destruction, Hand to Hand, Heavy Armor, Restoration

Spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, using deadly force only as a last resort.

Specialization: Magic
Favored Attributes: Personality, Willpower
Major Skills: Alchemy, Alteration, Destruction, Illusion, Mercantile, Restoration, Speechcraft

Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry.

Specialization: Combat
Favored Attributes: Personality, Strength
Major Skills: Blade, Block, Blunt, Hand to Hand, Heavy Armor, Illusion, Speechcraft

Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common: An avid love of spellcasting.

Specialization: Magic
Favored Attributes: Intelligence, Willpower
Major Skills: Alchemy, Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration

Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self defense. Monks avoid detection by stealth, mobility, and agility, and are skilled with a variety of ranged weapons as well as close combat techniques.

Specialization: Stealth
Favored Attributes: Agility, Willpower
Major Skills: Acrobatics, Alteration, Athletics, Hand to Hand, Marksman, Security, Sneak

Spellcasters who use their magics to enhance mobility, concealment, and combat skill. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents.

Specialization: Magic
Favored Attributes: Speed, Willpower
Major Skills: Acrobatics, Alteration, Athletics, Blade, Destruction, Light Armor, Restoration

Pilgrims are travellers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms and armor, and through wide experience of the world, they become shrewd in commerce and persuasion.

Specialization: Stealth
Favored Attributes: Endurance, Personality
Major Skills: Armorer, Block, Blunt, Light Armor, Mercantile, Security, Speechcraft

Adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and speed, blades and business sense, rogues thrive on conflict and misfortune, trusting to their luck and cunning to survive.

Specialization: Combat
Favored Attributes: Personality, Speed
Major Skills: Alchemy, Athletics, Blade, Block, Illusion, Light Armor, Mercantile

Preferring the great outdoors over city life, scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat, scouts tend to be cautious and methodical, rather than impulsive.

Specialization: Combat
Favored Attributes: Endurance, Speed
Major Skills: Acrobatics, Alchemy, Armorer, Athletics, Blade, Block, Light Armor,

Though spellcasters by vocation, sorcerers rely mostly on summoning and enchantments. They are greedy for magic scrolls, rings, armor and weapons, and commanding undead and daedric servants gratifies their egos.

Specialization: Magic
Favored Attributes: Endurance, Intelligence
Major Skills: Alchemy, Alteration, Conjuration, Destruction, Heavy Armor, Mysticism, Restoration

Spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers of- ortune.

Specialization: Magic
Favored Attributes: Endurance, Willpower
Major Skills: Alteration, Blade, Block, Heavy Armor, Destruction, Illusion, Restoration

Pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities.

Specialization: Stealth
Favored Attributes: Agility, Speed
Major Skills: Acrobatics, Light Armor, Marksman, Mercantile, Security, Sneak, Speechcraft

Professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire. Warriors train with various weapons and armor, and are conditioned by long marches, and hardened by ambush, skirmish, and battle.

Specialization: Combat
Favored Attributes: Endurance, Strength
Major Skills: Armorer, Athletics, Blade, Block, Blunt, Hand to Hand, Heavy Armor,

Dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery, witchhunters train for magical and stealthy war against vampires, werewolves, witches, warlocks, and necromancers.

Specialization: Magic
Attributes: Agility, Intelligence
Skills: Alchemy, Athletics, Conjuration, Destruction, Marksman, Mysticism, Security
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Merrick Rose

Merrick Rose

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Join date : 2009-09-27
Age : 31
Location : Wouldn't you like to know?

The Elder Scrolls: The Cyrodiil Chronicles Empty
PostSubject: Re: The Elder Scrolls: The Cyrodiil Chronicles   The Elder Scrolls: The Cyrodiil Chronicles Icon_minitimeThu Oct 01, 2009 5:30 pm


(will be updated as it goes along)

  • The Imperial City: The capital of Cyrodiil, and the whole of the Empire. It is located on an island in the middle of Lake Rumare in the Nibenay Valley. There are six districts in the city, arranged like the spokes in a wheel. They are, starting from twelve o'clock and going clockwise: The Market District, The Arena, the Arboretum, the Temple District, the Talos Plaza District, and the Elven Gardens District. White Gold Tower, which was built hundreds of years ago by the Ayleids, is situated in the middle of the city. It serves as the Imperial Palace and can be seen from every part of the city. Also on the island are the Arcane University, the Imperial Prison, and a waterfront. Underneath the Imperial City is a sewer system as large as the city itself. The sewers can be accessed from most districts of the city, and there are also a few entrances outside of the city. The sewer system is a fairly complex maze. The east and west sections of the sewer do not connect to each other, but within those sections there are many interconnections. A single bridge connects the island to the mainland near a small settlement called Weye. Roads lead from the capital in all directions.

  • The Arena: Located in the Imperial City, this is where people from all over Cyrodiil come to watch brave warriors fight to the death for fame and money. One can place bets on fights, or become a participant themselves. The Arena was built by Gaiden Shinji, a legendary hero. Though he died shortly before its completion, the Arena owes its existance to him. An area called the Bloodworks is located under the Arena, where the Arena combatants hone their skills between fights. The Bloodworks is appropriately named; Every so often, combatants' blood will seep through a large grate in the Arena and down into this area. The current Grand Champion of the Arena is Agronak gro-Malog, a half-orc who calls himself the Gray Prince.

  • The Arcane University: A university for those versed in the magical arts. It is near the Imperial City, and is accessed via a bridge southeast of the Arboretum. Access to the university is restricted to respected members of the Mages Guild. To gain entrance, one must obtain recommendations from all of the Mages Guild Halls in Cyrodiil.

  • Chorrol: A medium-sized town in northwestern Cyrodiil, between the Great Forest of west Cyrodiil and the Colovian Highlands of the Hammerfell border. Chorrol is divided into five main districts: The Fountain Gate, Castle Chorrol, Chapel Street, West District and the Great Oak Place. Situated in the rugged highlands of Colovia, the city's grounds are strewn with large boulders that set the mountainous mood of the city as much as they serve as obstacles to pedestrians. The walls are well-fortified in anticipation against attack, with watchtowers placed at regular intervals along its length. The current ruler of Chorrol is Countess Arriana Valga, widow of the late Count of Chorrol.

  • Bruma: Located in the snowy northern reaches of Cyrodiil, Bruma's population is mostly Nordic, although other races are also present. The Countess of Bruma is Narina Carvain, a Heartland Nibenean woman of noble descent. The Countess is known widely as a collector of Akaviri artifacts, which she displays in her throne room.

  • Skingrad: A large town located in the West Weald region, to the southwest of the Imperial City, along the Gold Road. The town is divided in two parts: the north wall encompasses the business district and the guild halls, while the southern half holds homes and the Great Chapel of Julianos. Outside of town is the castle of Janus Hassildor, the current count of Skingrad and a well-known wizard. Although he is well-loved by his subjects, the good Count is rarely ever seen in public.

  • Kvatch: A city in the hinterlands of the Gold Coast between Anvil and Skingrad, built on top of a mountain. The date of the city's founding is uncertain, but one of its most famous heroes is Antus Pinder, who led a hopeless defense against a superior force. A statue of him was erected in Kvatch to honor his courage and spirit. Kvatch is also home to the only other Arena in Cyrodiil. However, after the assassination of the Emperor, the town was all but destroyed when Daedra opened gates to Oblivion outside of the city. Only a handful of survivors escaped. The daedra were eventually driven out, but only the Chapel of Akatosh and Castle Kvatch remain standing. Someday, though, the city will thrive again.

  • Anvil: A prosperous harbor city on the Gold Coast by the Abecean Sea at the very southwest end of Cyrodiil. It is located at the end of the Gold Road, past both Skingrad and Kvatch. Anvil consists of five districts: Castle Anvil, Chapelgate, Westgate, Guildgate and Harborside. The Countess of Anvil is Millona Umbranox. Her husband, the former Count Corvus Umbranox, disappeared ten years ago. Several citizens will comment on the Redguard influence on local house architecture, which are built in a similar style to that of nearby Hammerfell.

  • Cheydinhal: A city in eastern Cyrodiil whose architecture and culture contains heavy Dunmer influence, due to its close proximity to Morrowind's border. Located in the foothills between the Valus and Jerall Mountains, Cheydinhal sits on the northeast edge of the Nibenay Basin, a river valley of tributaries to Lake Rumare and the Niben River. Cheydinhal consists of three districts: Cheydinhal Castle, the Market, and the Chapel. The dominating feature of the city is a tributary of the Corbolo River, which bisects the city from north to south. The current Count is Andel Indarys, a Dunmer of House Hlaalu.

  • Bravil: A rundown, ugly, muddy, and thoroughly squalid town south of the Imperial City. In the square east of Bravil's Chapel stands a statue called The Lucky Old Lady. People visit the statue daily and kiss its cheek, believing that the Lady will share some of her luck with them. Regulus Terentius is the current Count of Bravil, and a stuck-up old snob to go with it.

  • Leyawiin: A city situated near the southernmost point of Cyrodiil, by the mouth of the Niben River where it opens into Topal Bay. Located on the small strip of land between the provinces of Elsweyr and Black Marsh, it has a sizable population that includes many Khajiit and Argonians. It is comprised of four districts: The Chapel District, the Guild Plaza, Main Street, and Castle Leyawiin. Marius Caro is the Count of Leyawiin, and he rules it along side his wife, Countess Alessia, who is also the daughter of the Countess of Chorrol.

  • The Planes of Oblivion: The dimensional planes which are home to all the Daedra. Each Daedric Prince gets their own separate plane, and they all vary greatly. The plane Mehrunes Dagon's forces are invading from is called the Deadlands, and is a dimension that is covered by an ocean of lava, scattered with islands. Several structures exist on said islands, like towers, walls, elevated pathways, and gates, many of which are in disrepair and non-functional. The interiors of some buildings resemble infernal slaughterhouses, with much evidence of human bloodshed.


  • Uriel Septim VII: The former Emperor of Tamriel. Born 87 years ago, Uriel VII served as Emperor for 65 years. 44 years ago, he was betrayed an Imperial battlemage named Jagar Tharn, who imprisoned him in a dimension of his own creation. Tharn then used his mastery of illusions to disguise himself as Uriel, and ruled in his absence for the next ten years, until an unknown hero rescued Uriel and defeated Tharn. Though Tharn's interference postponed his plans, Uriel VII worked diligently to renew the battle to reunite Tamriel. Sometime ago, the Emperor's three sons were assassinated by a Daedric cult called the Mythic Dawn. Shortly afterward, they killed Uriel VII himself.

  • High Chancellor Ocato: A High elf battlemage, and the leader of the Elder Council, which is charged with governing Tamriel when the current Emperor fails in their duties, be it from death or sickness.

  • Hannibal Traven: a Breton mage, is the Arch-Mage of the Mages Guild. He is a staunch opponent of Necromancy, and he will give you many quests related to stamping out the practice in Cyrodiil.

  • The Gray Prince: Agronak gro-Malog, more widely known as The Gray Prince, is a male half-Orc who is the current Grand Champion of the Arena

  • They Gray Fox: The Gray Fox is the mysterious leader of the secretive Thieves Guild. Most doubt his existence, and rumors have it that he has existed for over 300 years, is able to vanish into thin air, and can turn into a mist to slip underneath locked doors.


  • The Blades: The Blades are the hidden Eyes and Ears of the Emperor in the provinces of Tamriel. Originally tasked with collecting far-flung fragments of Numidium, they are now a prestigious service order for citizens demonstrating the greatest loyalty to the Emperor. To be named in the Blades by the Emperor is a great honor, and publicly acknowledged members serve openly in noble courts and diplomatic posts. Privately, many Blades members act as the Empire's intelligence agency. Such agents conceal themselves with secret identities, operating in disguise as couriers, observers, spies and bodyguards throughout the Empire.

  • The Dark Brotherhood: A guild of professional assassins with considerable influence and power. It is similar to Morrowind's Morag Tong, but despite a common misconception, is a completely separate organization. Entry into the guild is not by determined by requesting a membership or completing a certain task, but by the Brotherhood observing you committing an act of murder. The Dark Brotherhood is not as well accepted as the Morag Tong. The Morag Tong is a government-sanctioned guild of assassins in Morrowind. Even trying to contact the Dark Brotherhood is illegal, not to mention being a part of it. If one is caught in the act of a murder, they are on their own, since the Brotherhood will not endanger other agents by helping them. The Brotherhood has many sanctuaries across Tamriel, and one of the ones in Cyrodiil is located under an abandoned house in Cheydinhal. It is believed that the Count of Cheydinal knows of its existance, but bribes and death threats have done wonders to keep his mouth shut. In contrast to the Morag Tong's veneration of the Daedric Prince Mephala, the brotherhood worship a deity they call Sithis, and carry out their murders in his name. The actual leader of the Dark Brotherhood is someone called the Night Mother, but facts about her are almost impossible to establish. Some suggest that the current Night Mother is the ghost of the first, who is now the wife of Sithis. Others say that "Night Mother" is an honorary title given to the current leader. Some even consider her to be none other than Mephala. Next in command beneath the Night Mother is the Black Hand; a Listener and four Speakers. The Listener relays instructions from the Night Mother to the Speakers who dispatch a Brotherhood member to carry out the murder. To obtain a contract with the Dark Brotherhood, it is necessary to perform a ritual to contact the Night Mother. The ritual involves stabbing some actual body parts, within a circle of candles, with a dagger rubbed with the petals of a Nightshade plant, while whispering the plea, "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear." A special force within the Dark Brotherhood is known as the Shadowscales. In Black Marsh, Argonians born under the sign of the Shadow are taken at birth and presented to the Dark Brotherhood. A Shadowscale hatchling is then trained in the arts of stealth and assassination, and lives a life in service to the mighty kingdom of Argonia. Any Shadowscale who lives to come of age is accepted into the Dark Brotherhood as a full member. If a Shadowscale deserts the Dark Brotherhood, the penalty is death. Brotherhood members also obey five tenets. Breaking any of these tenets results in expulsion from the Brotherhood. Theses tenets are as follows:

    1. Never dishonor the Night Mother. To do so is to invoke the wrath of Sithis.
    2. Never betray the Dark Brotherhood or its secrets. To do so is to invoke the wrath of Sithis.
    3. Never disobey or refuse to carry out an order from a Dark Brotherhood superior. To do so is to invoke the wrath of Sithis.
    4. Never steal the possessions of a Dark Brother or Dark Sister. To do so is to invoke the wrath of Sithis.
    5. Never kill a Dark Brother or Dark Sister. To do so is to invoke the wrath of Sithis.

    Members of the Dark Brotherhood refer to each other as "family." The current head of the Cyrodiil "family" is a Bosmer named Ungolim, who is the Listener for the Dark Brotherhood, serving directly under the Night Mother. The only Dark Brotherhood sanctuary ANYONE in Cyrodiil even knows exists is the Cheydinhal sanctuary, and is watched over by one of the four speakers of the Black Hand, Lucien Lachance, an Imperial clothed in black robes with his face shrouded by his hood. The sanctuary is run by an Argonian named Ocheeva, whom Lucien leaves in charge due to his various absences thanks to his position. New family members are given contracts, or assignments, by Vicente Valtieri, a Breton vampire. Higher-ranking family members then receive their contracts from Ocheeva herself.

    Ranks are as follows: Murderer, Slayer, Eliminator, Assassin, Executioner, Silencer, Speaker, and Listener. Silencers report directly to the Black Hand, and receive their orders from predetermined dead drops.

  • The Thieves Guild: An organization for the gathering and training of those stealthy and shadowy in nature. Although criminal by its very definition, the local authorities often tolerate the existence of the guild as its presence often greatly decreases, if not eliminates, the more unstable or dangerous criminals. Like any trade guild, the Thieves Guild is an organization of professionals, except that in this case the professionals are thieves, robbers, pickpockets, smugglers, and other enterprising operators. They don't have public guild halls, but in large towns, they do tend to gather at a single location, such as a cornerclub, inn, or tradehouse. The Thieves Guild in Cyrodiil is a much more covert organization than the one in Morrowind, and is run by the Gray Fox, a mysterious individual who is never seen without an odd gray cowl over his face. Since it was founded over 300 years, he is believed by some to be a supernatural being. In order to join this guild, one must do some investigative work or spend some time in jail. Unlike the other "official" guilds, the Thieves Guild will only offer one special "jobs" based on how much stolen loot they have sold to a fence. Members of this guild are assisted by designated handlers called Doyens, who are essentially lieutenants in the guild who assign jobs, promote members, identify fences, and remove existing bounties from members for half their price. There are only two Doyens, though; Armand Christophe, a Redguard in the Imperial City, and S'Krivva, a female Khajiit living in Bravil. The Thieves Guild follows three rules.

    1. Never steal from other members of the guild.
    2. Never kill anyone during a job. Monsters and creatures are fine.
    3. Never steal from the poor. They serve as the eyes and ears of the guild, and are under the Gray Fox's protection.

    Ranks in this guild include: Pickpocket, Footpad, Bandit, Prowler, Cat Burglar, Shadowfoot, and Master Thief, with the Gray Fox himself being the guildmaster.

  • The Mages Guild: A professional organization, located throughout Tamriel, that is dedicated to the study and application of magicka and alchemy. Its charter from the Emperor specifies that the guild must provide magic services to the general public. Anyone can purchase potions, potion ingredients, magical items, and a selection of standard spells from the guild. However, training, goods, and services are cheaper for members, and the Guild Stewards may be able to provide members with work. Furthermore, exclusive services such as spellmaking and enchanting, deemed potentially dangerous to the public at large, are only made available to higher-ranked guild members in good standing. The Mages Guild is led by an Arch-Mage, and guided by the Council of Mages, made up of five archmagisters (including the Arch-Mage). The Arch-Mage and the Council of Mages are headquartered at the Arcane University in the Imperial City. The Council decides important Guild policies, such as its policy on the use of Necromancy and also administers recruitment, sale of spells in each local guild hall, and the enforcement of Guild law. In addition, guild halls exist in most cities in most cities on Tamriel, each of which is run by a local Guildmagister. The current Arch-Mage of the guild is Hannibal Traven. He was selected as Arch-Mage two years earlier by a narrow margin, mainly because of his strict stance against necromancy. He implemented new restrictions against necromancy, which were strongly supported by some members, but also strongly opposed by others. Half of the council resigned in protest. Traven also implemented new regulations governing guild membership, which has made it more difficult to join the guild.

    Ranks in this guild are: Associate, Apprentice, Journeyman, Evoker, Conjurer, Magician, Warlock, Wizard, Master-Wizard, and Arch-Mage.

  • The Fighters Guild: Present across all of Tamriel, this guild provides a common, and more importantly, public place of training and study for those of the warrior persuasion. The guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. The Fighters Guild is highly organized in Cyrodiil and the current Master of the guild is Vilena Donton. Both of her sons are in this guild, as well. Recent competition with a new guild of mercenaries, the Blackwood Company, has cost the guild some money, and many guild members are defaulting on contracts or causing trouble.

    Ranks in the guild are: Associate, Apprentice, Journeyman, Swordsman, Protector, Defender, Warder, Guardian, Champion, and Master.

  • The Mythic Dawn: A cult led by Mankar Camoran. They worship Mehrunes Dagon, the Daedric Prince of destruction, and are responsible for the assassination of Uriel Septim VII and his three sons.

[*]Septims: The currency in Cyrodiil.

[*]Nine Divines: The nine great faiths and gods of Tamriel. They are Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, and Talos. The Eight Divines preceeded the Nine Divines, and includes the same gods except for Talos.

[*]Daedric Princes: The most powerful of the Daedra, they are most commonly worshiped as gods. Each has a particular "sphere" which it is said to govern. Although Daedric Princes may assume the form of a female, they have no inherent gender, and are all referred to as Princes. In all, there are 16 known Princes, including one which assumes the role of two. Daedric Princes find entertainment and humor in interfering with the affairs of mortals, but do not know the mortal sense of "good" and "evil". Daedra usually have extremist tendencies, which is why Men and Mer fear them greatly. However, several princes do seem to take genuine pleasure in tremendous acts of devastation. They often mortals to perform tasks for them. The rewards for these tasks are often powerful artifacts which have been used by various people throughout the years.

[*]Ayleids: Also known as the Heartland High Elves, they were the first race to establish an empire in Tamriel and lived centuries ago, before the beginning of recorded history. Today, ancient Ayleid ruins can be found all over Cyrodiil, though they are often filled willed dangerous traps, creatures, and undead. Groups of bandits also use them as bases on occasion. The Ayleids seem to have had a firm grasp of the magical arts, as many of their ruins contain stones filled with magical essences.

[*]Daedra: A race of creatures that live on a separate plane of existance. There are many different varieties of Daedra, and they are often mistakenly referred to as demons. A Daedra's physical form can be destroyed, but they cannot be truly killed; the soul or of a slain Daedra returns to the void of Oblivion until it manages to manifest in a physical form again. Slaying a daedra is called "banishment" instead of "death" to reflect this.

[*]Oblivion Gates: Portals that are opened by the forces of Mehrunes Dagon, acting as bridges between the Mortal plane and Dagon's realm. Oblivion Gates are easily visible, especially at night, with their surrounding ring of fire and passing near one will normally make the sky turn ominously red. Closing an individual gate can only be accomplished by going into the gate and locating and removing the Sigil Stone that powers the gate. This sigil stone is found in the Sigil Keep at the top of the main tower within the associated Plane of Oblivion the gate leads to.

[*]Amulet of Kings: A pendant traditionally worn by the ruling emperor of Cyrodiil. In the center of the amulet is the Chim-el Adabal, also known as the Red Diamond, a huge Soul Gem of Ayleid origin. It is held in a golden clasp surrounded by eight smaller gems that represent the Eight Divines of the original Cyrodiilic pantheon, created by Queen Alessia. It serves as the symbol of the divine right of the Cyrodiilic emperors, is an important component of the coronation ceremony, and is a powerful artifact when used for divination. The soul of each reigning emperor is enshrined within the central stone, presumably during the coronation ritual involving the Dragonfires and the divine Covenant. In this way Cyrodiil's rulers are brought together in death, forming an 'oversoul' that may provide counsel to their successors. The amulet may only be worn by certain individuals - those who can be said to have the 'Dragon Blood' in their veins. The specific requirements, however, are a subject of debate, and they may simply call for the attributes of a ruler or some divine mandate.


Daedric Princes:

[*]Azura: The Daedric Prince whose sphere is dusk and dawn, the magic in-between realms of twilight. She is also known as the Queen of Dawn and Dusk, the Mother of the Rose, and the Queen of the Night Sky. Azura is one of the few Daedra who could be considered "good" by mortal standards, and is presumably the only Daedra that shows any concern for the well-being of her mortal subjects. She is often depicted as a dark-skinned woman with long, flowing white hair, wearing blue skirt and nude from the waist up, holding a rose in one hand. Her plane of Oblivion is called Moonshadow, where she lives in a rose palace. It is blindingly beautiful and colorful, with flowers, waterfalls, trees, and a city made of silver. The artifact she is most commonly associated with is Azura's Star, a reusable soul gem.

[*]Boethiah: The Daedric Prince who rules over deceit, conspiracy, secret plots of murder, assassination, treason, and unlawful overthrow of authority. Boethiah loves competition and battle, and is depicted as a great caped warrior, often in a stoic pose. Though typically depicted as male, Boethiah is occasionally referred to as female, though of course such distinctions are somewhat irrelevant among the Daedric Princes. The artifact most commonly associated with him is Goldbrand, a katana with a blade with made of solid gold.

[*]Clavicus Vile: The Daedric Prince whose sphere is the granting of power and wishes through ritual invocations and pacts. Clavicus has a companion named Barbas. While capable of selective shapeshifting, the form it assumes most of the time is that of a dog. Clavicus himself is depicted as a jovial fellow with horns protruding from his forehead. The artifacts most commonly associated with him are the Masque of Clavicus Vile, an enchanted mask that makes people like whoever wears it, and Umbra, an ancient sword created for the single purpose of entrapping the souls of its victims.

[*]Hermaeus Mora: The Daedric Prince whose sphere is scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory. He is often referred to as the Demon of Knowledge, and dnlike most Princes, he does not take on a humanoid form at all, appearing instead as a grotesque, green mass of tentacles and claws. His plane of Oblivion is called Apocrypha, and is an endless library where all forbidden knowledge can be found. The books all have black covers with no titles, and the library is haunted by ghosts forever searching for knowledge. The artifact most commonly associated with him is the Oghma Infinium, an ancient tome that allows whoever reads it to raise their natural abilities to near demi-god proportions.

[*]Hircine: The Daedric Prince whose sphere is the hunt, he is known as the Huntsman and the Father of Manbeasts. Hircine created the various diseases which transform mortals into beasts, and is therefore the guardian of were-creatures. They reflect his sphere admirably, hunting at night and being hunted by day. Hircine's typical servants in the mortal realm are werewolves, which he directly talks to, gives tasks and rewards with additional powers. Hircine hosts a great hunt every era, pitting various prey of his choosing against one another. The exact nature of each hunt varies from era to era. Hircine is a sportsman who enjoys giving his prey a chance for victory, however small. He is typically portrayed with a great spear and the head of a deer. The artifact most commonly associated with him is the Savior's Hide, an enchanted leather cuirass that boosts one's magical resistances.

[*]Malacath: The Daedric prince whose sphere is the patronage of the spurned and ostracized, Malacath is not recognized as a Daedric Prince by his peers, which fits his sphere perfectly. The Dunmer say he is also Malak, the god-king of the Orcs; he always tests the Dunmer for physical weakness. Malacath spurns physical weakness, hence the above-average strength of the creatures associated with him. His plane of Oblivion is called Ashpit, and is described as consisting only of dust, palaces of smoke, and vaporous creatures. Levitation and magical breathing are necessary to survive in the realm. Malacath is often depicted as a muscular green-skinned humanoid, not unlike an orc, and usually holds a large sword in one hand, and the artifact most commonly associated with him is Volendrung, a powerful warhammer of Dwarven origin.

[*]Mehrunes Dagon: The Daedric Prince of destruction, change, revolution, energy, and ambition. He is associated with natural disasters like fire, earthquakes, and floods. He is an especially important deity in Morrowind, where he represents its near-inhospitable terrain. In some cultures, though, Dagon is merely a god of bloodshed and betrayal. Dagon's plane of Oblivion is known as the Deadlands. As the name suggests, it is a nearly-inhabitable wasteland, consisting of blackened isles in a sea of lava. The Cult of the Mythic Dawn are diehard Dagon worshipers and work to bring the coming of Dagon in Oblivion by assassinating the Emperor and his three heirs. With the barriers between the mortal realm and Oblivion weakening as a result of this, Dagon has begun opening gates to Oblivion throughout Cyrodiil. Mehrunes Dagon is often depicted as a massive, red skinned, four-armed humanoid, and the artifact most commonly associated with him is Mehrunes' Razor, a mythical dagger that is capable of instantly killing any living creature.

[*]Mephala: The Daedric Prince whose sphere is obscured to mortals, also also called the Webspinner. Unlike many other Daedric Princes, who always appear as the same gender, Mephala appears as either male or female depending on whom the Daedric Prince wishes to ensnare. Mephala's only consistent theme seems to be interference in the affairs of mortals for amusement. Mephala's sphere seems to indicate a careful plan carried out through executions, each life a portion of a massive web. Mephala sees the affairs of mortals as a weave; pull but one thread and the whole thing unravels. To the Dunmer, she is associated with more simple concepts: lies, sex, and murder. Mephala also helped directly to found the Morag Tong. The artifact most commonly associated with Mephala is the Ebony Blade, a katana that drains its victims' health and transfers it to the wielder.

[*]Meridia: An obscure Daedric Prince to mortal eyes, very little is known about her. Meridia is often associated with the energies of living things and has a great and everlasting hatred for the undead, and will greatly reward any who eliminate them from the world. The artifact she is most commonly associated with is the Ring of Khajiiti, an enchanted ring that gifts whoever wears it with invisibility.

[*]Molag Bal: The Daedric Prince whose sphere is the domination and enslavement of mortals. He is known as the King of Rape. His main desire is to harvest the souls of mortals and to bring them within his sway by spreading seeds of strife and discord in the mortal realms. Molag Bal's plane of Oblivion is Coldharbour, which is said to resemble the mortal, including the Imperial Palace, but all desecrated and ruined. The ground is sludge, the sky is on fire, and the air is freezing. He is often depicted as a green-skinned humanoid with the horns and hooves of a goat, and the artifact most commonly associated with him is the Mace of Molag Bal, a mace that can absorb the strength and magicka of its victims and transfer it to its wielder.

[*]Namira: The Daedric Prince whose sphere is the ancient darkness. She is known as the Spirit Daedra, ruler of sundry dark and shadowy spirits, and is often associated with spiders, insects, slugs, and other repulsive creatures which inspire mortals with an instinctive revulsion. Namira's followers keep to themselves and prefer living peacefully in dark and squalid conditions, and will react violently at any attempts to "save" them from their abysmal, minimalistic lifestyles. The artifact most commonly associated with her in the Ring of Namira, which reflects physical and magical damage back at one's attackers.

[*]Nocturnal: The Daedric Prince whose sphere is the night and darkness. She is also known as the Night Mistress, and is often depicted as a woman shrouded in a dark cloak, with a crow perched on both of her shoulders. The Cyrodiil Thieves Guild venerates Nocturnal by ending conversations with the saying "Shadow hide you." The artifacts most commonly associated with her are the Gray Cowl of Nocturnal, the abilities of which are unknown (although it currently worn by the Gray Fox), and the Skeleton Key, an unbreakable lockpick.

[*]Peryite: Also known as the Taskmaster, he is the Daedric Prince whose sphere is the ordering of the lowest orders of Oblivion. Some accounts also claim his sphere is pestilence. Peryite is depicted as a small green dragon, and is ostensibly concerned with ensuring all things are accounted for, neat, tidy and in their right order.The artifact most commonly associated with him is the Spell Breaker, an enchanted shield that reflects magical damage back at attackers.

[*]Sanguine: The Daedric Prince whose sphere is hedonistic revelry, debauchery, and passionate indulgences of darker natures. Fittingly, he often appears on the seals and signs of brothels and whorehouses. Sanguine is depicted as a portly man with a demon-like head with horns, always with a bottle in his hand or a whore under his thumb. The term "sanguine" mean either "cheerfully optimistic" or "bloody"; the double meaning is appropriate for a prince whose realm encompasses both the light and dark sides of passion. The artifact he is most commonly associated with is the Sanguine Rose, a staff that resembles a giant rose, with the ability to summon a random Daedra to fight for its current owner.

[*]Sheogorath:The Daedric Prince of Madness, whose motives are said to be unknowable. Sheogorath delights in driving mortals insane, often through the use of bizarre magical artifacts. His plane of Oblivion is called the Shivering Isles. A realm as twisted as he is, it is divided into two parts: Mania, bright, vibrant grasslands which represent the creative side of Sheogorath's madness, and Dementia, a dark, depressing swamp of a region that the darker side of Sheogorath's madness. Sheogorath often appears as a seemingly harmless, well-dressed male, like a banker, much to the surprise of many mortals. He has many artifacts associated with him, but one of the better-known ones is Wabbajack, a staff that can turn a creature into another random creature. For example, it can turn a bear into a deer.

[*]Vaermina: The Daedric Prince whose sphere is the realm of dreams and nightmares, and from whose realm issues forth evil omens. Some have also claimed her sphere ties somehow to torture. Statuary of Vaermina depicts her as an old crone with a staff. Vaermina's plane of Oblivion is Quagmire, a nightmare realm where reality shifts every few minutes and becomes ever more horrifying. The artifact she is most commonly associated with is the Skull of Corruption, a staff that creates an exact duplicate of opponents, which it then attacks.
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PostSubject: Re: The Elder Scrolls: The Cyrodiil Chronicles   The Elder Scrolls: The Cyrodiil Chronicles Icon_minitimeThu Oct 01, 2009 6:26 pm

Name: Shadow-Claw
Gender: Male
Age: 25
Race: Argonian
Birthsign: The Shadow
Class: Assassin

Appearance: When he is wearing his armor with his hood down, he looks like this. With it up, this. In his normal attire he wears a green brocade doublet. (pic: Shadow in his normal attire.)

Background: Shadow-Claw as born under the birthsign of The Shadow, is argonian culture, those born under this sign are raised from birth to be assassins and spies for their homeland in the Black Marsh, those born under these circumstances are called Shadowscales. When they come of age they are then given to the Dark Brotherhood as full members. When Shadow came of age, he was given to the Cyrodiil branch of the Dark Brotherhood ans was placed in the Cheydinhal sanctuary where he met fellow brother and sister shadowscales. He is a rather odd ball member of the 'family'. While most of the members are cold(not saying he isnt), Shadow is also a bit of a perverse one as he used saved up wealth and acquired a manor full of scantly dressed maids in Skingrad. He uses it as a sort of home away from the sanctuary home. Which the brotherhood does not mind as long as he keeps his actions well hidden.

Personality: Generally cocky and full of himself, and mostly a bit on the perverted side when women he thinks are good looking are around him. Loyal to his 'family' and wont stab anyone in the back.....that he considers a friend anyway.

Racial Traits:
  • Resist Disease (constant: 75 pt. Self)
  • Resist Poison (constant: 100 pt. Self)
  • Water Breathing (constant)

  • Strength: 40
  • Intelligence: 45
  • Willpower: 30
  • Agility: 50
  • Speed: 55
  • Endurance: 30
  • Personality: 30
  • Luck: 50


  • Block: 5
  • Armorer: 5
  • Heavy Armor: 5
  • Blunt: 5
  • Blade: 30* (+10)
  • Athletics: 15
  • Hand to Hand: 10
  • Destruction: 5
  • Alteration: 5
  • Illusion: 10 (+10)
  • Conjuration: 5
  • Mysticism: 10
  • Restoration: 5
  • Alchemy: 30*
  • Security: 40* (+3)
  • Sneak: 30* (+10)
  • Acrobatics: 30* (+10)
  • Light Armor: 30* (+3)
  • Marksman: 30* (+10)
  • Mercantile: 10
  • Speechcraft: 10

Armor: Shrouded Armor and Shrouded Hood. Set of armor given to him once he was taken to the Dark Brotherhood in Cyrodiil. The Hood boosts Blade, Sneak, Illusion, Marksmanship, Acrobatics by 2. The rest of the armor boosts the same skills by 8 points. (when he is wearing them)

Normal Attire: An outfit like this.

Weapons: Iron Bow and Iron Arrows, Iron short sword, and Iron dagger.

Accessories: A enchanted brass ring called a Black Band. Gives a slight boost to Light Armor and Security. (3 points) Gives a very silght resistance to magic. (3%)

Spells (If your character knows any): Moonshadow(Birthsign Ability): Invisibility for 60 seconds on self, can be used only once a day.


Name: Kaasha
Gender: Female
Age: 30
Race: Khajiit Vampire
Birthsign: The Theif
Class: Pilgrim

Appearance: She has the typical looks of a female Khajiit, she looks about 10 years older than she really is and her eyes are a shade of red. Her fangs are slightly longer than normal Khajiits. She weighs around 130 lbs. and stands about 5 feet high. She is stronger than she really looks.

Background: Kaasha, was once a up and coming merchant and a rather social cat. Though after a traumatizing attack on her merchant group by a pack of vampires, whom just so happened to turn her, her entire personality took a big u-turn in the opposite direction after having her group murdered violently and fed on in front of her. She is now quiet, cold, and uncaring for those she kills. She might be cold however, but she does little to attract attention to herself and knows when to and when to not kill. The only ones she care for now are herself and her new 'family'. She was accepted into the Dark Brotherhood after getting revenge on the vampires who mercilessly ended the lives of her late friends.

Personality: Normally very quiet and does not talk to those she does not know. She is colder than most members of the Dark Brotherhood family and is very brutal with her contracts normally leaving a bloody mess when she is allowed too. Is good friends with Shadow-Claw and Vicente Valtieri, seeing as he is another vampire.

Racial Traits:
  • Weakness to Fire- 20% (Vampirism)
  • Resist Normal Weapons- 5% (Vampirism)
  • Resist Disease- 100% (Vampirism)
  • Resist Paralysis- 100% (Vampirism)

  • Strength: 30(+5)
  • Intelligence: 40
  • Willpower: 30(+5)
  • Agility: 60
  • Speed: 50(+5)
  • Endurance: 45
  • Personality: 45
  • Luck: 60


  • Block: 25
  • Armorer: 25
  • Heavy Armor: 5
  • Blunt: 25
  • Blade: 10 (+10)
  • Athletics: 10 (+5)
  • Hand to Hand: 15 (+5)
  • Destruction: 5 (+5)
  • Alteration: 5
  • Illusion: 5 (+15)
  • Conjuration: 5
  • Mysticism: 5 (+5)
  • Restoration: 5
  • Alchemy: 5
  • Security: 35
  • Sneak: 15 (+15)
  • Acrobatics: 20 (+15)
  • Light Armor: 35
  • Marksman: 10 (+10)
  • Mercantile: 30
  • Speechcraft: 30

Armor: Shrouded Armor and Shrouded Hood. Set of armor given to her once he was taken to the Dark Brotherhood in Cyrodiil. The Hood boosts Blade, Sneak, Illusion, Marksmanship, Acrobatics by 2. The rest of the armor boosts the same skills by 8 points. (when she is wearing them)

Normal Attire: She is now always wearing her Shrouded gear.

Weapons: Steel Battle axe.

Accessories: None.

Spells (If your character knows any):
  • Eye of Night: Night-Eye for 30 seconds on self. (see in the dark and can be used as many times as she likes.
  • Eye of Fear: Demoralize up to level 25 (100 points) for 30 seconds on Target, once per day. (makes the target run in fear.)
  • Hunter's Sight: Night Eye for 30 secs on Self, Detect Life 100 ft for 30 secs on Self. (Vampire ability and Detect Life = see life force of living things through objects)
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Merrick Rose

Merrick Rose

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Join date : 2009-09-27
Age : 31
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PostSubject: Re: The Elder Scrolls: The Cyrodiil Chronicles   The Elder Scrolls: The Cyrodiil Chronicles Icon_minitimeThu Oct 15, 2009 8:58 pm

Name: Vergilius Marcellus
Gender: Male
Age: 26
Race: Imperial
Birthsign: The Mage
Class: Battlemage

Appearance: Has short blond hair and green eyes, and stands at a little over 5 feet tall, weighing in at 165 pounds with a well-toned build.

Background: Vergilius, or Vergil as he usually likes to be called, was born in Anvil to a Breton mother and Imperial father. When he was a child, he began to take an interest in both the blade and ways of magic, and has devoted his life to making spell, sword, and axe as much a part of him as his own beating heart. He is currently an Associate in the Mages Guild, and is working on getting recommendations for the Arcane University.

Personality: Is a relatively nice person to be around, with a strong sense of justice. But he will never forgive those who betray his trust. He also thoroughly enjoys collecting rare tomes and books.

Racial Traits:

  • Star of the West: Absorb Fatigue 100 points on touch.
  • Voice of the Emperor: Charm 30 points for 30 seconds on target.


  • Strength: 49
  • Intelligence: 51
  • Willpower: 30
  • Agility: 30
  • Speed: 40
  • Endurance: 47
  • Personality: 50
  • Luck: 50


  • Block: 12
  • Armorer: 8
  • Heavy Armor: 21
  • Blunt: 31*
  • Blade: 33* (+8)
  • Athletics: 14
  • Hand to Hand: 10
  • Destruction: 33*
  • Alteration: 32*
  • Illusion: 10
  • Conjuration: 33*
  • Mysticism: 31*
  • Restoration: 11
  • Alchemy: 37*
  • Security: 16
  • Sneak: 19
  • Acrobatics: 11
  • Light Armor: 7
  • Marksman: 6
  • Mercantile: 15
  • Speechcraft: 15


Armor: Steel armor and shield, and a hood made out of red silk.
Normal Attire: Light brown linen pants, russet felt shoes, and a quilted brown doublet.
Weapons: Steel Longsword and Steel War Axe.
Accessories: An enchanted silver amulet given to him by his father for his 16th birthday. Fortifies Blade for 8 points on self.
Spells (If your character knows any):

  • Cold Touch: Ice damage 15 points on touch.
  • Ease Burden: Feather 50 points for 4 minutes on self. (Increases the amount you can carry.)
  • Flare: Fire damage 6 points on target.
  • Heal Minor Wounds: Restore Health 8 points on self.
  • Minor Dispel: Dispel 25 points on self. (Dispels positive or negative effects. More points mean you can dispel stronger effects.)
  • Minor Life Detection: Detect Life 60 feet for 10 seconds on self. (Lets you see living things through solid objects.)
  • Open Very Easy Lock: Open very easy lock on target. (Locks come in five categories, from very easy to very hard.)
  • Protect: Shield 5% for 30 seconds on self.
  • Shocking Touch: Lightning damage 10 points on touch.
  • Soul Trap: Soul Trap for 20 seconds on touch. (Soul Trap spells are used to charge Soul Gems, which are used to restore an enchanted weapon's charge, which is how many times it can be used before the enchantment wears off.
  • Summon Skeleton: Summons a Skeleton equipped with a Steel War Axe for 40 seconds.
  • Turn Undead: Turn up to level 3 undead for 30 seconds on target.
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PostSubject: Re: The Elder Scrolls: The Cyrodiil Chronicles   The Elder Scrolls: The Cyrodiil Chronicles Icon_minitime

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