Board Thread:Off-Topic/@comment-5583506-20170719005409

No More Heroes is an RP set in a world in which when both the Divines and fate have stopped to choose heroes, they have to be made. Following the the end of the Third Aldmeri Dominion in 4E 245 and the death of the Last Dragonborn in 4E 261, a group of mages made the revolutionary discovery that all the great heroes of the past, such as the Eternal Champion, the Hero of Daggerfall, the Nerevarine, the Champion of Cyrodiil, and the Last Dragonborn, had all been sharing the same unique magical trait that granted them powers and abilities beyond mere mortal comprehension. They also found the similar trait in various other people all around Tamriel and understood that among the populace there lived a race of "super mortals" or "heroes", who lived completely unaware of their true potential. Several authorities fearing for the well-being of Tamriel banded together to create a guild from which the future saviors of the world would emerge to balance the chaos, stemming from the people whom possessed this magical trait. The Fighters' Guild, the Mages' Guild, the Morag Tong, the Companions, the Shadowscales, even the formerly outlawed Thieves' Guild and the Dark Brotherhood; all signed a truce knowing that a threat to the well-being of the world would be a threat to their very own ideologies.

From this truce the Heroes' Guild was born and constructed upon the ruins of the Arcane University in the Imperial City in 4E 300. From all the known corners of Tamriel, representatives would be sent to be trained at the academy and then be released into the world to do good deeds and make a name for themselves. So far the Heroes' Guild has had a good reputation of producing heroes who has gone on to become widely recognised for their deeds; such as stopping crime, fighting off monsters, preventing natural disasters, capturing evil necromancers, renegade warlords as well as supernatural threats, even stopping potential outbreaks of war.

But just as there were many heroes graduating from the academy, there were just as many bad apples, who were more than eager to exploit the skills, powers and abilities they learned to control under the guidance of the Heroes' Guild, and so turn into criminals and monsters on their own account. In order to keep the balance Castle Volkihar was rebuilt to keep some of Tamriel's more dangerous and possibly insane villains away from civilians.

It is now the year 4E 407. The Empire has been completely disbanded and all nations of Tamriel rule themselves. Elsweyr, however, now consists of the two separate nations of Anequina and Pelletine. The Heroes' Guild in the Imperial City has just received all its applicants for the next ten years. But just who are these applicants? Are they the future heroes of Tamriel? Or the next generation of villains? That remains to be seen.

Important rules:

1. You can have a maximum of up to 4 characters. These can be composed of either existing/future heroes and/or villains. If you ask for permission for more, I might be so kind as to raise the limit. But don't chew off more than you can bite.

2. If you choose your characters to be future heroes/villains, they start at the age of 12 as newly arrived to the Heroes' Guild. Once all are settled in and have had some time to expand their characters there will be a timeskip of ten years after which the main story will begin.

3. Characters possessing the "hero/villain trait" are in general much more powerful than the average mortal. They heal wounds faster. They are faster, stronger, and can take beatings and damages that would've killed a normal being. However they are not immortal.

4. All the heroes of Elder Scrolls lore are dead and buried, yet the legends of them has stood the test of time. Races, genders, names, signs and classes remain unknown.

5. Daedric Princes and the Divines are for real, yet you cannot play as them. This is to prevent important changes to the plot device.

6. No custom races without my approval. Half-breeds of already existing TES races are accepted.

7. "No fridge magic, no powerplaying, and that goes without saying." - Laz 2016

8. NPCs not stated to be under current GM control are free to use for your own purposes.

9. Dreams and/or reflections by your character should be written in italics. Whereas texts not related to the RP itself should be written within (parenthesis). If you have music to set a scene you can either put the link in parenthesis as well, or link it directly to a keyword in your text.

10. No killing or causing permanent damage to other characters unless their players have agreed to it, or if they have left the RP some time ago.

11. Unique possessions such as weapons or armor cannot be destroyed without the consent of the player.

12.  Please, take this RP seriously.

Locations of importance:

The Heroes' Guild: When the Third Aldmeri Dominion rampaged through the Imperial City hundreds of years ago, the put the Arcane University to the torch. The Heroes' Guild was built upon its ruins and the academy houses over hundreds of students whom arrive with a ten year gap. Once graduated they will set out to aid a Tamriel in need, whereas some take up positions to teach the next generation of heroes.

Volkihar Prison: Built upon the ruins of Castle Volkihar on an island outside the northern coasts of Skyrim, Volkihar Prison has a foul reputation for housing some of the most dangerous men and women alive in the world, all kept up in specially designed cells based upon what sort of powers or abilities they may possess. Though there have been some prison breaks in the past, the prison is also known for its high level of security, and its harsh, disciplined staff.

The White-Gold Tower: Though the Empire may be gone, the tower still stands and remains a place for ambassadors and foreign delegates alike to discuss global issues and topics. The Heroes' Guild have their own representative who reports back to the guild and make plans for however best their people may be of help and service.

The Direnni Tower: Since the destruction of the Arcane University, the Mages' Guild moved house to the Isle of Balfiera and now resides within the mysterious tower. It's known that some of the more recent additions of mage heroes to the Heroes' Guild have first been discovered here.

The Temple of the Ancestor Moths: The blind monks keep an archive here of every hero and villain, dead and alive, as well as their deeds. Which has been their primary purpose ever since the Elder Scrolls mysteriously disappeared from the Imperial Library.

Character Card example:

Name: Jane Doe

Identity (your hero/villain name): Super Jane

Occupation (optional): Hero/Villain

Race: Bosmer

Appearance: Link

Powers: She possesses the power to become Super Jane

Weaknesses: She can only become Super Jane is she eats a special kind of spinach

Traits: kind, loving, manipulative, violent, greedy

Biography: Jane Doe was born as the daughter of John Doe. Afterwards she became Super Jane.

Theme song (optional): Link 