Board Thread:Roleplaying/@comment-10197675-20150805193950

This is a brand new RP title that is set within Tamreil and Atmora. As always feel free to join.

This RP will start within the continent of Skyrim, where a group of hired or willing adventures will aid a researcher on his quest to journey to Atmora, where the researcher hopes to discover a supposed Legend of an infinite power. They will begin there journey by leaving the country and voyaging across the perilous Sea of Ghosts, to which in there voyage they will face many different troubles. Once they arrive upon Atmora they will truly begin there adventure, as they will slowly start to traverse the continent in search of this researchers Legend. Whether they find it or not they will surly be set for a dangerous journey of discovery, joy, anger and death.

Rules of the RP:

1. No more than 2 characters, we don't really want to many adventures or else the ship will sink!

2. You have to be an adventurer setting off upon the journey to aid the researcher. So no being a random Barmen from Cyrodiil, because you wont be included.

3. And that kind of means no Sub-Plots, not at least until we're further into the RP.

4. Pick a Race, Gender, Age, etc. I will put a CC below when I create my character, use that.

5. Take this RP seriously (No messin around!)

6. You cannot kill other characters, but you can if they permit it, or if they have been afk for a while (and by a while I mean about a month or two).

7. You cannot be a Divine or Daedric prince.

8. Don't be to OP.

9. The time is.

10. You can take control of any NPC (e.g. Sven), as long as no one else is controlling them at the same point in time (Unless a conjoined takeover is occurring for a character to which that is fine).

11. You can add the occasional track to your posts if you want.

More rules may be added...

And the tale begins...

Upon a cold and frosty night within the Stormcloak hold of Windhelm in Candlehearth Hall a researcher sat upon a firm chair bent over a table as he scribbled down notes and sketched drawings referring to the ancient lands of Atmora. He was locked within his rented room with a candle sourcing as the only light upon his table, the researcher was oblivious to all other noises and entertainments occurring within the Hall for he was purely focused upon his work and his work only... nothing else mattered.

The researcher's name was Quandle, a middle-aged Dunmer, who was fascinated in the history of Tamreil and her neighbouring continents. Quandle had been researching Atmora for the past five years after discovering a transcript that described a location of a powerful source of magic in the northern parts of Atmora; within the icy glacial plains the Dunmer knew there was something to find. Having a strong interest in the arcane arts of magic, Quandle decided that he must venture out to Atmora to discover this Legend. He does not know what he will find or what he may wake, but he did know that he could not partake in this task alone, therefore he would need to call for some aid and only the mightiest and wisest of adventures would qualify for Quandles journey.

So forth as the researcher lifted himself from his seat he set out of the hall to hang up and set fliers out around Windhelm describing his journey and asking for aid and also promising a hefty sum of 5000 septims for each traveller that partakes in his adventure, the pay would be given on the return too Skyrim after the journey had run its time.

The Dunmer headed down to the stables of Windhelm where he also nailed up fliers and asked the carriage man Alfarinn to nail up fliers around Skyrim at points he may travel to. Quandle approached the Nord "Alfarinn my friend, would you complete a simple deed of mine?" Quandle then handed the Nord the fliers, " Nail these to every outpost of every hold you visit" Quandle then handed the Nord 20 septims. "Will do friend" replied Alfarinn with a friendly smile.

Quandle then headed back to Candleheath Hall, with his arms folded for the wind was a blistering one. He would then wait in the Hall for any adventurer who were willing enough to aid him upon his journey.


 * Flier describing journey:

''Any adventurer willing to travel to the ancient lands of Atmora to aid in an investigation to discover an infinite power of arcane magic, please travel to the Inn Candlehearth Hall, Windhelm. A Dunmer who goes by the name of Quandle will be waiting there to greet you and explain any more further details you may need to know about the quest, if you ponder so. A sum of 5000 septims will be given to each adventurer who partakes in the journey, but take note this will only be received upon the journeys return. Those who are willing enough and not focused upon the coin and have a mind set towards knowledge and finding can partake in the journey voluntary, but that is compulsory of course, for this journey will last for a good nine to thirteen months and danger will be present at all times. But that just adds to the excitement. I hope to see you at Candlehearth Hall. Quandle''

CC

Name: Quandle

Gender: Male

Race: Dunmer

Age: Middle-aged, 39

Class: Mage

Spells: Restoration and Conjuration

Appearance: Combed back black hair, with a short pony tail. Average body state, with Brown eyes

Attire: Adept Mage Robes, coloured Dark Green

Weapon(s): Iron Dagger

Item(s): Satchel with journal in and different ingredients

Bio/Backstory: (Will do mine later) 