Board Thread:Roleplaying/@comment-29461586-20150423074053

Note: For more information on the lore of this RP, see here for details.

GMs: HumbleDaedricServant (:P), HeroicLightLion

"Thus began an unprecedented stalemate. The Aedra reconnecting with their roots, what remains of the Empire nursing it's wounds, the Daedra consolidating their power in a world divided beteen darkness and light..."

It is the year 5E 643.

In the year 5E 622, an great and massive faction whom were known as the Daedric Order, a group mostly composed of Magic-Sensitives whom utilized the Daedric Arts, arrived at Nirn under the leadership of an unknown but very powerful entity and took control of the lands of Akavir. Later, they invade the Empire of Tamriel, sparking an war for the fate of Nirn.

Though the Order achieved many victories in the early years of the conflict, the Empire, with the assistance of the well-known and well-respected Aedric Order, eventually rallied and won several hard-earned victories, which caused the war to drag on for a total of 21 years.

Finally, in 5E 633, the Daedric Order attacked the Empire in the heartland of Cyrodiil, in what became known as the second sacking of the Imperial Palace and almost forced the Empire to it's knees. Knowing that continuing to war against the Daedric Order would lead to certain defeat, they form an unsteady peace treaty known as the 'Adamantine Treaty', ending the war and beginning a tense cold war between east and west while giving the Daedric Order many of the outlying territories that surrounded Tamriel.

The Aedric Order and the Daedric Order rebuild and recover over the next decade, while the Daedric Order secures the territory gained during the war and rebuilds their war machine in preparation for the inevitable resumption of hostilities.

As the shadow of war began to loom over the horizon, great individuals were to rise to greatness. The path they choose may lead to benevolent or even destructive results.

As it was foretold in an ancient Elder Scroll, this was the beginning of a new story for the fate of Nirn. As the new day dawns, a new age rises over Nirn.

Rules:

1. You are not Dragonborn or any of the TES protagonists. Make characters who will contribute to the story. The Dragonborn is in Oblivion, the Hero of Kvatch is Sheogorath and the Nerevarine, the Agent of Daggerfall and Eternal Champion are dead.

2: One of your characters of your choosing is protected from death. He/She can only be killed if you allow it. Wounds may be inflicted, but they can always be healed. (Meaning you cannot cut off a part of someone's body unless they agree, barring the exception where they can regrow body parts.).

3. You can have special powers and special spells as listed on the character card These powers are of your own making and unique to you. They CANNOT be too powerful to the point that it will kill a character in an instant or be a god that is capable of destroying anything that stood in his/her path.

4. You must have some sort of severe weakness, or a few of them, actually. You also must be at least vulnerable to attacks. All characters should be well-balanced.

5. You can not be any of the following... 6. You cannot be overpowered: By this I mean…
 * Divine
 * Daedric Prince
 * Any over-powered super races.
 * Modded races (Without consent, please submit your modded races' character card and I'll approve it or disapprove it. Half-Breeds don't count as modded races and can be used at will.)
 * Dragons (Dragons are too large and are impossible to fit into a story that isn't soley about dragons.)
 * Dragonborn (At best it would be an underwhelming character trait and at worst, it would be overpowered, that and the Last Dragonborn IS NOW IN OBLIVION"

◾No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks. Depending on the skills of the combatants, some attacks will hit, so have some discretion about such.

◾No ridiculously over-powered super-spells or weapons Anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered over-powered. This will be considered powerplay.

◾You cannot destroy a building in one post unless it's really, really small: Depending on the building’s size; you must destroy it over the course of several posts. The only exception is during Flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two).

◾‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.

7. When attacking another character he must be allowed to retaliate 2 times, the 3rd time it will always hit unless it is lethal. The character can be incapacitated but not killed unless the character's creator accepts. (Does not apply to minor characters, story-essential characters or NPC's.)

8. You can not be overpowered nor powerplay under any circumstances.

9. The lore can NOT be altered, without a GM's permission.

10. You can only control your own character unless stated otherwise by the original creator of the character...

11. NO Dovah characters... Don't even ask...

12. DO NOT force other people's characters to do something. This is a form of powerplaying.

13: Do not imprison characters unless they agree. This is considered powerplay.

14: Characters must be approved by the GM before they can be used.

15: The thu'um is allowed but only 3 words of power, these 3 words cannot all be of the same shout, Thu'um counts as a power. One exception exists: Soul Tear - you can have all three words of Soul tear, since it cannot work when the full shout is not used. Storm call is not allowed as it is considered overpowered.

16. You can have Flashbacks: Unless you have arrangements with another player, you cannot interact with another player’s characters in a flashback, you can with NPCs and your own characters.

You can also write dream sequences: In a dream, most rules do not apply but only, because dreams have no bearing on the plot or actual world. Anything that happened in the dream stays in the dream; therefore dreams should only be kept to one or two post.

17. METAgaming shall never be tolerated under any circumstances whatsoever... META is when you break a rule but continue playing, ignoring rules to make you more powerful than everyone else, or having your character know things that he or she is not meant to know. A METAgamer's post shall always be deleted immediately. Approprate actions might be taken at the GM's discretions.

And again, no, you cannot pull an Divine or a Daedric Prince out of your pocket to destroy an army, town, or a province. This rule also applies to NPCs. If an Aedra or Daedric Prince is vital to a character's story, they must be approved by the GM first.

18: '''Do not fool around. '''Do not have your character fooling around for no particular reason, even if they are written as idiotic, jesters or jokers.

19: You cannot change major plot points without a GM's permission. Talk to us if you want to have anything changed.

20: Give players some time to react to posts.

21: Powerplaying is strictly not tolerated. An example of powerplaying is User A attacking and destroying User B without letting the latter react/retaliate in any way, or putting the latter into a situation with no other course of action. A user persistenty breaking this rule will have his/her offending characters eliminated by random all powerful entities without prior notice.

22. Powers might be removed from a character via depowering if used unfairly, especially for powerplaying. This if for the first offence. Spamming once a day powers is also considered as METAgaming and will not be tolerated.

Note: If you don't know what's going on, just ask for a recap.

Character Creation Form:

Name:

Race:

Gender:

Age:

Appearance:

Skills(One Master, Two Expert, Three Adept):

Spells(Up to 6 + 1 custom spell):

Powers(Racial + 2 more max):

Resistances(Racial + 2 more max):

Weaknesses(mandatory, not optional):

Mental Weakness(highly mandatory):

Faction:

Bio/Background: 