Board Thread:Roleplaying/@comment-17114085-20161103102851

(Part 1)

The 5th Era began following the end of the 2nd Great War. The Aldmeri Dominion and the Thalmor were defeated but not before they had partially reached their goal and managed to shut down the Towers for a time, before they were restored.

The temporary shut down of the Towers exposed Nirn to magicks it had not known since before the First Empire. These magicks cause a major increase in monster and creature activity causing much chaos throughout Tamriel. Following the 2nd Great War the Empire and the Dominion were both disbanded and the continent was split between numerous warring nations, which only added to the chaos. With the constant wars that plagued the continent, the guards weren't able to protect the people from the new monster activity that arose throughout the land. Dozens of different orders tried to fight off the monsters but with little success. It was only when remnants of the Dawnguard and a half-dozen other orders joined together did they manage to make a difference. These remnants named themselves the Order of Witchers.

The 1st generation of Witchers were just highly skilled people with nothing special about them, but a few years after their founding a master alchemist joined the order and proposed experiments on some of the members to make them have increased strength, speed, reflexes, and endurance, far beyond any normal mortal. However he had only marginal success and only a few survived the mutations. Those that did gained a handful of abilities, but not all those that the Alchemist had proposed. This was the 2nd generation of Witchers. The Alchemist used what he learned from the 2nd Gen experiments and created a new generation of Witchers that finally achieved what he had dreamed. The 3rd generation was experimented on starting from their adolescence and all the participants were humans. They gained increased strength, speed, reflexes, endurance, stamina, night-vision, accelerated healing, boosted immunity to disease and poisons, and increased lifespan, comparable to elves. However there were side effects: they became infertile and lost the ability to use normal magic. 3rd Generation Witchers had to develop bastardized magic spells, based on the Words of Power, named Signs to use. Witchers are exclusively monster-hunters, not soldiers or mercenaries. They don't interfere in politics or wars.

After the creation of the 3rd generation of Witchers the order gained the reputation of the greatest monster-slayers in all of Tamriel. So much so that many began to envy the secrets of the mutations the Witchers went through. Those that did wanted those secrets in order to create their own super-soldiers to defeat their rivals.

Another group grew in numbers and power ever since the start of the 5th Era, the Scions of Cyrodiil. They increased their strength in secret, preparing to enact their plots and advance their interests.

There are many moving parts in the arena of Tamriel and the Witchers of Tamriel are right in the middle of it all.

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 * Standard RP rules
 * The Setting
 * You are not the Dragonborn or anything of the sort.
 * No killing/taking control of other people's characters without theirs or my permission
 * Can't change major plot points without my permission
 * Make characters who will contribute to the story
 * No fooling around, don't have your character be goofing around for no particular reason
 * Multiple characters are allowed, just don't make more than you can handle
 * Co-GM: Hamble
 * The year is currently 5E 195

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Character Form-

Name:

Race:

Gender:

Age:

Appearance:

Skills(1 Master, 2 Expert, 3 Adept):

Spells(Max 8 if not 3rd Gen Witcher):

Powers(Racial + 1 more if not 2nd or 3rd Gen Witcher):

Equipment:

Faction/Role in Faction:

Generation(If Witcher):

Bio: 