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Into the Dark


MetalDragon

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Welcome to my first RP concept: Into The Dark

 

The Setting: A network of caves of unknown size that forms a net under most (if not all) of the surface of Nirn. These caves contain ruins of an unknown civilization, creatures that lurk in the dark, and other such horrors and curiosities. Artifacts of great power exist in some of these places, guarded by monsters fit for the nightmares of a god. Some settlements exist, full of men and mer, twisted by the darkness.

 

The Rules: Our good old standard RP rules, no godmodding, no power posing, and no flame wars, failure to do so will result in your character being killed, in a hilarious way that may involve whoopee cushions . Also, I reserve the right to declare any post I deem stupid or against the overall idea of the RP, or that violates the rights of another user, out-of-bounds (meaning it is ignored). Should at any time you feel the need to die, I will happily send a hoard of mini-piglets to oblige. All players interested may have two characters to start (taking a queue from Zephyr Chronos here) and more can be added once you have proven yourself. Also, consider your characters under warranty, if you are not completely satisfied, bring them back for store credit. Also, I will be using various characters throughout the RP, these are not NPCs, and should be treated like the characters of other players, I will denote them as such when I introduce them. If you want in, PM me your char sheet (if something should happen to me will somebody else take control please? Only if I am absent for a long time, or obviously not coming back)

 

The People: In this place, there are variants of every Elder Scrolls race, all of which have been… altered to fit their home in the Dark. Players may pick the “twisted” version, or choose to enter the Dark as a normal member of an Elder Scrolls race. This includes Sload, goblins, and dremora.

 

Shadow Elves (Mugimer): the twisted version of Dunmer, and the only one with their own unique name. They are the dominant race here. They can make their red eyes glow at will, and they can see very well in the dark at all times. They use the eyeshine for communication mostly.

 

Twisted Bosmer: The descendants of wood elves who entered the Dark, they have taken up residence in giant chambers full of roots and fungi, their skin is pale and their veins stand out very well, their eyes have developed a catlike glimmer to squeeze every bit of light from the dark. They have no hair, and their scalps are bumpy. It is common for them to have funguses growing on them.

 

Twisted Altmer: The descendents of High Elves, these creatures are barely recognizable as such. They have pitch-black skin and white eyes, they are tall and skinny, as though emaciated. Their control over magic has not diminished though.

 

Twisted Orcs: Oh what a hideous beast! These monsters are covered in thin, coarse black hair, except their heads and palms. Their teeth have grown grotesquely, and their arms reach down to their ankles. They have bodies the size of ogres. They have four eyes and one nostril. Strangely, they seem to have gotten smarter down here, making them not only ferocious beasts, but also clever ones. (although not as clever as the other races)

 

Twisted Khajiit: Big, they stand around ten feet tall, and are larger even then the orcs of this place. However, they have developed a strangely adaptive skeleton, they can stand on two feet in a posture exactly like a human, and they can run on all fours as naturally as a lion does. Despite their size they are as stealthy as tigers, and their claws and fangs can rip to shreds most beings of flesh and blood. However, they have become less intelligent, making them only a little away from being beasts, and very few smiths make armor for them. They also lack in upper body dexterity, making lock picking and weapon handling a challenge.

 

Twisted Argonians: Possibly the only creature truly adapted to this land, the Argonians have completely lost their eyesight, relying on scent and an elevated hearing to zone in on targets. They can also sense heat with small pits on their face. They lack any eyes whatsoever, and their skin is smooth white. They have fins funning along their back, and webbed hands and feet. Their tail has developed a fin, making it into a paddle.

 

Twisted Men: All the man races have changed in a likewise pattern, they can still be recognized as their topside races, except that they have extremely pale skin, and their hair is usually white, colorless, or blonde. The exception is the Breton.

 

Twisted Breton: They have changed, a lot. They now look like big spiders, with the front resembling a human torso, except that it is the same color as the rest, usually pastel colors, with other colors existing in rarer specimens. They have fangs, and can administer a good dose of a chemical that paralyzes and numbs the body, it also breaks down soft tissue. They are still superb with magic.

 

 

Places of Interest:

 

The Chamber of Light: The biggest settlement in the known Dark. It is a massive hollow chamber supported by thousands of columns blocks wide .This place is aglow at all times, and is the home-base of the Torchbearers, a group dedicated to the survival of the people in the caves. Massive chandlers hang hundreds of feet above the cavern floor, suspended by chains with links the size of men. This is also the capital of Shadow Elf territory, which stretches for miles, almost the size of the Empire above it.

 

The Root Chambers: The home of the Twisted Bosmer, this is also the main source of food for most of the Dark, with sap being gathered from the hanging roots, and many fungi are farmed here for food and for light. Many have magical properties.

 

The Sea of Night: This is a massive ocean of crude oil. Along it’s shores are floating chunks of rock, homes held aloft by the magic of the Altmer. In the middle lies a great floating city, and passage can be attained at many of the floating villages that travel between it and the shore. The bottoms of these rocks are dotted with glowing orbs made from a fungus sent from the Root Chambers, these hold them aloft. Holes dot the sides, these are homes and businesses, and ropes and bridges weave between them. The owner of the rock usually lives on top, although some have been made into a single home that occupies the entire interior.

 

The Necropolis: The ancient burial grounds, this place is a massive crypt, spirits of the dead haunt past the outer chambers, and the deepest places are rumored to hide vampires and monsters of unknown kind.

 

The Untamed Dark: These are the many caves and ruins that network throughout, there are underground streams, creatures that lurk, and the farther down you go the hotter it becomes. Eventually one will find magma, and beings not of this realm. Ancient ruins are spread throughout the tunnels. Bring a light.

 

 

 

 

 

Character Sheets:

 

Name: (please do not call yourself High Lord Heavypants)

Race: (If I so much as SMELL a cat-demon girl heads will roll.)

Gender: (ya know, male, female, shemale)

Skills: (Stuff you have learned to do, like making pudding, and eating berries. Or ya know, the major skills from Oblivion/Morrowind?)

Talents: (anything you are just naturally good at like singing, or climbing, or doing Micheal Jackson impressions)

Personality: (That thing government works so hard to crush out of you)

Armor: (keep it real here guys. If I see any metal bikinis of enchanted uberness, I cannot be held responsible for what I might do to you)

Weapons: (no lightsabers, guns, buster swords, or kittens. Unless said kitten is a shape shifting demon, and not a girl.)

Possessions: (everything that you are not wearing, or actively beating people in the head with.)

History: (Must be at least 2 paragraphs. Keep your language clean, and absolutely no 1337 speak. I know, I am asking for the impossible here. Just try your best.)

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