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Posted: Thu Apr 01, 2021 9:43 pm
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Posted: Thu Apr 01, 2021 9:44 pm

  Quote: Off the Gold Coast and amidst the Abecean Sea sits the remote island of Stirk; once the site of forgotten Ayleid ruins and pirate activity, it has since become home to the vast and ever-expanding spires of the city Nova Maphral. Beginning as barely a concept for what it would become, Nova Maphral got its start as a refugee camp, springing up one year after The Dragon Crisis of 4E 201. In response to the ongoing Thalmor activity and aggression spreading throughout Tamriel, a woman known as The Artificer sheltered those persecuted by the Dominion. Once the site of her private workshop, The Artificer had a means to protect these people that few others had. Something that would separate her from countless others that sought to stand up to the Third Aldmeri Dominion.
Iridium.
Over the past years, The Artificer had discovered and experimented with a material she had come to name "iridium." She began to recreate her once brass, Dwarven-inspired inventions with the silvery metal, refining them as she continued her research. By the time she began to take in refugees looking to escape the cruelty of the Thalmor, she put her newly developed weaponry to good use.
As the people under her protection grew, so did the interest and animosity of the Thalmor. Many of the people she harbored were Talos worshippers fleeing Skyrim after committing heresy against the White-Gold Concordat. To combat the Dominion's onslaught, The Artificer increased her defenses, building protective fortresses augmented with her iridium technology, as well as increasing the production of her weapons.
Over the course of 200 years, Nova Maphral rose from a place of refuge to a bustling city with unique wares and technology. With the steadily increasing demand for iridium, The Artificer bestowed her secrets onto a select few. These individuals came to be called Technomancers and were able to use iridium to its fullest capabilities, and even extract its magical essence. Working in tandem with The Artificer, the production and mining of iridium increased, though, not without its apparent repercussions.
As the city and its demand for technology grew, so did the frequencies of what could only be described as temporal anomalies. Patches of the air and sky would warp—people, places, and things would seemingly vanish and reappear again. These anomalies were, at the least, only reported to occur in and around Stirk. However, this made traversing the Abecean Sea potentially dangerous for those who sailed too close—likewise, it was becoming just as dangerous to leave.
If that weren't bad enough, come 4E 398, The Artificer vanished. Though she was prone to bouts of wandering and isolation, she left no indication where she was going, if she had even left on her own accord at all. Last seen in her tower, many theories have sprung up as to what became of her. Some say it was the Thalmor's doing, while others suspect she was swallowed up by one of the temporal anomalies. Regardless, The Artificer was gone and it left a deep wound in Nova Maphral.
As the anomalies increase in activity and the Thalmor closes in, what will become the city and its people?
CODEX IRIDIUM A silvery metallic substance utilized by The Artificer to craft her sophisticated inventions. Multifaceted, iridium also contains magical properties and has been used as a conductor for such. Its mining location is the most well-kept secret of Nova Maphral, known only to few, as well as how to properly use it. When ran through a forge, the metal becomes too flimsy and brittle to use.
TECHNOMANCY Mastered and known by only a select few, technomancy allows the user to manipulate iridium and anything constructed with it. Despite its name, it only affects iridium and not technology in general, such as Dwarven. It is only limited by the user’s understanding of how something works. A technomancer attempting to recreate a pistol would have to understand how one is constructed, likely with the aid of blueprints and a knowledge of engineering. Likewise, someone trained in blacksmithing would be able to create an iridium sword, or a mage may be able to tap into its magic properties and wield it as an element.
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Posted: Thu Apr 01, 2021 10:01 pm

  ★ GENERAL ❜Quote: ₀₁. As length goes, quality over quantity. I don't expect a five paragraph tome for each post, unless that's your thing. I get that typing so much all the time can become a chore after a while and I don't want it to come to that. Though I don't want one-liners per se, if making a few shorter posts now and then when not a lot is called for, then so be it. I'd also like to encourage collabing posts during dialogue-heavy scenes.
₀₂. Please write in third-person past-tense. Understandable grammar and punctuation is also a must.
₀₃. Careful there, Face McPunch. You don't want to go all godmode. If you plan on killing someone's character or seriously injuring them, you need to ask permission first in the OOC. It's only polite to ask before giving someone a good shanking.
₀₄. Interactions with the big named important people, such as Daedric Princes, must be done with permission. Your character and Molag Bal aren't gonna be pen pals, so please be reasonable about the relationships and interactions between you character and higher beings.
₀₅. No smuttin'. PDA's cool, but keep your pants on.
₀₆. Please remain active in posting. If you're going away for a while or want to quit, please let me or a mod know, especially if you have other people waiting on you to post. It can really slow a role play down waiting for people who are never going to come back.
₀₇. After your profile is accepted, I would like at least an opening post or some form of activity on the Discord server over the next week. If you had second thoughts after finishing your profile and don't want to be in the RP anymore, then don't be afraid to say so.
₀₈. For post formatting, please at least include a picture of your character and their name. Anything beyond that is optional.
₀₉. Inactivity for approximately two weeks without notification will result in your character being killed or removed. You may rejoin, but if your previous position has been filled (or your character has died a horrible death) you can't get it back.
★ CHARACTERS ❜Quote: ₀₁. I'm not opposed to powerful, out-there characters, but just be sure to balance them out in both power and personality, lest they start getting Sue-y.
₀₂. Please don't go overboard with how many factions and titles your character has. For example, you can't be the Listener of the Dark Brotherhood, an archmage, a Daedric champion, a nightingale, the Nerevarine, and King of the Mudcrabs all at once.
₀₃. If your character has any sort of legendary weapon (Daedric artifact, Auriel's bow, etc) please explain in the bio how it was obtained. And no, they didn't just find it laying around or between their couch cushions. You cannot have more than one legendary object.
₀₄. Weapons that are not canon in the game are allowed within reason, in addition to the iridium ones. You can own iridium items, but at the moment, no player characters can be one of The Artificer's trained technomancers.
₀₅. Any race within the Elder Scrolls series is allowed, so long as they aren't completely extinct or are hinted to be. Feel free to ask me or a mod if what you have in mind is acceptable. Also bear in mind that certain races, such as those native to Akavir, are likely a rare sight in Tamriel, and so I will have a limit on them and would like a reason for them being there.
₀₆. Also adding onto that, no hybrids between vampires and werecreatures. Unless, of course, you have something convincing in mind. If this becomes a thing, the amount will also be limited.
₀₇. You can create minor characters that may add to your character's backstory, if you want. Unlike your main characters, you don't have to post as them regularly and can shove them into a corner whenever it suits you. You don't need a reserve for NPCs and all you need to do is fill out the mini profile for them. If your NPC ends up developing a bigger role and you want to make them into a full character, then that's completely fine, but then you'll have to fill out a full profile for them.
₀₈. I get that writing bios suck, so you can put it in bullet points if that helps.
₀₉. Reserve and profile skeletons can be found on the profile thread.
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Posted: Thu Apr 01, 2021 10:22 pm

  Quote:  ★ NOVA MAPHRAL | 4E 400
Constructed from the silvery iridium and a smooth, refined stone, Nova Maphral is a medium to large city filled with everything its people could need.
BRIEF HISTORY Located on Stirk, a small island within the Abecean Sea and to the west of Cyrodiil, Nova Maphral has been something of a work in progress for the past 200 years. Once a hotspot for pirates amidst the abandoned Ayleid ruins, Stirk remained mostly unclaimed and untouched throughout the eras, until it became the site for The Artificer's secret workshop.
Beginning production in 4E 202, one year after the Dragon Crisis, the city got its start as a small refugee camp following an increase of Thalmor control and persecution. Founded by The Artificer, she offered those harmed and hunted by the Thalmor a place free from their cruelty.
Now, in 4E 400, Nova Maphral is a thriving city of technological innovation. Its matter of location, however, has been the subject of debate. Though The Artificer claimed Stirk was a part of Hammerfell, and thus, protected from Thalmor invasion under the Second Treaty of Stros M'kai, it has also been claimed by both Cyrodiil and Valenwood, which would subject it to the White-Gold Concordat.


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Posted: Thu Apr 01, 2021 10:25 pm

  ★ CHAPTER 01 SHIPWRECKED!Quote: The year is 4E 400. After boarding an airship from Anvil, Cyrodiil in route to Nova Maphral, the passengers found themselves hurdling through an unusual storm the closer they neared Stirk. After a flash of white lightning, the vessel began to plummet into the Abecean Sea.
Soon after, the survivors of the crash were found washed up on the eastern coast of Stirk and immediately taken into Nova Maphral for healing. With these individuals being the only passengers found at all, it's unknown what became of the others—along with the remains of the airship. ★ CHAPTER 02 ???
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Posted: Thu Apr 01, 2021 10:30 pm
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Posted: Thu Apr 01, 2021 10:32 pm
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Posted: Mon Apr 05, 2021 8:21 pm
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Posted: Sat Apr 10, 2021 8:10 pm
 ▀▀▀▀▀▀▀▀▀▀▀▀ FIRSTNAME LAST ❜ ▌ GENDER here ▌ AGE here ▌ RACE here
▌ OCCUPATION here
Please provide a brief summary of who your character is.
▌ WHO ARE YOU? your name, nickname, pronouns, etc ▌ TIMEZONE here
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Posted: Sun Apr 11, 2021 10:49 am

  Quote: BY THE DIVINES...
Ferrying above the churning seas of the Abecean, a crack of white thunder split the sky. The vessel quaked as it began to stagger downward, plunging for the deep. Whether you screamed, cried, or stood unwavering, your fates were equally sealed...
You recalled, at a young age, wondering what was on the other side of the mirror. You could only reach out and touch the shimmering surface, but rest assured it was only that—a solid, impenetrable slab. Nothing laid on the other side, and yet you tried to imagine such a place. What must it be like, to be inversed? For the familiar to become uncanny—to be right where you last stood, but farther away than you'd ever imagined possible?
That is what it was like, in that place. Where all was only imitation and inverse. An assemble of images from pasts long forgotten, woven together into an approximation of the only world you had ever known...
You awoke to the interior of a temple, where everything was as it should be. The longer you stirred from your unconscious state, the fainter the vision had become, until it dissolved into a fuzzy recollection of a vague, nonsensical dream.
You survived the crash with as little of a scratch on you. The healers of the temple marveled at all your recoveries, but wonder what became of all the others, besides those of you they dragged ashore.
Upon hearing the sound of footsteps, a man could be seen approaching with a brisk, eager step, his bright eyes fixed onto each one of you. Now standing before you, his head tilted curiously as you all stood unharmed, but a welcoming grin soon spread across his sharp elven features.
"Well, after all that, I suppose you may have a question or two?" he asked, crossing his arms. A grimace appeared on his face after a short pause. "Ah, where are my manners? My name is Celsus Albricci, court wizard of Nova Maphral."
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Posted: Sun Apr 11, 2021 3:46 pm


 ▀▀▀▀▀▀▀▀▀▀▀▀ NAME ❜ [ POS TRAIT ⯁ POS TRAIT ⯁ NEG TRAIT ⯁ NEG TRAIT ] ▌ GENDER here ▌ AGE here ▌ RACE here
▌ OCCUPATION here
short bio
▌ PLAYED BY here
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Posted: Sun Apr 25, 2021 10:14 am

   

SCATTERED ACROSS FOREVER OUT FROM CREATION'S CORE AN END BEYOND COMPARE ★ IRIDIUM Quote: Hello!
So, I love the Elder Scrolls. Can't get enough of it; but with Skyrim being 10 years old and having put an embarrassing amount of hours into it, I find myself wanting more from the series again. So, no, this isn't the standard Skyrim, or even Oblivion RP, but something in an entirely different time and place.
Set 150 years after the events of Skyrim, Iridium takes place on the small island of Stirk within a technologically advanced city called Nova Maphral. As strange anomalies increase in and around the island, passage to and from the city have become increasingly perilous, along with life on the island itself. After an airship travelling from Anvil, Cyrodiil to Nova Maphral plummeted shortly off the coast, only a few survivors were found, while the others and even the airship itself was never seen again.
These survivors will soon find that they hadn't left the accident unchanged; in fact, they had developed a strange magical ability unlike anything they had seen.
The plot and setting is based on some of the weirder bits of Elder Scrolls lore, but you don't have to be a lore buff to join! The cool thing about Elder Scrolls lore is that nobody really understands it, so we'll all be confused together. heart
If you're interested, either lemme know here or drop in on the application or OOC thread linked in the graphic above.
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