fellowknight
The Devil In The Details
Complete and utter chaos has swept over the continent of Tamriel. A contract, forged by none other than Molag Bal himself, has been offered to all the other Daedric Princes Of Oblivion, stating that they may rule along side him over all of Nirn. All have accepted, except for Azura, Boethiah, Clavicus Vile, Nocturnal, Meridia, Sanguine, Namira, Maphala, Jyggalag, and Sheogorath, and have sent their servants to do their bidding in the Realm Of Nirn. A semi-circle of portals has formed on Summerset isle, and dark, merciless creatures have emerged, eyes set on one goal. Killing any and all who currently inhabit Tamriel, to their Master's extent. The Thalmor know superior power when they see it and have tried to reason and make a deal with the princes, more specifically, Molag Bal. But, let's face it, REASON and DAEDRIC PRINCES don't belong in the same sentence and thus, they have thrown the Thalmor into the fire as well, effectively ending their main base of operations, leaving only their currently deployed troops.
Hermaeus Mora is the Daedric Prince whose sphere is the scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory. Also called the Prince Of Fate, Lord Of Secrets, Demon Of Knowledge. Unlike most Daedric Princes, Hermaeus doesn't take on a humanoid form at all, living instead as a grotesque green mass of tentacles and claws or a purple and black vortex known as the Wretched Abyss. His plane of oblivion is Apocrypha.
Apocrypha is a realm of Oblivion created and ruled over by Hermaeus Mora, the Daedric Prince of Knowledge and Fate. It is an endless library consisting of untitled books with black covers, where all forbidden knowledge can be found. The realm is haunted by the ghosts of mortals forever searching for knowledge. Stacks of books form mazes and spiralling pilars that can reach as high as the illuminating green sky. Intricate ruins and monstrous carvings can be found among the stacks. The plane is covered in a sea of acidic, murky waters and roiling tentacles. Hermaeus Mora holds an omnipresence within the realm. Some areas of the realm are consumed by darkness which can kill any who enter it. Discarded pages and floating tomes fill the air.
Apocrypha is inhabited by the frightening Daedric servants of Mora.Seekersguard forbidden knowledge, banishing foes with sound attacks.Lurkersdwell within the acidic waters, arising from the depths to attack invaders. Disembodied tentacles hide in the waters and hang from the sky, whipping at any who pass. Apart from magical teleportation, Apocrypha is usually entered by mortals through the reading of Black Books, tomes of forbidden knowledge scattered acrossTamriel by Hermaeus Mora. An apparition of the reader's body remains in Mundus, tethering their life force. Most mortals who read a Black Book are driven insane, but those who successfully journey through Apocrypha are known to discover powerful knowledge. Dying in Apocrypha while reading a Black Book simply banishes the reader back to Tamriel.
His servants include Seekers and Lurkers. Seekers are grotesque tentacled Daedra who serve under Hermaeus Mora. When idle, they may conjure a book to read from and are mostly invisible except for a smoky shadow giving away their location. They are highly unpredictable creatures and, when attacked for afar, may appear directly in front of their attacker. Lurkers are Daedric creatures that come from the murky waters of Hermaeus Mora' realm of Apocrypha. They appear as giant amphibious humanoids, and serves their prince by guarding forbidden knowledge. Lurkers attack with swipes of their huge hands and use their long legs for stomping attacks, which have a one-hundred percent stagger effect within sixteen feet. They may also attack from afar by spewing tentacles from their mouths. They have the ability to regenerate health. Hermaeus Mora has sent a majority of his Seekers and Lurkers, and spawned versions, to Tamriel through his portal on Summerset Isle.
Hircine is the Daedric Prince whose sphere is the Hunt, the Sport Of Daedra, the Great Game, the Chase, and is also known as the Huntsman and the Father Of Manbeasts. Hircine created the the various therianthropic diseases which transform mortals into beasts, and is therefore the guardian of were-creatures. They reflect his sphere admirably, hunting by night and being hunted by day. His plane of oblivion is the Hunting Grounds. TheHunting Grounds is a realm of Oblivion created and ruled over by Hircine, the Daedric Prince of the Hunt. It has been described as a realm of dense woodland and vast grasslands populated by werebears and wild cattle. It is full of endless mazes inhabited by vicious creatures such as bears, wolves, werecreatures, and Daedra. These creatures are generally much larger than their counterparts in the mortal realm.
Hircine's existence seems to have been discovered later that other Daedric Princes, as he doesn't appear in the most ancient records and summonings of him are rare and non-existent. Hircine is a sportsman who enjoys giving his prey a chance of victory, however small. He is typically portrayed as a well built man with a great spear and either the skull or head of a deer. He has sent a majority of his were-followers and summoned dead were-beasts from the Hunting Grounds to Tamriel through his portal on Summerset Isle.
Malacath is the Daedric Prince whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Boody Curse. Malacath was created when Boethiah ate the Altmeri ancestor spirit, Trinimac, although Malacath himself says that this tale is far too "literal-minded". Trinimac's devout Elven followers became the Orsimer, or Orcs. Some disagree, claiming that Trinimac still exists and Malacath is a separate entity. His plane of oblivion is the Ashpit. The Ashpit is a realm of Oblivion created and ruled over by Malacath, the Daedric Prince of Outcasts. It is unknown if the realm existed before Trinimac was transformed into Malacath.
The realm mostly consists only of dust, palaces of smoke, and vaporous creatures; anguish, betrayal, and broken promises like ash fill the bitter air. Few mortals manage to reach the realm, where levitation and magical breathing are necessary to survive.However, some areas of the realm are safe for mortals.
Malacath is not recognized as a Daedric lord by his peers, which fits his sphere perfectly. Malacath spurns physical weakness, hence the above-average strength of the creatures associated with him. Ogrim are the hideous, enormous, stupid creatures are commonly summoned by Malacath to menace the mortals of Tamriel for the amusement of the Daedric Princes. Malacath has spawned and sent thousands of his best Ogrim to Tamriel, and has ordered any Ogres who were smart enough to listen to attack and destroy all who stand in their way.
Mehrunes Dagon is the Daedric Prince of Destruction, Change, Revolution, Energy, and Ambition. He is associated with natural dangers such as fire, earthquakes, and floods. Dagon's plane of oblivion is known as the Deadlands. As the name suggest, they are a barren wastelands, consisting of blackened isles in seas of lava. The realm is covered by an ocean of lava, scattered with scorched volcanic islands and ruined structures. Very little flora grow in this realm's hostile enviroment. Burnt grass and dead trees dot the landscape, while Bloodgrass, aggressive Harrada Roots, and poisonous Spiddal Plants grow abundantly in the charred soil.
The Deadlands contains many monoliths, war gates, bridges and towers, but many of these are defunct and ruined. The towers are built in a distinct Daedric style, with ornamental spikes, dim lighting and rotting corpses strapped to the walls. Most towers have a hollow center, with several walkways leading up to the top floor and many twisting side passages. Smaller, peripheral towers are used to store prisoners, and are navigated through the use of a "Corpse Masher", an elevator system used to execute captives. Many mechanisms are controlled through gear-based access systems which can break easily. Large structures contain magical runes, teleport pads, Blood Wells and Magicka Essence fountains (which are used for restorative purposes).
Not all areas of the realm are as sophisticated, however. Wooden bridges and primitive torches are sometimes used in place of stone. Lava tunnels run beneath the stormy surface, occasionally flooded with magma or toxic gases, but often incorporated into structures and used as a means to traverse the landscape. As such, these caves are inhabited with just as many Daedra as the surface, and Harrada roots often break through. Cruel traps are employed both inside the towers and around their exterior. Magical land mines and fire towers protect the keeps from outside invaders, while devious mechanised traps await those who find themselves within.
Dagon was the driving force behind the Oblivion Crisis. He plotted to destroy the Septim bloodline and open gates to Oblivion throughout Cyrodiil to launch an invasion. His motivation for this invasion is unclear; the Mythic Dawn claimed Nirn was Dagon's plane to begin with. The Mythic Dawn, Dagon worshippers, worked to bring about the coming of Dagon by assassinating the Emperor and his three known heirs. The cult focused on the eternal dawn on which Dagon would come to cleanse the world of all non-followers. In order to recover the Amulet of Kings and foil Dagon's plans, the Champion of Cyrodiil had to recover the Mysterium Xarxes, a book written by Dagon himself, so that Martin Septim could open a portal to the Paradise of Mankar Camoran, where the amulet was being kept. Dagon himself made a short but dramatic appearance as a gigantic four-armed humanoid armed with an axe and talons at the climax of the Crisis.
Dagon has spawned and sent thousands of his servants from the Deadlands through his portal on the Summerset Isle.
Molag Bal is the Daedric Prince whose sphere is the domination and enslavement of mortals. He is also the leader of this uneasy pact of greedy, bloodthirsty Princes. He is known as the King of Rape and the Harvester of Souls.His main desire is to harvest the souls of mortals and to bring them within his sway by spreading seeds of strife and discord in the mortal realms. One legend claims that Molag Bal created the first vampire when he raped a Nedic virgin, who in turn slaughtered a group of nomads.He also made pacts with other mortals and turned them into vampires such as Lord Harkon and his family. Thus it is implied Lord Harkon and his family are the original Volkihar Clan of vampires being directly turned by the Daedric Prince himself.
Molag Bal's plane of Oblivion is Coldharbour. His plane resembles a copy of Nirn, including the Imperial Palace, but all desecrated and ruined. The ground is sludge, the sky is on fire, and the air is freezing. Coldharbour is a realm of Oblivion created and ruled over by Molag Bal, the Daedric Prince of Domination. It contains an apocalyptic version of Nirn; the sky is on fire, the ground is a barely-traversable sludge, and the realm is filled with ancient, blackened ruins. A defiled copy of the White Gold Tower exists, splattered with blood and excrement. The realm is desolate and barren, filled with suffering. It is unnaturally cold, even with magical resistance. The air assaults the senses, changing rapidly from rancid death to sweet flowered perfume.
The Daedroth, Molag Bal's servants, are crocodile-headed bipedal Daedra, associated with Molag Bal and Mehrunes Dagon. They are a strong, more animalistic type of Daedra, but still a dangerous foe with powerful clawed arms and moderate magical ability. Though some have been known to use weapons and wear simple armor, most attack with bare claws. Those found in Morrowind are man-sized and spit poison or shock magic, while those found during the Oblivion Crisis tended to be larger and belch firebolts instead. These larger Daedroths initiate battle by shaking themselves, invoking a protective shield. They are similar in appearance to the Lesser Daedra.
Molag Bal has spawned and sent thousands of the Daedroth, along with the lesser daedra, to Tamriel through his portal on Summerset Isle. Many of his vampire followers have also turned on the mortals of Tamriel.
Quagmire is a realm of Oblivion, created and ruled over by the Daedric Prince of Nightmare, Vaermina. It is a realm of horrors, where reality shifts upon itself in seemingly impossible ways. Every few minutes, lightning flashes and the realm morphs into a terrifying scene, each one more frightening than the last. It is the realm most often visited by mortals. From her citadel in the center of the realm, Vaermina reaches out intoMundusand collects the memories of sleeping mortals, leaving nothing but visions of horror and despair. These experiences, known as nightmares, involve the mind of a mortal traveling to Quagmire. Through magical teleportation, it is possible for a mortal to enter Quagmire while awake, as was done by the mageMorian Zenas. Quagmire and Mundus have been known to partially merge where Vaermina's influence is strong, usually in the area surrounding one of her artifacts.
Vaermina has sent the very creatures of nightmares through her portal on Summerset Isle. She also terrorizes mortal's dreams with her widespread nightmares.
The Provinces of Nirn, stood no chance against them. The Summerset Isle was where the first forces started showing up, then they crossed the Sea and Invaded High Rock, Hammerfell, Cyrodiil, and Valenwood.
Of the four, Cyrodiil held out the longest.
Being the center and whole of the Empire, Cyrodiil had the most defense and strategic outlook. Approaching from the west, they caught Anvil and Kvatch off guard. By the time they reached Skingrad, troops had already taken positions alongside the guards. The battle lasted hours, before the strength and zeal of the guard began to wane. Then, the Daedric Forces consumed them, and conquered Skingrad. The other cities were heavily guarded but they fell the same as Skingrad did. Eventually, a few weeks later, the Daedric forces surrounded the Imperial City. By now, the empire had bolstered it's defenses and warned the other provinces of what was to come. They even destroyed the bridge leading up to it, so as to slow the Daedric Forces down. The Battle for The Imperial City was possibly the longest battle of Tamriel's Invasion. Lasting at a rough duration of three months, the Daedric Forces finally broke through the front gate to the city. Within the next few hours they slowly made progress through the districts of the city, before surrounding the Imperial Palace. A few guards, mages, and townspeople gathered supplies and barricaded themselves in during the seige. The mages put heavy, constant enchantments on the doors and the guards helped by putting barrels and boxes against the doors. As far as they know, they're the only ones left alive in the city.
The other Provinces put up good fights, long fights. But not good enough, and eventually, they all fell to the might of the Daedric forces. Blackmarsh, considering the argonians guerilla warfare style of fighting, put up an interesting fight, but they fell with the rest. The Daedra have also come across multiple trees of which they were ordered to protect and harvest. Valenwood also put up a good fight, the Bosmer being able to maneuver around their ever-growing trees with ease, but fell the same as any province, leaving their few hidden halls as sanctuaries. Hammerfell, being that it's Redguards are the toughest of warriors, put up the grittiest fight, one to the death. And eventually, Sentinel fell. High Rock, considering the amount of Rangers, mages and brutal Orc warriors there were, put up the hardest fight, but eventually fell into the fires of the invasion. Elsweyr, with it's quite sneaky Khajiits and their blades, put up a fight of sorts, but as all others, was forced back and eventually conquered. Morrowind, with it's dark-skinned elves and their ancient magics, put up a magical fight of lightning and fire, but it simply wasn't enough. Then Skyrim. Home of the Nords. They put up the most brutal, bloodiest fight of all other provinces, the Nords practically made of zeal and valor. They put up a fight almost as long as the Imperial City did. But, Zeal and valor count for nothing if you have little numbers, and eventually the Nords were out matched. All and all, from the moment the first forces showed up on the western shores of Tamriel, to the moment the supposed last Nord was slain in Skyrim, it had been two years.
But something came on the horizon, something that Tamriel had never seen before, subjects of Peryite, The Daedric Prince Of Order. He was the weakest of all princes, a nobody among great power wielders. Molag Bal extended his offer to Peryite, but there was no response, only silence. Peryite had grown ever tired of the prince's mockery, and struck out on his own, with a force of his own as well. I'm sure you're familiar with the creatures known as zombies? Those reanimated corpses necromancers use as experiments and guards? Well, being the granter of diseases, Peryite has slowly been taking the deceased Daedra and reviving them into his undead army. Now, millions strong, he opened a number of portals in High Rock, clearing out the Daedric forces within. He has also granted his 'soldiers' a number of special boosts such as heightened agility, strength, intelligence, and endurance. Any they bite will become one of them within the next few hours, and will fight for Peryite, to the death.
All of this passed through the eyes Akatosh, Dragon God Of Time. Shor, God Of The Underworld, has called the others to him for counsel. Akatosh suggested to make an appearance, but Shor told him it was too risky. The others agreed but Akatosh went anyways. No sooner than he arrived in Nirn, Mehrunes Dagon, His old enemy and Prince of Destruction, appeared and quickly defeated him. He got the drop on the Dragon and imprisoned him in Coldharbour after his defeat.
The remaining gods turn to the few mortals for help, particularly a group of especially strong, talented individuals, scattered across Tamriel's many provinces. They have been slowly but surely leading them all together so that they may team up against Molag Bal, Prince Of Dominance and Free Akatosh.
Old alliances must be reforged, allies must meet, sacrifices must be made. Prepare yourself, the time for planning is over, now comes the time to act. Prepare yourself, for the battle of the ages.
Rules:
1. No godding (That means no super-duper Nirn killing powers, character ideas, abilities or anything else that ruins other people's fun. If you're not sure if your idea crosses the line, please ask.)
2. No Thu'ums (I'm afraid none of us are the Dragonborn and none of us were trained by the Greybeards.)
3. Master-level skills and spells are fine, but please keep rule number 1 in mind.
4. Please try and keep cursing and lewd speech to a minimum in the RP itself. I don't care what you guys do in the OOC chat (this thread here).
5. Make all of your posts at least a paragraph (Five sentences.) and please try to post once a day. This is just to help move the story along and to help everyone get to know each other.
6. If you know you have an upcoming commitment, you get bored with the RP, life hijacks you or you become otherwise unable to post for an extended number of days, please let us know in the OOC chat or PM me. That way the group knows what's going on with you, we can park you somewhere until you get back, and the story can move along smoothly. More importantly, you don't get badgered about where you are and you can do whatever it is you have to do in peace.
7. Have fun! This is the most important rule. If you have any questions about anything, please speak up.
Really glad to share this adventure with you guys! Now let's go slay some Zambies
Official Fading Hope IC Thread
Hermaeus Mora
Hermaeus Mora is the Daedric Prince whose sphere is the scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory. Also called the Prince Of Fate, Lord Of Secrets, Demon Of Knowledge. Unlike most Daedric Princes, Hermaeus doesn't take on a humanoid form at all, living instead as a grotesque green mass of tentacles and claws or a purple and black vortex known as the Wretched Abyss. His plane of oblivion is Apocrypha.
Apocrypha is a realm of Oblivion created and ruled over by Hermaeus Mora, the Daedric Prince of Knowledge and Fate. It is an endless library consisting of untitled books with black covers, where all forbidden knowledge can be found. The realm is haunted by the ghosts of mortals forever searching for knowledge. Stacks of books form mazes and spiralling pilars that can reach as high as the illuminating green sky. Intricate ruins and monstrous carvings can be found among the stacks. The plane is covered in a sea of acidic, murky waters and roiling tentacles. Hermaeus Mora holds an omnipresence within the realm. Some areas of the realm are consumed by darkness which can kill any who enter it. Discarded pages and floating tomes fill the air.
Apocrypha is inhabited by the frightening Daedric servants of Mora.Seekersguard forbidden knowledge, banishing foes with sound attacks.Lurkersdwell within the acidic waters, arising from the depths to attack invaders. Disembodied tentacles hide in the waters and hang from the sky, whipping at any who pass. Apart from magical teleportation, Apocrypha is usually entered by mortals through the reading of Black Books, tomes of forbidden knowledge scattered acrossTamriel by Hermaeus Mora. An apparition of the reader's body remains in Mundus, tethering their life force. Most mortals who read a Black Book are driven insane, but those who successfully journey through Apocrypha are known to discover powerful knowledge. Dying in Apocrypha while reading a Black Book simply banishes the reader back to Tamriel.
His servants include Seekers and Lurkers. Seekers are grotesque tentacled Daedra who serve under Hermaeus Mora. When idle, they may conjure a book to read from and are mostly invisible except for a smoky shadow giving away their location. They are highly unpredictable creatures and, when attacked for afar, may appear directly in front of their attacker. Lurkers are Daedric creatures that come from the murky waters of Hermaeus Mora' realm of Apocrypha. They appear as giant amphibious humanoids, and serves their prince by guarding forbidden knowledge. Lurkers attack with swipes of their huge hands and use their long legs for stomping attacks, which have a one-hundred percent stagger effect within sixteen feet. They may also attack from afar by spewing tentacles from their mouths. They have the ability to regenerate health. Hermaeus Mora has sent a majority of his Seekers and Lurkers, and spawned versions, to Tamriel through his portal on Summerset Isle.
Hircine
Hircine is the Daedric Prince whose sphere is the Hunt, the Sport Of Daedra, the Great Game, the Chase, and is also known as the Huntsman and the Father Of Manbeasts. Hircine created the the various therianthropic diseases which transform mortals into beasts, and is therefore the guardian of were-creatures. They reflect his sphere admirably, hunting by night and being hunted by day. His plane of oblivion is the Hunting Grounds. TheHunting Grounds is a realm of Oblivion created and ruled over by Hircine, the Daedric Prince of the Hunt. It has been described as a realm of dense woodland and vast grasslands populated by werebears and wild cattle. It is full of endless mazes inhabited by vicious creatures such as bears, wolves, werecreatures, and Daedra. These creatures are generally much larger than their counterparts in the mortal realm.
Hircine's existence seems to have been discovered later that other Daedric Princes, as he doesn't appear in the most ancient records and summonings of him are rare and non-existent. Hircine is a sportsman who enjoys giving his prey a chance of victory, however small. He is typically portrayed as a well built man with a great spear and either the skull or head of a deer. He has sent a majority of his were-followers and summoned dead were-beasts from the Hunting Grounds to Tamriel through his portal on Summerset Isle.
Malacath
Malacath is the Daedric Prince whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Boody Curse. Malacath was created when Boethiah ate the Altmeri ancestor spirit, Trinimac, although Malacath himself says that this tale is far too "literal-minded". Trinimac's devout Elven followers became the Orsimer, or Orcs. Some disagree, claiming that Trinimac still exists and Malacath is a separate entity. His plane of oblivion is the Ashpit. The Ashpit is a realm of Oblivion created and ruled over by Malacath, the Daedric Prince of Outcasts. It is unknown if the realm existed before Trinimac was transformed into Malacath.
The realm mostly consists only of dust, palaces of smoke, and vaporous creatures; anguish, betrayal, and broken promises like ash fill the bitter air. Few mortals manage to reach the realm, where levitation and magical breathing are necessary to survive.However, some areas of the realm are safe for mortals.
Malacath is not recognized as a Daedric lord by his peers, which fits his sphere perfectly. Malacath spurns physical weakness, hence the above-average strength of the creatures associated with him. Ogrim are the hideous, enormous, stupid creatures are commonly summoned by Malacath to menace the mortals of Tamriel for the amusement of the Daedric Princes. Malacath has spawned and sent thousands of his best Ogrim to Tamriel, and has ordered any Ogres who were smart enough to listen to attack and destroy all who stand in their way.
Mehrunes Dagon
Mehrunes Dagon is the Daedric Prince of Destruction, Change, Revolution, Energy, and Ambition. He is associated with natural dangers such as fire, earthquakes, and floods. Dagon's plane of oblivion is known as the Deadlands. As the name suggest, they are a barren wastelands, consisting of blackened isles in seas of lava. The realm is covered by an ocean of lava, scattered with scorched volcanic islands and ruined structures. Very little flora grow in this realm's hostile enviroment. Burnt grass and dead trees dot the landscape, while Bloodgrass, aggressive Harrada Roots, and poisonous Spiddal Plants grow abundantly in the charred soil.
The Deadlands contains many monoliths, war gates, bridges and towers, but many of these are defunct and ruined. The towers are built in a distinct Daedric style, with ornamental spikes, dim lighting and rotting corpses strapped to the walls. Most towers have a hollow center, with several walkways leading up to the top floor and many twisting side passages. Smaller, peripheral towers are used to store prisoners, and are navigated through the use of a "Corpse Masher", an elevator system used to execute captives. Many mechanisms are controlled through gear-based access systems which can break easily. Large structures contain magical runes, teleport pads, Blood Wells and Magicka Essence fountains (which are used for restorative purposes).
Not all areas of the realm are as sophisticated, however. Wooden bridges and primitive torches are sometimes used in place of stone. Lava tunnels run beneath the stormy surface, occasionally flooded with magma or toxic gases, but often incorporated into structures and used as a means to traverse the landscape. As such, these caves are inhabited with just as many Daedra as the surface, and Harrada roots often break through. Cruel traps are employed both inside the towers and around their exterior. Magical land mines and fire towers protect the keeps from outside invaders, while devious mechanised traps await those who find themselves within.
Dagon was the driving force behind the Oblivion Crisis. He plotted to destroy the Septim bloodline and open gates to Oblivion throughout Cyrodiil to launch an invasion. His motivation for this invasion is unclear; the Mythic Dawn claimed Nirn was Dagon's plane to begin with. The Mythic Dawn, Dagon worshippers, worked to bring about the coming of Dagon by assassinating the Emperor and his three known heirs. The cult focused on the eternal dawn on which Dagon would come to cleanse the world of all non-followers. In order to recover the Amulet of Kings and foil Dagon's plans, the Champion of Cyrodiil had to recover the Mysterium Xarxes, a book written by Dagon himself, so that Martin Septim could open a portal to the Paradise of Mankar Camoran, where the amulet was being kept. Dagon himself made a short but dramatic appearance as a gigantic four-armed humanoid armed with an axe and talons at the climax of the Crisis.
Dagon has spawned and sent thousands of his servants from the Deadlands through his portal on the Summerset Isle.
Molag Bal
Molag Bal is the Daedric Prince whose sphere is the domination and enslavement of mortals. He is also the leader of this uneasy pact of greedy, bloodthirsty Princes. He is known as the King of Rape and the Harvester of Souls.His main desire is to harvest the souls of mortals and to bring them within his sway by spreading seeds of strife and discord in the mortal realms. One legend claims that Molag Bal created the first vampire when he raped a Nedic virgin, who in turn slaughtered a group of nomads.He also made pacts with other mortals and turned them into vampires such as Lord Harkon and his family. Thus it is implied Lord Harkon and his family are the original Volkihar Clan of vampires being directly turned by the Daedric Prince himself.
Molag Bal's plane of Oblivion is Coldharbour. His plane resembles a copy of Nirn, including the Imperial Palace, but all desecrated and ruined. The ground is sludge, the sky is on fire, and the air is freezing. Coldharbour is a realm of Oblivion created and ruled over by Molag Bal, the Daedric Prince of Domination. It contains an apocalyptic version of Nirn; the sky is on fire, the ground is a barely-traversable sludge, and the realm is filled with ancient, blackened ruins. A defiled copy of the White Gold Tower exists, splattered with blood and excrement. The realm is desolate and barren, filled with suffering. It is unnaturally cold, even with magical resistance. The air assaults the senses, changing rapidly from rancid death to sweet flowered perfume.
The Daedroth, Molag Bal's servants, are crocodile-headed bipedal Daedra, associated with Molag Bal and Mehrunes Dagon. They are a strong, more animalistic type of Daedra, but still a dangerous foe with powerful clawed arms and moderate magical ability. Though some have been known to use weapons and wear simple armor, most attack with bare claws. Those found in Morrowind are man-sized and spit poison or shock magic, while those found during the Oblivion Crisis tended to be larger and belch firebolts instead. These larger Daedroths initiate battle by shaking themselves, invoking a protective shield. They are similar in appearance to the Lesser Daedra.
Molag Bal has spawned and sent thousands of the Daedroth, along with the lesser daedra, to Tamriel through his portal on Summerset Isle. Many of his vampire followers have also turned on the mortals of Tamriel.
Vaermina
Vaermina (also spelled Vaernima) is a Daedric Prince whose sphere is the realm of dreams and nightmares, and from whose realm evil omens issue forth. She is known as "Vaernima the Gifter" and "Weaver of the Panoply". She is seen as one of the "demonic" Daedra, and some have also claimed her sphere ties somehow to torture. Vaermina's plane of Oblivion is Quagmire. It is described as a nightmare realm, where every few minutes reality shifts and becomes ever more horrifying. "A dark castle one moment, a den of ravening beasts the next, a moonlit swamp, a coffin where he was buried alive."Quagmire is a realm of Oblivion, created and ruled over by the Daedric Prince of Nightmare, Vaermina. It is a realm of horrors, where reality shifts upon itself in seemingly impossible ways. Every few minutes, lightning flashes and the realm morphs into a terrifying scene, each one more frightening than the last. It is the realm most often visited by mortals. From her citadel in the center of the realm, Vaermina reaches out intoMundusand collects the memories of sleeping mortals, leaving nothing but visions of horror and despair. These experiences, known as nightmares, involve the mind of a mortal traveling to Quagmire. Through magical teleportation, it is possible for a mortal to enter Quagmire while awake, as was done by the mageMorian Zenas. Quagmire and Mundus have been known to partially merge where Vaermina's influence is strong, usually in the area surrounding one of her artifacts.
Vaermina has sent the very creatures of nightmares through her portal on Summerset Isle. She also terrorizes mortal's dreams with her widespread nightmares.
The Provinces of Nirn, stood no chance against them. The Summerset Isle was where the first forces started showing up, then they crossed the Sea and Invaded High Rock, Hammerfell, Cyrodiil, and Valenwood.
Of the four, Cyrodiil held out the longest.
Being the center and whole of the Empire, Cyrodiil had the most defense and strategic outlook. Approaching from the west, they caught Anvil and Kvatch off guard. By the time they reached Skingrad, troops had already taken positions alongside the guards. The battle lasted hours, before the strength and zeal of the guard began to wane. Then, the Daedric Forces consumed them, and conquered Skingrad. The other cities were heavily guarded but they fell the same as Skingrad did. Eventually, a few weeks later, the Daedric forces surrounded the Imperial City. By now, the empire had bolstered it's defenses and warned the other provinces of what was to come. They even destroyed the bridge leading up to it, so as to slow the Daedric Forces down. The Battle for The Imperial City was possibly the longest battle of Tamriel's Invasion. Lasting at a rough duration of three months, the Daedric Forces finally broke through the front gate to the city. Within the next few hours they slowly made progress through the districts of the city, before surrounding the Imperial Palace. A few guards, mages, and townspeople gathered supplies and barricaded themselves in during the seige. The mages put heavy, constant enchantments on the doors and the guards helped by putting barrels and boxes against the doors. As far as they know, they're the only ones left alive in the city.
The other Provinces put up good fights, long fights. But not good enough, and eventually, they all fell to the might of the Daedric forces. Blackmarsh, considering the argonians guerilla warfare style of fighting, put up an interesting fight, but they fell with the rest. The Daedra have also come across multiple trees of which they were ordered to protect and harvest. Valenwood also put up a good fight, the Bosmer being able to maneuver around their ever-growing trees with ease, but fell the same as any province, leaving their few hidden halls as sanctuaries. Hammerfell, being that it's Redguards are the toughest of warriors, put up the grittiest fight, one to the death. And eventually, Sentinel fell. High Rock, considering the amount of Rangers, mages and brutal Orc warriors there were, put up the hardest fight, but eventually fell into the fires of the invasion. Elsweyr, with it's quite sneaky Khajiits and their blades, put up a fight of sorts, but as all others, was forced back and eventually conquered. Morrowind, with it's dark-skinned elves and their ancient magics, put up a magical fight of lightning and fire, but it simply wasn't enough. Then Skyrim. Home of the Nords. They put up the most brutal, bloodiest fight of all other provinces, the Nords practically made of zeal and valor. They put up a fight almost as long as the Imperial City did. But, Zeal and valor count for nothing if you have little numbers, and eventually the Nords were out matched. All and all, from the moment the first forces showed up on the western shores of Tamriel, to the moment the supposed last Nord was slain in Skyrim, it had been two years.
But something came on the horizon, something that Tamriel had never seen before, subjects of Peryite, The Daedric Prince Of Order. He was the weakest of all princes, a nobody among great power wielders. Molag Bal extended his offer to Peryite, but there was no response, only silence. Peryite had grown ever tired of the prince's mockery, and struck out on his own, with a force of his own as well. I'm sure you're familiar with the creatures known as zombies? Those reanimated corpses necromancers use as experiments and guards? Well, being the granter of diseases, Peryite has slowly been taking the deceased Daedra and reviving them into his undead army. Now, millions strong, he opened a number of portals in High Rock, clearing out the Daedric forces within. He has also granted his 'soldiers' a number of special boosts such as heightened agility, strength, intelligence, and endurance. Any they bite will become one of them within the next few hours, and will fight for Peryite, to the death.
All of this passed through the eyes Akatosh, Dragon God Of Time. Shor, God Of The Underworld, has called the others to him for counsel. Akatosh suggested to make an appearance, but Shor told him it was too risky. The others agreed but Akatosh went anyways. No sooner than he arrived in Nirn, Mehrunes Dagon, His old enemy and Prince of Destruction, appeared and quickly defeated him. He got the drop on the Dragon and imprisoned him in Coldharbour after his defeat.
The remaining gods turn to the few mortals for help, particularly a group of especially strong, talented individuals, scattered across Tamriel's many provinces. They have been slowly but surely leading them all together so that they may team up against Molag Bal, Prince Of Dominance and Free Akatosh.
Old alliances must be reforged, allies must meet, sacrifices must be made. Prepare yourself, the time for planning is over, now comes the time to act. Prepare yourself, for the battle of the ages.
Rules:
1. No godding (That means no super-duper Nirn killing powers, character ideas, abilities or anything else that ruins other people's fun. If you're not sure if your idea crosses the line, please ask.)
2. No Thu'ums (I'm afraid none of us are the Dragonborn and none of us were trained by the Greybeards.)
3. Master-level skills and spells are fine, but please keep rule number 1 in mind.
4. Please try and keep cursing and lewd speech to a minimum in the RP itself. I don't care what you guys do in the OOC chat (this thread here).
5. Make all of your posts at least a paragraph (Five sentences.) and please try to post once a day. This is just to help move the story along and to help everyone get to know each other.
6. If you know you have an upcoming commitment, you get bored with the RP, life hijacks you or you become otherwise unable to post for an extended number of days, please let us know in the OOC chat or PM me. That way the group knows what's going on with you, we can park you somewhere until you get back, and the story can move along smoothly. More importantly, you don't get badgered about where you are and you can do whatever it is you have to do in peace.
7. Have fun! This is the most important rule. If you have any questions about anything, please speak up.
Really glad to share this adventure with you guys! Now let's go slay some Zambies
Official Fading Hope IC Thread