Board Thread:Roleplaying/@comment-24530992-20140803232256

Co-GMs: Harold Burned-Mane, Apollo42, Zoordovahsil

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(Previous part)

Following experimentation brought on by Gods and Daedra alike, a group of children were created that possessed the traits of both mortal and immortal. Immediately deemed a danger by the people of Tamriel, they were heavily discriminated against. The races of the continent were brought together under a pact ensuring the extermination of these crossbred people. United warfare surfaced on the face of Tamriel, and as things became bleak, a rather hefty contribution to the impending doom of Tamriel became known: once again seeking domination, Molag Bal rose with murder in his heart, and an army at his heels. With most of the mortal world cowering in fear, the Half Gods have risen to the occasion along with a group of followers, their aim to free Tamriel once and for all from the dark clutches of Bal' s domination.

~RECAP~

In the previous parts, the Half Daedra/Gods met together in the Falkreath forest. They made plans on how to take down the Daedric prince Molag Bal. Dark Anchors have been dropping over Skyrim, hitting Markarth, Solitude, and Windhelm, and soon to be Riften. The Half bloods have already stopped the Markarth invasion, sending the anchor back into the sky. They are now going to the next thought Dark Anchor site. Meanwhile in Whiterun, a Daedra invasion was stopped, and in Solitude, they are preparing to send the Dark Anchor looming back into Coldharbor. They have done it, and sent the second one up into the Sky, as well as killng one of Molag Bal's kids. However, his remaining children have other plans. Windhelm was freed from the anchor, but Dawnstar was destroyed. After nearly killing the newly found Son of Molag Bal, they saved their captured comrades from the clutches of him and were transported back to Whiterun Hold after saving them from the prisons of Coldharbour. They then ventured to Riften, where they got rid of the anchor there, and are now going to Cheydinhal. After fighting off a swarm of Chauri hunters, they made it to the city, where another Anchor hung over it, threatening to destroy it. They had taken it out, while the children of Bal fled, and are now destroying the freed cities. The Half Gods have begun to make their way through Cyrodiil, freeing that province from Bal's grip. They then moved to Bruma, where the anchor was swiftly taken out, at the cost of one of their comrades. They must now enter the anchor in Chorrol to find their friend's soul. They succeeded, barely making it out of Coldharbour alive when they were captured. They must now find the child of Namira, to regain another one of their comrades.

~RULES~

. Standard RP rules

. No Dragonborn. Children of Akatosh or Alduin have slight power over the Thu'um,however.

. Keep all lore discussions in the chat.

. You can have pets like dogs and other animals, including the hostile ones like Horkers but as pets they are docile and tamed.

. You can have a Family Heirloom, like a weapon or something like that like an artifact.

. You cannot be the Emperor.

. The Blades still protect the Emperor.

. Alduin is defeated but there is still dragons that roam Tamriel.

. No killing anyone without their permission, unless they are gone for two or more days, and you/someone else is stuck in Limbo.

. You may start with three characters, but once you have stuck in the RP for a while, you may add one more. The GM/Co-GMs may have more for STORY PURPOSES ONLY.

. You cannot be a Divine or a Daedric Prince.

. You can meet Daedric Princes and Divines.

. Give the roleplayers time to react to the actions.

. Use lore-friendly names

. Do not have more than one godly parent/ancestor. For example, A character with Sheogorath as thier father and Hircine as thier grandfather would not be allowed.

. You can Flashback in the RP to previous times.

. You may NOT create your own prince. You can only use the aedra/daedra in the Elder Scrolls pantheon.

. Ask if you can make a sibling to an existing character.

CHARACTER CARD  