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Skawly

Local Cryptid
                       
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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 about 150 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 349, 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?

I N D E X
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 shatters like glass.
Currently, most iridium wares are modeled after Dwarven constructs, with the addition of firearms and ammunition. Likewise, given its versatile nature, it has also been used as a conductor for magic, most commonly with electric spells.

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.
Being a technomancer isn't without its side-effects. Many have reported strange, vivid dreams of what at first appears as entirely normal, everyday life, but upon awakening, they come to realize the world they dreamed of had minor to major changes, with nearly everything being inverted to some degree. It can become difficult for some to differentiate their dreams from reality, given the usually mundane nature of them and how real they feel.

Another side-effect is what has come to be called temporal sickness. Technomancers will occasionally become disoriented and fatigued, especially in the presence of active anomalies. These feelings of disorientation have ranged between minor light-headedness to short comatose periods.

THE ARTIFICER A woman as ambitious as she is mysterious, The Artificer has been something of a figurehead to Nova Maphral. Often going into public fully cloaked and masked, many don't know what she actually looks like, save for the few that have been a part of the city's development early on. Given her longevity, she is assumed to be elven, if not partially. She has been prone to long periods of solitude and absence, though always with notice. Her recent disappearance, however, was suspicious given the lack of notice and strange happenings going on about the island. It's been assumed by those close to her that this time, her absence wasn't on her own volition.
 
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Constructed from the silvery iridium and a smooth, refined stone, Nova Maphral is a small to medium-sized city filled with most everything its people could need.

A large clock tower sits at the city's center. Once the humble beginnings of the Artificer's workshop, it has since grown in size to accommodate the production of iridium and those who wish to study it. Though still the site of the Artificer's workshop, it has also become something of a guild for the city's technomancers.

BRIEF HISTORY
Located on Stirk, a small island within the Abecean Sea and to the west of Cyrodiil, Nova Maphral has been a work in progress for the past 150 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.

Now, in 4E 350, 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 meddling 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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G E N E R A L
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. Inactivity for approximately two weeks without notification will result in your character being removed. You may rejoin, but if your previous position has been filled (if you had a specific one) you can't get it back.


C H A R A C T E R S
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 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. Please use illustrated pictures for your characters. No real face claims.

 
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