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ScattyThePirate
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re: The Hew's Bane RP Hub

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"Did I ever tell you that I literally hate the phrase 'we're not so different, you and I'? As if you could draw conclusions between two people and regard them as similar or even equal based on a handful of superficial character traits. Each person is vastly different. Unique. With their own agendas, dreams, virtues and flaws."

In the light of more people being interested in joining the Hew's Bane RP Hub, I thought about making a master post to sum up what the HB Hub is about and what happened so far since its conception.

Before I get to it though, be sure to listen to this song to get a feel for the general mood of the Hub.

Prologue

In general, the Hew's Bane RP Hub came into existance soon after the Thieves Guild DLC launched which features the peninsula Hew's Bane in Hammerfell with its beautiful harbor city Abah's Landing. The plot around the Hub originated from the personal story of one of my characters, the former thief Areth Valinor. Originally, Areth hailed from Elden Root, though dire circumstances forced him to abandon his home and travel north. He got by with pickpocketing and theft while he made his journey which eventually brought him to Davon's Watch in Stonefalls, Morrowind. As luck would have it, he happened to pickpocket - and get caught - by a wealthy Redguard Sailor by the name of Shaigan Seafarer. Instead of calling the guards, however, Shaigan recognized Areth's skill and instead offered him a job on his trading ship, the Darkmaiden. The Bosmer gladly accepted the generous offer. After a good couple of months, he managed to work his way up the corporate ladder to treasurer of the trading ship. 

Things changed when Shaigan and more than half of the crew suddenly vanished without a trace. Areth took over the provisional management of the company, pretending to their customers that everything was in order, all the while searching for Shaigan and the missing crew. After half a year, the Darkmaiden's business began to dwindle and the Bosmer made the risky decision to expand the company, to hire a new crew and to establish fresh business contacts. He used part of the remaining reserves to rebuild a ship for his endeavor: The Jolly Spriggan.

What is the Hew's Bane Hub about? 

This RP Hub revolves around the Jolly Spriggan's crew. You can expect a lot of casual RP, spiced up with the occasional plot line. While side plots involve short business contracts and the crew members' personal story lines, the main plot of the Hub covers journey of the Jolly Spriggan and the struggles of finding a place in Abah's Landing. Also note that this is a very compressed version of the plot so far, so details like the personal relationships between the crew members are not explicitly touched upon here. But rest assured that the atmosphere within the crew is based on comraderie and solidarity, the kind of which you can only truly experience durning our RP itself.

The Crew

- Areth Valinor (Bosmer) - Captain 
- Leadorn Welyin (Breton) - First Mate
- Marukh (Khajiit) - First Lieutenant
- Tarvyn Hlaalu (Dunmer) - Treasurer
- Yirel Virith (Dunmer) - Ship's Cook
- Ri (Khajiit) - Guard
- Sun-in-Shadow (Argonian) - Healer
- A bunch of undefined deckhand NPCs

For more information, feel free to check this post or ask me directly ingame (@ScattyThePirate) or on our guild IRC. 



Last edited by ScattyThePirate on Dec. 19th, 2017 13:10; edited 3 times in total


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Welcome Aboard!

"Fair warning: If you throw up on my ship, I'll have you lick it up again. It's not my fault if you happen to get seasick, after all."

The Archmagister of Heimlyn Keep was friendly enough to grant Areth some laborers to aid him on his daring endeavor. After Shaigan's disappearance, he needs to expand the business to keep Darkmaiden Shipments afloat. Thus, he will sail to Abah's Landing to hire an experienced crew for his ship, the Jolly Spriggan. Of course, he intends to establish promising business contacts with the merchants there as well.

As part of his contract with the Archmagister, he offers free and - if need be - undercover voyage for members of the Central Morrowind Branch of House Telvanni on this initial journey, as well as subsequent ones. He doesn't really care what business draws members of the House to Hew's Bane, as long as they can follow simple commands and are not reluctant of some manual labor (the Jolly Spriggan is short on staff, after all).

Once the ship reaches Abah's Landing, Areth will provide accomodation for the group. They are free to explore the busy city of Abah's Landing though he might send them on errands occasionally. 



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Party Harder!

"Everyone's coming. And you will have the night of your life with booze and nightflowers - that's an order!"

The crew reached the picturesque city of Abah's Landing in Hew's Bane, Hammerfell. A few weeks passed and they managed to set up shop. And, as tradition has it there, Areth has been invited to a formal meeting with Adrien Blackwell, one of the city's Merchant Lords - one of the infamous string pullers and cartel members of Abah's Landing. During the meeting, however, it soon became obvious that a newcomer company was not welcome in Abah's Landing. Adrien even offered to buy the Spriggan to prevent the uprising of a potential competitor. Naturally, Areth would not give up his dream that easily and harshly declined the offer.

Even after the "showdown" with Adrien, Areth radiated confidence. The Bosmer maintained his usual cocky smile and jovial manner. But some events were happening behind the scenes. Pieces fell into place. By the day, it grew more and more obvious that something was amiss: Areth's late absences have been noticed, as well as strange occurrences on the ship. Deckhands fell unconcious when they were near Areth's cabin, only to disappear shortly afterwards. Deliveries declined rapidly. The crew even reported wafts of pungent scents all over the ship.

But even despite the circumstances, Areth's spirit seemed unbroken. Adrien made his move and the tension grew thick. But what did Areth do? He threw a party at Hew's Mane!



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Hungover

A tall, cloaked figure stands in the doorway: "There is no time to explain. I need you to come with me right now!"

Areth certainly spared no expenses for the party. He bought the entire courtyard and several rooms of the popular brothel Hew's Mane for the night. Plenty of food and drink was served and the guests were entertained by numerous nightflowers. The guests exclusively being the crew, that is. And they were naturally suspicous after all that's been happening lately. But Areth assured them that everything was in order and they deserved an evening like this after all the hardships they went through together. As the evening progressed, the crew started to loosen up one after the other. Inhibitions were shed and soon, the brothel roared with the cheerful singing and laughter of the Jolly Spriggan's crew. Then, things went blurry.

The next morning, Areth was gone and the crew members wokeup in an unfamiliar room. They were locked in. After all, the Bosmer was right: The night was truly unforgettable. And the crew was right to be suspicious. But eventually dropping those suspicions lead to carelessness. More pieces fell into place and someone is quite happy about that. 

Then, someone knocked at the door.

Eventually, the door was unlocked from the outside and the crew, still quite groggy from the day before, was greeted by a tall, cloaked figure - an Orc. He urged them to follow him without making a scene. He hastily explained that the Court of Taneth declared them outlaws. Their judgement was based on proof which accused the crew of slavery. And that this proof was provided by the Merchant Lords of Abah's Landing. The crew gave in followed the Orc's instructions to get out of the city without being spotted by the guard. While they got away safely, the Jolly Spriggan fell victim to a guard raid and all cargo was confiscated.



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The Iron Key

"Just go in there, steal the key and get the seal. Oh and don't screw up because getting you out of prison will complicate things. A lot."

The Orc, who went by the name Azuk, lead them far into the dry backlands of Hew's Bane. Out there lay the desecrated tomb of Prince Hubalajad himself, in the shadow of which he prepared a makeshift camp for the crew. Azuk revealed that he was a spy hired by Areth to guide them to safety and to help them prove their innocence. 

Weeks went past in which Azuk and his companion Ardwen occasionally left the camp to travel to Abah's Landing. There, they were spying on Adrien to figure out his next move and how to use it to their advantage. Their investigation eventually turned up incriminating correspondence between Adrien and the Chief of the Iron Wheel, a militant order sent by the Court of Taneth to support the local guard in Abah's Watch.

Some more time passed and the crew finally conceived a plan to end their precarious situation. If they cannot prove their innocence, they have to get off the hook in a different way. By faking proof. Tarvyn, the Jolly Spriggan's treasurer, has been forging a letter, supposedly written by Iron Wheel’s Chief Inspector to the Court of Taneth. The letter stated that the evidence for the crew of the Jolly Spriggan to indulge in slavery and trafficking has been counterfeit and their investigation has not turned up further evidence to back up this claim. But the report could not be entered into the legal system without the Chief Inspector’s official seal. And the crew simply lacked the resources to forge that. In order to use the real seal, they needed to find a way into the Chief Inspector’s office within the ruins of No Shira Citadel.

To their luck, the Chief Inspector was away for a few days but left one of his direct subordinates in charge of the seal, which was kept in a lockbox in the Chief Inspector's office. However, it was not clear which one of the two officers residing in the Citadel at the time was entrusted with the key. So, the crew needed to find the key by searching each officer’s tent. 



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Taking Legal Action

"I reckon that you will be free to walk Abah's Landing again by the end of the week. Stay vigilant though - several parties will be very displeased by the course of action."

The crew managed to infiltrate No Shira Citadel more or less successfully. They split in two groups, each of which searched one officer's tent. While one group actually found the key to the lockbox, they had to kill both officers in the process. Afterwards, both groups reunited at the rendezvous point near the Chief Inspector's office. They snuck in and used the seal to "validate" their forged report to the Court of Taneth. Afterwards, they slipped out the back of the Citadel and returned to the camp. A few days later, after Ardwen went to deliver the forged letter to Taneth and Azuk gave the all-clear, the crew finally returned to Abah's Landing. The court of Taneth accepted the signed and sealed report as proof and lifted all charges held against the crew of the Jolly Spriggan. The Chief Inspector of the Iron Wheel was ordered to withdraw his guards from the ship and return any confiscated cargo. 

He knew that he'd been cheated but could not risk to challenge the neither Court's decision nor the report, as it might entail further investigation by the Court of Taneth. If that happened, the truth about the Chief Inspector's crooked business with Adrien might come to light. The only reasonable choice was to lay low. During the infiltration however, the two present officers were killed. If the Chief Inspector were to connect their deaths to the forged report, there might still be consequences for the crew.

Adrien will surely hear about this.



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A Game of Favors

"I'll scratch their backs and they'll scratch mine. Easy as pie. Except they will scratch with pointy daggers and I have a wet sponge."

After all, the crew was reunited with their captain and they could continue their business. But the feud with Adrien has taken its toll on the Jolly Spriggan and its crew. The gold coffers are all but empty and Areth's business partners started to turn their backs on him ever since they were falsely accused of slavery. The crew needs to get back on their feet or the endeavor is bound to fail. Areth already came up with a plan, however: To join forces with a strong company in order to restore their reputation and foothold in Abah's Landing again.

So their journey took them to Anvil at the Gold Coast, where Areth met with representatives of the Gold Coast Trading Company - an old business which still retains counting houses all over the former Empire and beyond. He was right to anticipate near endless negotiations in order to strike a deal which will satisfy both sides. It takes a delicate touch and a silver tongue to convince the Gold Coast Trading Company to take up with a little fish like the Jolly Spriggan.

While Areth went toe-to-toe with the big wigs, the crew was tasked to reel in all kinds of jobs that might prove advantageous to the Jolly Spriggan. And their efforts didn't go unnoticed.



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Gold and Ash

"The land surely is beautiful. But it certainly does a good job of killing you in a variety of ways if you're not careful."

During their stay in Anvil, the crew managed to strike a deal with an Imperial by the name of Perennia Cyprianus, a former soldier for the Imperial Legion. Being an alchemist by trade, she wanted to acquire a rare ingredient growing on the west coast of Vvardenfell. However, the flower in question was unusually sensitive to magicka, which made it impossile to be transported by portal. So, Perennia asked for passage to Vvardenfell, which not only was handsomely rewarded but also offered a new business approach. 

Eventually, the Jolly Spriggan took the long voyage to the other side of the continent. And as it turned out, having a former legionnaire aboard with considerable knowledge about the Imperial legal system, landing in Seyda Need was easier than expected, considering that the port town harbors the remnants of an earlier colonization attempt by the Empire. Vvardenfell as a whole seems to be quite different from mainland Morrowind. The people are even more reclusive and hostile towards "outlanders". Even when the outlanders have been living there for decades, as it is the case with Morven Jurard, a lone accountant for the Gold Coast Trading Company, who resides over a mostly empty and abandoned outpost of the merchant empire. 

Seeing a possible stepping stone, Areth and the crew conceived a plan - an opportunity for both the Spriggan and the outpost. They met with Morven to negotiate and eventually struck a deal with the old man: The Jolly Spriggan offered support and assets to the outpost to see it flourish once more and in turn Morven would provide a recommendation to ease Areth's way into the Gold Coast Trading Company. 



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An Curious Invitation

"Please kill the scamp to send it back to Oblivion. By delivering the letter, it has outlived its usefulness."

A couple of days before the Jolly Spriggan was ready to depart Seyda Neen, Areth found a scamp in his office. He consulted the magically gifted among his crew and found out that the scamp was sent by Ralyn Telvanni, the Mouth of Councilor Telvanni Cernon. It carried a formal inviation for Areth to meet Cernon at his Sadrith Tel Shogah just north of Gnisis. Promises of good business and great rewards were made. 

And thus, the crew sailed to Tel Shogah, where Areth met with Cernon to discuss the terms of their cooperation. After the meeting, Areth and the crew didn't linger and immediately departed again to make preparations for an exhibition. Areth was quite vague about the details of the meeting, though he gave the crew a glimpse of what they can expect: "You better practice your Dwemeris."



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