velothi: ᴄᴏᴍᴍɪssɪᴏɴᴇᴅ | ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ (Default)
Ashu-Ammu ([personal profile] velothi) wrote2037-01-20 12:00 am

(DUPLICITY) APPLICATION

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Name: Serge
Age: 30+
Contact: DMs
Timezone: US Central
Other Character(s): N/A


« « « IC INFORMATION


Name: Ashu-Ammu, Nerevarine
Door: Left

Canon: The Elder Scrolls III: Morrowind
Canon Point: Post-Bloodmoon DLC

Age: About a century and a half, early forties to a human lifespan.

Appearance: Here. Pale ashen grey skin, pitch black hair. Eyes with red sclera and sectoral heterochromia (ash grey, blood red) in oversized irises, typical of Tamrielic mer (elves). Ashlander scarification shaped like bumps tracing the swell of his cheekbones. Piercings aplenty, most hidden under his clothes, lip ring and chin bead on his face. Fangs. About 6 foot (1.8m), toned. Wears chitin light armor from head to toe, with two bonemold daggers strapped to his sides. Bonemold bow and arrows appear occasionally.

History: Here.

"In the waning years of the Third Era of Tamriel, a prisoner born on a certain day to uncertain parents was sent under guard, without explanation, to Morrowind, ignorant of the role he was to play in that nation's history..."

Born to ashlanders from opposing tribes (Ahemmusa and Erabenimsun), orphaned at an early age. Grown tired of the petty infighting over dwindling resources, moves to Balmora in hopes of taking what's theirs. Quickly discovers the problem is complex, and that he's out of his depth. Isn't treated much better by the House Dunmer, but the Morag Tong recognizes his skills as a hunter, inducting him as an assassin. Climbs up the ranks. Accepts a writ taking him all the way to Cyrodiil for several years. Gets caught in Cheydinhal, spends a few years in the Imperial Prison. Out of options, accepts Uriel VII shipping him back to Vvardenfell, out of nowhere, for a special mission.

"Come Nerevar, friend or traitor, come."



As the Nerevarine is a malleable protagonist of sorts, I'm canonizing the following player decisions for his history. I don't care what Todd Howard says, it's impossible (and boring) to be the leader of every single faction. Aside from the Blades, which the Nerevarine forcibly joins per the Main Quest, I like to keep his focus on Dunmeri institutions as befitting the reincarnation of Morrowind's greatest cultural hero:

      X. Joins House Telvanni, attaining the rank of Master.
      X. Rejoins the Morag Tong, makes Grandmaster. Allows Eno Hlaalu to retire peacefully.
      X. Contracts vampirism, Berne Clan strain.
      X. Cures himself of lycanthropy during the events of Bloodmoon.

CR AU (Optional): N/A

Personality:

Positive Trait: Resilient. Born to ashlanders, the nomadic outcast tribes of the Dunmer, Ashu's life was shaped by hardship. Raised hand-to-mouth in the harshest lands of Vvardenfell, the volcanic Ashlands, taught him how to survive in the bleakest of circumstances. That grit was invaluable under the yoke of House Redoran, where he was discriminated due to his ashlander heritage. His indomitable spirit as a hunter, willing to take on unpleasant, difficult tasks, stood out to the Morag Tong, who felt his talents were wasted catching dinner and skinning pelts. So resilient he reincarnated onto unfinished business, passing seven harrowing trials to be recognized as the return of Indoril Nerevar, cultural and religious hero of the Dunmeri people, and killing the three false gods responsible for his previous death.

Negative Trait: Amoral. The Dunmeri moral framework is incomprehensible to the average citizen of Tamriel. There is logic behind Ashu's actions, but he operates with entirely different sets of premises and values informing his thoughts and actions. To the rest of the provinces, the fact Dunmer not only consider murder acceptable but legalized it into a complex system of checks and balances over the power of the Dunmeri Houses is unhinged. In Morrowind, suffering and struggle are not seen as evils that must be eradicated, but drivers towards improvement, enlightenment. Gods of unpleasant spheres such as deceit, terror and slaughter are not only venerated, they are considered the cultural, religious and metaphysical ancestors of the Dunmeri people. This is the wellspring of Ashu's morality. Proud ashlander, the keepers of the old ways, who remember it was Azura, Boethiah and Mephala—the so-called Good Daedra—who guided the prophet Veloth, who created the Chimer then the Dunmer, who helped cast down the false Tribunal, his hands as their instrument of divine will. Amoral? To non-Dunmer, yes. To Ashu, it is righteousness in its purest form. The n'wahs can call it whatever they want. They don't understand and they will never understand.

Negative Trait: Violent. To Ashu violence is a tool, to be sharpened and deployed as necessary. As a highly-trained assassin Ashu has no compunctions regarding the power of incredible violence. Kill one person, and you can solve so many problems. Marvel at the possibilities. Wanton violence, of course, is highly liable to cause collateral damage, which is why it must be tempered with purpose. Good thing the Good Daedra have made rules regarding its usage—and as Grandmaster of the Morag Tong, an ancient guild of assassins blessed with the patronage of Mephala, he's fastidious in obeying the precepts. Murder is the most notorious form of violence, but he's not above using its other forms to complete his goals. It just so happens to be the one he's best paid for, and the one that defines his previous and present life.

Negative Trait: Obstinate. Ashlanders are stereotyped as a proud people, with an unwillingness to admit to things that shame them, particularly their men. This is also true of Ashu, though the drivers are not solely cultural—Ashu is unlikely to admit being wrong or surrender in battle because to do so means he has lost, and to lose is to cease to exist, a form of ego death. "I am alive because that one is dead. I exist because I have the will to do so," is a Boethiahn maxim Ashu takes to heart, specially now that he knows the truth of his past life. It is a matter of faith—battles, even verbal, are blessings demanding change. To yield too quickly is to learn nothing. Self-improvement needs friction. Existence requires struggle.


Powers and Abilities:

Accomplished assassin, skilled with bows and blades. Parkour practitioner. Practically invisible at night, befitting his career and the vampirism.

Master alchemist, but only of Tamrielic poisons and Mephalan concoctions facilitating Morag Tong work. Outside of Morrowind, he'll need to research the local flora, fauna and supply chain to make poisons worth a damn. The genital swap potion is crafted via a ritual performed on common reagents (distilled water + spider carcass or webbing + ritualistic prayer). It is a blessing bestowed by Mephala upon the leader of her guild, and a tool that falls under her sphere of influence (sex/gender). It won't work on others and has a cooldown of one a week.

Ashu knows three spells, a healing spell of minor wounds and two fire spells, one in the form of a spray (think flamethrower) and another as a projectile (think fireball). All spells rely on his magicka pool, which has biological limitations depending on multiple factors (how well-rested he is, how deep are his injuries, etc), and can be countered.

Infected with vampirism and corprus, two diseases that, after Divayth Fyr's 'cure', endow him with immunity to all diseases, increased strength, endurance, stealth and immortality (does not age). However, he can still be killed and needs blood to survive. If without blood for more than twenty-four hours, sunlight starts to hurt, becoming increasingly more painful the longer he abstains. Wait long enough and the sun damage will be the least of his problems—he'll turn feral.

Inventory:

X. Two bonemold daggers.

X. Moon-and-Star, nerfed as it kills anyone else who tries to wear it, and grants supernatural persuasion. Turning it into a Cursed Ring That Slides Off Anyone Else, like the Amulet of Kings. If someone keeps trying to put it on, have it induce a migraine. Removing the persuasion enchantment too. Proof of his identity as Nerevar is the ring's most important function anyways.


Samples:

I. Thinking

II. Talking