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Persona Attributes
Dunwall
Dunwall, the capital of Gristol and the Empire of the Isles, is an industrial whaling city situated on the Wrenhaven River. Its strategic importance has made it the target of numerous events throughout recorded history. Dunwall is one of the largest cities in the Empire, spanning an area of 19.65 square miles, and sitting at an elevation of 125 feet.[2] It is divided in two by the Wrenhaven, a vast river which serves as the main thoroughfare for whaling trawlers and other commercial traffic. Kingsparrow Island, located where the river meets the sea, is the only island known to exist off the city coast. Dunwall is dominated by rocky outcroppings and numerous cliffs, which are topped by multiple factories and manors.
Gristol
Gristol is the largest of the four main islands of the Empire of the Isles, and it is centrally-located between Serkonos, Morley, and Tyvia. The capital city of Gristol is Dunwall, which is also the capital of the Empire. It is a temperate land known for its rolling green hills and foggy meadows, and it hosts half of the Isles' overall population. As the political and geographical heart of the Empire, Gristol is administered directly by the Imperial throne. Gristol is also the home of the powerful Imperial Navy.
Serkonos
Serkonos has always been more a group of developed cities than a unified nation, unlike its sister Isles. Each of its four main cities used to either deal with invasions of marauders from Gristol, raids of pirates, or even be in open conflict or alliance with each other. Saggunto saw a strong ruling dynasty starting with Lady Ximena which eventually collapsed over a century. Eventually, a king rose in Karnaca and rallied both Saggunto and Cullero to his kingdom, while Bastillian became part of a duchy in Gristol. However, the same monarch repeatedly led his people into armed conflict with Gristol, which provoked the animosity of the Serkonan nobility towards him. During the War of Four Crowns in the 1600s, a cabal of nobles and merchants led by Duchess Mila and Duke Matias of Aventa seized control of the city of Karnaca with the help of the Grand Guard, back then the local city watch. They then rallied the other Serkonan cities to their side, starting with Bastillian which then inspired Saggunto and Cullero to follow, and ousted the King of Karnaca and his family. Finally unified behind the Kingdom of Karnaca, Serkonos joined the newly formed Empire of the Isles after Tyvia and before Morley, the only hold-out left against the Empire's expansion. Since then, the Dukes and Duchesses of Karnaca have been protecting their kingdom's empty throne and representing the entire island in the Empire. In the late 1700s, the unity of Serkonos was threatened by tensions between the various regions of the island. The benevolent Duke Theodanis Abele was able to bring peace back, starting once again with Bastilian swearing fealty first and the other cities following. His rule brought prosperity and innovation to Serkonos.
The war of the Four Crowns
The War of Four Crowns was a conflict between the four Isles that ended on 14th Day, Month of Songs, 1625, with Gristol emerging victorious. Shortly afterward on 2nd Day, Month of Nets, 1626, the Empire of the Isles was created and the last king of Gristol, Finlay Morgengaard VI, was crowned as the first Emperor, becoming Finlay Morgengaard I. In the same year, he abandoned his ancestral home, Morgengaard Castle, made Dunwall the new capital and established a parliament there. The end of the war saw the Isles unified under the rule of the Imperial Throne in Gristol while other nations were given various degree of autonomy and participation in the Parliament. Tyvia enjoyed more freedom in self-governance than other islands due to their early support for Gristol. Morley, on the other hand, was under strict scrutiny because of their strong resistance during the conflict. This further widened the rift between Dunwall and Wynnedown, which eventually escalated into the Morley Insurrection in 1801. In Serkonos, the line of Serkonan King was ended and the Dukes protected the empty throne of the Kingdom of Karnaca ever since, representing the entire island.
The Abbey of the Everyman
The Abbey of the Everyman, or simply the Abbey, is a religious order in the world of the Dishonored franchise, spread and enforced by Overseers and headed by the High Overseer. Based in the cities of Whitecliff and Dunwall, the Abbey's ideology centers on the belief that "the universe is unknowably vast and swarming with all manner of dangerous spirits and forces, most of which are hostile to man's existence". The primary goal of the Abbey is to stand against the Outsider, but it is also tasked with civil matters, such as officiating marriages and regulating the Isles' calendar and the Fugue Feast.[2] Under Lord Regent Hiram Burrows, the Overseers of the Abbey are granted the full authority of a civilian police force. The creation of the Abbey of the Everyman's body of beliefs is shrouded in mystery, but it is known that Benjamin Holger was the religion's founder and first High Overseer. Holger's movement rose to prominence in 1701 when Overseer John Clavering ordered the construction of the titular Abbey in Dunwall, at which point adherents began gathering in the city. In 1705, the Abbey embarked on the Rectification War,[3] a "large unifying conflict" against the other religions of the region. In this conflict, the offending groups were quashed by the Abbey.[4][5] The war was ended in 1708 with the Siege of White Cliff led by High Overseer Holger, during which a great number of heretics were "cleansed" by the early Abbey in the town of Whitecliff. Holger died in the fighting after being stabbed in the eye, and John Clavering succeeded him as the second High Overseer. Several days of sermons followed the battle, which were transcribed into the Abbey's holy book. It was also in this year that the Abbey's construction was completed.[3] In 1711, the Abbey of the Everyman became the official religion of the Empire of the Isles. The symbol of the Abbey is a capital C with what appears to be a trident passing through it. This symbol features heavily within the Abbey.
The Abbey's Overseer Rankings.
The Abbey of the Everyman is led by a High Overseer, who directs all of the Abbey's chapters across the Isles from Dunwall. Beneath the High Overseer are a series of Vice Overseers who administer individual cities. The Abbey is also divided between the all-male Overseers and the all-female Oracular Order, which is cloistered and tasked with interpreting prophecies to guide the Abbey in rooting out darkness. The head of the Oracular Order is called the High Oracle, and is subservient to the High Overseer, but the Order exerts enormous influence on the entire Abbey through its missives. Each Overseer has varying levels of authority based on their seniority, capability, and specialty. Veteran and especially pious Overseers are often charged with tending large congregations, usually in the Isles' busiest chapels or in large rural areas, as well as commanding many subordinate Overseers; alternatively, they may be assigned as senior military liaisons or political advisors, ensuring the security and pushing the agenda of the Abbey respectively. Similarly, Keepers of the Oracular Order are veteran Sisters, tasked with intensive studies to best contribute to the Order's predictions and prophecies. Among these, a few may be designated and trained as Weavers, assassins assigned to eliminate rogue factions within the Abbey, and silence any loose lips that threaten to leak the Order's secrets.
Less senior Overseers tend to have fewer responsibilities, preaching to smaller congregations or leading groups of Initiates and Abbots. Overseers less suited to preaching or management are assigned as Warfare Overseers, which make up the bulk of the Abbey's elite militarized corps. Sisters of the Oracular Order tend to carry similar levels of authority, but like the senior Oracles above them, rarely leave their convents except to investigate heretical incidents involving especially dangerous magics. Initiates are the most junior of Overseers, having just recently completed the Trials.
The Outsider
The Outsider is a mysterious, morally ambiguous supernatural being, neither good nor evil. He usually appears to people of interest as a plain-looking young man with short brown hair and black eyes, wearing a brown coat, blue-grey pants and black boots. Though many people worship him, such is considered heresy by the Abbey of the Everyman and punishable by extreme measures, up to and including death. Created to be the Void's representational figure,[1] he appears to be the source of all magic in the world of the Dishonored franchise, and his shrines can be found across the Isles. [The Outsider] is not classically a 'trickster god,' but he's done a few things that probably remind people of other trickster examples, like granting man some kind of forbidden boon. You could say he has 'Chthonic' or 'Underworld' god qualities which represent the unconscious, mystery, secret or repressed desires, creativity, etc. The 'Shadow Self' from Jungian archetypes. This aspect, in my opinion, is much stronger than the trickster qualities. Upon attaining godhood, the Outsider became a "being of insatiable curiosity about what people do when given power over others",[1] spurring him to appear to those he finds "interesting".[10] The Outsider decides whether to make contact with these individuals through their dreams or during prayers at his shrines. He can mark them of his name to link them with the Void through him and grant them Supernatural Abilities. He only chooses people in whom he sees a potential to change the world.
Outsider part 2
[The Outsider] is not classically a 'trickster god,' but he's done a few things that probably remind people of other trickster examples, like granting man some kind of forbidden boon. You could say he has 'Chthonic' or 'Underworld' god qualities which represent the unconscious, mystery, secret or repressed desires, creativity, etc. The 'Shadow Self' from Jungian archetypes. This aspect, in my opinion, is much stronger than the trickster qualities. His physical body remained in the Ritual Hold, cast in stone as he was screaming in pain, unable to move or even speak, immortal to anything but the Twin-bladed Knife that created him. His name was also eternally lost to him, which was essential to the ritual. Unbeknown to him though, the Outsider's Mark is in fact his name, written in a language only the dead can read. Giving his name back to his physical body can break the ritual.
The Rat Plauge
The rat plague (called "The Doom of Pandyssia" by the Heart[1]) is a rodent-borne contagious disease, responsible for the decimation of the population of Dunwall during the events of Dishonored. According to studies conducted by Doctor Galvani, the plague has an unusual migration pattern:[2] the oldest strains of the disease exist in the city's slums and other impoverished districts, rather than the docks, the most likely location for invasive foreign pests to have entered the city. Corvo Attano eventually discovers that the plague was introduced to Dunwall by Royal Spymaster Hiram Burrows as a means of putting an end to poverty in the city, with the results proving catastrophic. The rat plague originated near an unnamed river in south-central Pandyssia.[5] The plague is carried by Pandyssian Bull Rats, which are immune to the disease but transmit it among themselves, possibly through mites.[3] A single rat bite can infect a human,[6] and humans can spread it to each other.[7]
In 1835,[8] during The Month of Clans,[9] Royal Spymaster Hiram Burrows deliberately introduced the Pandyssian Bull Rat into Dunwall's impoverished districts. His goal was to infect and kill the city's poorest inhabitants.[3][4] However, the disease quickly spread beyond those districts to the rest of the city and beyond. Symptoms of the plague include discolored skin (particularly on the face and chest), weight loss, and thinning of the hair. As the disease progresses, the lungs and brain become more damaged, leaving its sufferers with a chronic cough and a significant decrease in cognitive ability.
Late-stage symptoms include subconjunctival hemorrhaging, which causes blood to drip from the eyes, and infestation by parasitic stinging insects. Early efforts to combat the plague are fruitless once these symptoms surface, and prior to the discovery of a cure, the disease is lethal at this stage.[11] Plague sufferers in the last stages of the disease are known colloquially as "weepers".
The Outsiders Mark
The Outsider's Mark is a special brand granted by the Outsider to individuals of his choosing, which gives them access and resistance to an array of supernatural abilities.
The Mark is given without regard for merit to individuals who have piqued the Outsider's interest. Bearers of the Mark can use runes to strengthen their powers and gain new abilities. The Outsider places no conditions on marked individuals, allowing them to use their powers as they see fit. He will, however, occasionally direct marked individuals toward certain actions. When their supernatural abilities are used, the Mark on the hands of Corvo, Daud and Emily glow for a brief moment. There appears to be some discomfort associated with receiving the Outsider's Mark, aside from the branding animation that suggests said discomfort. With the Lonely Rat Boy, the hand bearing the Mark began to itch, while Emily described it as "burning from the inside". that the powers each mark bearer receives is based on their personality, skills and character. Such as how Emily's powers like Domino, Mesmerize and Doppelganger are based on her role as Empress.
Rat Plague 2
Preventative methods, such as Sokolov's Elixir and Piero's Spiritual Remedy, exist but are expensive and scarce. As such, they are generally not affordable to the majority of citizens in Dunwall. Cheaper and less effective methods for combating the disease have emerged, including bootleg elixir produced by the Bottle Street Gang,[12] homeopathic remedies, and ritualistic ceremonies.[13] Although official sources discourage the use of these methods, given the inaccessibility of elixirs, they are still commonly used. Natural resistance to the plague does exist, as explained by a doctor in the Flooded District who is caring for a dying patient. He emphasizes, however, that the chances of the body fighting off the disease on its own are "a thousand, probably ten thousand, to one." There are also those who carry the plague but will not themselves turn into a weeper. The rat plague has killed half of Dunwall's population since its initial spread. Empress Jessamine Kaldwin sent Corvo to solicit the other nations of the Empire for aid in stemming the plague, but the effort was in vain, and Dunwall was subsequently blockaded. While the Empress was unwilling to use draconian measures of containment to prevent the plague's spread, others in her government were not; following her assassination, Lord Regent Burrows instituted martial law and commissioned Anton Sokolov to invent new methods of containment. Walls of light quarantine infected areas, a dusk-to-dawn curfew has been instituted (both to reduce human contact with rats and to decrease the chance of infected individuals breaking quarantine), and both civil and religious officials were given wide-reaching power to deal with disruptive or uncooperative persons. Even though these measures were considered harsh or even tyrannical by many, they did help to stop the movement of infected people and slow the spread.
Lady Emily
Emily Drexel Lela Kaldwin I[3] is the rightful heir to the throne of the Isles and Empress Jessamine Kaldwin's only child. On 18th Day, Month of Earth, 1837, Emily was kidnapped following her mother's murder by the assassin Daud, for which Royal Protector Corvo Attano was framed. The Loyalist Conspiracy sought to recover Emily and reinstate the royal line by seeing her crowned Empress. After the brief interregnum under Lord Hiram Burrows, Emily was reinstated as Empress of the Isles. For fourteen years, her reign saw the reorganization of the Dunwall City Watch, increased trade between the Isles, and the development of Dunwall proper. Growing up, Emily displayed a natural curiosity about the world, and was noted for her active imagination and drawings. Royal Spymaster Hiram Burrows privately criticized Empress Jessamine Kaldwin's raising of Emily, believing her both undisciplined and spoiled. Furthermore, he disapproved of Emily's time spent with Corvo learning how to swordfight with wooden sticks. When the Empress is assassinated by Daud and his group of assassins on the orders of Royal Spymaster Hiram Burrows, Emily is kidnapped and eventually delivered to Custis and Morgan Pendleton, who hold her at the Golden Cat in secret. Emily attempts escape through the VIP entrance on two occasions and nearly succeeds, but is ultimately apprehended. Madame Prudence subsequently relegates Emily to her own quarters in the Courtesans' dormitory,[13] where Corvo finds her during the House of Pleasure mission.
Corvo Attano
Corvo Attano was born into a lower class family on the 25th Day of the Month of Nets in 1798 and grew up in the Batista Mining District in Karnaca, the capital city of Serkonos. Corvo Attano is the protagonist of Dishonored and one of the two playable protagonists of Dishonored 2. Previously the Royal Protector and secret paramour to Empress Jessamine Kaldwin, Corvo is framed for the Empress's assassination, stripped of his title and imprisoned by the usurper to the throne of the Empire, Lord Regent Hiram Burrows. Corvo escapes and becomes a vigilante assassin for the Loyalist Conspiracy, using the powers granted to him by the Outsider to eliminate Burrows' confederates, clear his name, avenge the Empress' death and restore their abducted daughter Emily to the throne. At the age of 16, Corvo won the Blade Verbena, an annual sword duel festival, which earned him a junior officer ranking in the Grand Serkonan Guard.[5] During his time as a soldier, Corvo was involved in conflicts against several organized crime groups including rogue city states and pirate bands on the island chain east from Serkonos. Eventually, after two years of service, Theodanis Abele, the Duke of Serkonos, became highly impressed by his skill, and on the 28th day of the Month of Rain,[6] Corvo was sent to Dunwall to serve the Emperor Euhorn Kaldwin as a diplomatic gift. A year later, Corvo was chosen to serve as Royal Protector to the Emperor's daughter, Jessamine Kaldwin, which in the process gave him a higher social status.[8] Corvo since loyally served Jessamine as her personal bodyguard, courier, and spy. Corvo and Jessamine secretly became lovers in 1823.[6] However, their lasting closeness did not go unnoticed by the general public, and rumors to that effect circulated throughout Dunwall.
Corvo's story
Two years into the Rat Plague afflicting Dunwall, Corvo is sent on a journey across the Isles by the Empress to find a cure, on the recommendation of the Royal Spymaster Hiram Burrows. On the 18th Day of the Month of Earth, he returns to Dunwall Tower two days early, bringing bad news and the intention of the other nations to blockade the capital while the plague is still spreading. His reunion with the Empress and her daughter is cut short when a group of assassins swarms them. Although initially able to fend said assassins off, Corvo is eventually forced to watch as Daud murders Jessamine and kidnaps Emily. In her last moments, Jessamine begs Corvo to find their daughter and protect her. Before Corvo regains his senses, the Spymaster and High Overseer Thaddeus Campbell arrive on the scene and arrest him on the grounds of regicide and abducting the royal heir. Corvo spends six months in Coldridge Prison tortured by his accusers, the true culprits behind the Empress' assassination. Burrows, who was elected Lord Regent by the Parliament, decides to execute Corvo, despite not forcing a false confession out of the latter. On the eve of the execution, Corvo escapes Coldridge with the help of the Loyalists, a group claiming to be faithful to the Empress. They bring him to their hideout at the Hound Pits Pub and reveal their plans: to destabilize the new regime by striking at the Lord Regent and his allies, find Emily, and restore her to the throne of the Empire. He is also given tools and a mask crafted by Piero Joplin to assist him in his missions while concealing his identity. On the night of his arrival, Corvo is visited by the Outsider in a dream, granted his Mark and gifted with supernatural abilities. Corvo becomes a valuable tool to the Loyalists in removing Burrows' religious, political and financial allies. He even abducts Royal Physician Anton Sokolov to discover the identity of the Lord Regent's mistress.
Corvo's Story, 2
Corvo becomes a valuable tool to the Loyalists in removing Burrows' religious, political and financial allies. He even abducts Royal Physician Anton Sokolov to discover the identity of the Lord Regent's mistress, who finances the City Watch. Finally, he strikes at Burrows himself in Dunwall Tower, but his victory is short-lived, as the Loyalists betray him to cover their participation in the conspiracy. He is left for dead in the Flooded District, where he encounters Daud and his men once again. After another visit from the Outsider, Corvo escapes the assassins and returns to the Hound Pits. He finds it swarmed by forces of the City Watch looking for survivors Anton Sokolov and Piero Joplin, and most of his former allies dead. Corvo finds there a clue on Emily's whereabouts. He then ventures to Kingsparrow Island in order to confront his betrayers and rescue his daughter once and for all. Whether he succeeds in saving Dunwall and restoring Emily to the throne is dependent on his amassed chaos.
Canonically, Corvo successfully saves Emily and restores her to the throne as Empress.
Daud
Daud, renowned as the "Knife of Dunwall", was the leader and probable founder of a group of assassins known as the Whalers that operated in Dunwall during the Rat Plague. He is responsible for the death of Empress Jessamine Kaldwin and the kidnapping of her daughter, Emily Kaldwin. Daud was born in Serkonos and grew up in various cities of the Isle.[5]. At some point in his early childhood, his natural abilities caught the attention of a mysterious man, which subsequently led to his abduction.[6] At the age of 16, Daud moved to Dunwall[1] where he began to make a name for himself "moving among the shopkeepers and City Watch officers of Dunwall like a reaper through wheat". Daud traveled throughout the Isles seeking the Outsider's shrines and was rumored to have spent a winter at the Academy of Natural Philosophy,[3] of which he made cryptic mentions a few times to his followers.[7] He eventually attracted the attention of the Outsider who marked him in 1820. Now branded by the Outsider, Daud became infamous as an assassin for hire, feared not only for his skill, but also for his magic powers. His known powers are Blink (referred to as "transversals"), Bend Time, Summon Assassin, Void Gaze, Pull (referred to as "tethering"), and resistance to poisons and sedatives. Another power, known as Arcane Bond, gives him the ability to grant lesser versions of his magic to others, which he utilizes to empower his followers. Daud used these powers to establish himself as an assassin for hire to the elite of Dunwall. He started gathering other marginals of Dunwall and established his own gang of mercenaries and assassins, the Whalers, with which he shared his powers. In 1829, he crossed paths with Billie Lurk, a street urchin with an affinity for the trade who a year prior murdered Radanis Abele, son of the Duke of Serkonos.[8] He trained her personally, and her quick-learning and skills would eventually earn her place as his second-in-command. During the plague.
Daud 2
Now branded by the Outsider, Daud became infamous as an assassin for hire, feared not only for his skill, but also for his magic powers. His known powers are Blink (referred to as "transversals"), Bend Time, Summon Assassin, Void Gaze, Pull (referred to as "tethering"), and resistance to poisons and sedatives. Another power, known as Arcane Bond, gives him the ability to grant lesser versions of his magic to others, which he utilizes to empower his followers. Daud used these powers to establish himself as an assassin for hire to the elite of Dunwall. He started gathering other marginals of Dunwall and established his own gang of mercenaries and assassins, the Whalers, with which he shared his powers. In 1829, he crossed paths with Billie Lurk, a street urchin with an affinity for the trade who a year prior murdered Radanis Abele, son of the Duke of Serkonos.[8] He trained her personally, and her quick-learning and skills would eventually earn her place as his second-in-command. During the plague, Daud moved his base of operation to the Rudshore Chamber of Commerce in the devastated and quarantined Flooded District. In 1835, he met some of the witches from the newly formed Brigmore coven. The Whalers' reputation in the underworld of Dunwall caught the attention of Hiram Burrows, who made use of their services a number of times in his capacity as Royal Spymaster. Eventually during the Rat Plague, Burrows hired Daud and his assassins to murder the Empress and kidnap her daughter. Despite the Outsider's initial favor for Daud, a rift developed between the two sometime before this event. The Outsider himself notes that he lost interest in Daud prior to the assassination of the Empress, and interacts with Daud in a hostile and derisive manner throughout The Knife of Dunwall.
Technology
One of the advantages of the Sokolov's technologies is that they share the same magnetic socket for the tanks of processed whale oil they use as fuel. When a tank is exhausted, another can be plugged into place with ease, and the process is simple enough that any common workman or even the lower guardsmen of the City Watch can handle the task. This applies to the Arc Pylon and Wall of Light security systems, as well as the rail cars used for transport by those few who are wealthy enough to afford them. The only obvious downside of Sokolov's designs is the volatility of the oil itself. A few incidents have occurred, resulting in damage to property or bodily harm whenever one of the tanks has exploded. Arc pylons are a lethal defense technology utilized by various authorities around the Empire of the Isles. They work similarly to walls of light, but are effective at a distance, disintegrating any living thing within range that they have not been configured to recognize. Any protagonist can reconfigure arc pylons using a rewire tool, causing the security system to ignore them and turn against their enemies. Arc pylons are powered by whale oil, meaning they can be disabled if the whale oil tank is removed. Officially known as the "Sokolov Radial Interdiction Device",[1] arc pylons were invented by Anton Sokolov in 1833 for the City Watch.[2] In cooperation with Sokolov, Piero Joplin perfected his own version of the device, which can be used at a much greater range and without line of sight to kill or incapacitate enemies, though at the expense of using a lot more whale oil. In 1852, arc pylons in Karnaca were a newer model created by Jindosh Clockworks, though they function the same as those encountered in Dishonored. They were also much less common, with Kirin Jindosh believing that the electric discharge ability of his Clockwork Soldiers is more effective.
Technology P2
Pistols are one of the main weapons in the Dishonored franchise. The pistol fires by detonating a small whale oil resevoir at the base of each bullet, propelling the bullet forwards and often shattering the cap into a cloud of shrapnel. Pistol is a highly effective weapon at relatively close ranges, but due to its high manufacturing cost, it's often reserved for officers and the wealthy. Unique, custom-made pistols exist as many inventors dabble in new pistol designs as a sideline to their main works The City Watch pistol seems to be mainly modeled on a wheel-lock design, but this is only for cosmetic purposes, and has nothing to do with the mechanics of the gun. The ammunition of pistols appears to be multifunctional; although they fire solid bullets, in close quarters they possess a short-range spread effect that leaves a shot pattern on surfaces. Folding Blade: The blade's mechanism is resilient and efficient for both stealthy assassinations and open melee combat. It is comprised of several segments that collapse into each other much like a spyglass, thus it can fit inside of the handle entirely. This utility combined with its dense metal makes it perfect for defensive maneuvers. It can be upgraded by Piero Joplin or black market shops to be more effective at "locking blades" and pushing away enemies. In Dishonored 2, the sword also has two Masterwork upgrades, allowing it to kill either Clockwork Soldiers or witches much faster.
Wale Oil
Whale oil is the oil that is harvested from whales, and the basis of the Empire's industrial revolution. Highly volatile, it is held in tanks which can be found throughout major cities. In Dunwall, it is used to power all technology, while in Karnaca, it is used interchangeably with wind power. Whale oil's potential as an energy source was discovered by the natural philosopher Esmond Roseburrow, who observed vagabonds in Slaughterhouse Row using collected whale oil to stoke fires.[1] Through a special refinement process, he turned whale oil into a fuel source that advanced the Isles' technology by centuries. It also turned the once marginal and supplementary whaling industry into the most vital industry for all the Isles. Whaling houses like the Greaves Company and the Rothwild Slaughterhouse turned into wealthy, industrial powerhouses. Later, Anton Sokolov proposed the first plans to use whale oil in technological weaponization in the early 1800s. During Hiram Burrows reign as Lord Regent, mandatory whale oil rationing took place throughout Dunwall,[2] with some districts being banned from using whale oil.[3][4] In the final days of his reign, Burrows instituted a city-wide ban on the burning of whale oil, with all who owned it being required to bring it to the City Watch.[5] Around the same time, due to whale oil being a vital state industry, loudspeaker announcements reminded Dunwall citizenry that collective bargaining with it was considered a capital offense.[6] It is speculated that whale oil is naturally produced within the bodies of whales due to great pressures deep in the ocean, for the purpose of temperature regulation. It is theorized by Piero Joplin that if the human body were exposed to such pressures, it could produce something similar to whale oil; these experiments have not come to fruition, due to financial and ethical concerns.
The Waterlock
The Water lock is a mechanism that allows access to the Dunwall Tower from the Wrenhaven River for small water vehicles such as boats. Steel doors allow entrance to the water lock, once the boat is inside the steel doors close shut sealing it from the river, then a group of engineers operating the control panels above turn on the pumps raising the water level and elevating the boat. After the process is complete and the boat is on level with the tower and a bridge is lowered to connect the area with the boat allowing for personnel to exit and enter the tower. An Engineer operating the water lock mentions that its the "highest water lock in the empire" implying that there may be other water locks around the Empire of the Isles, some are seen in Karnaca. When Corvo Attano interacts with Anton Sokolov while he is painting a portrait of High Overseer Campbell he asks him if he saw his improvements to the water lock; this suggests that the water lock was upgraded as an Engineer mentions that it works better with the new hydraulics system. On the left side of the water lock Corvo can spot height measurement that goes from the bottom all the way to the top of the water lock and reaches the figure "120", the unit is unknown but it's most likely in feet. When Corvo stands next to it he will appear as 6 figures long which is approximately Corvo's height (6'4") according to Gameinformer.[1] Thus making the water lock 120 ft (36.5 m) high.
Dunwall Tower
Dunwall Tower is the principal residence of the ruling family of Dunwall. It is the location of the missions Returning Home and Return to the Tower in Dishonored and the prologue of The Knife of Dunwall. It is also part of the first and last missions of Dishonored 2. Built long before the rule of Empress Jessamine Kaldwin, Dunwall Tower has been the principal seat of power in Gristol and the Empire of the Isles for over a century. In that time it has been home to various dynasties and royal families who have each added to the structure in some fashion.[2] The Tower has also survived many destructive events, including "numerous wars, several large-scale fires and the collapse and rebuilding of the northern wing."[2]
During the Morley Insurrection, Dunwall Tower was targeted by rebels using the Dunwall Sewers to infiltrate the city, resulting in several assassination attempts.[2][3] The Tower was subsequently fortified, and the Royal Protector position was created.
During the rule of Emperor Euhorn Kaldwin, the Tower grounds were open to the public during daylight hours, allowing the civilian population access to the area. Such traffic was restricted during the reign of Jessamine Kaldwin on the insistence of Royal Spymaster Hiram Burrows, but street access still remained open. Architecture The center of imperial governance, Dunwall Tower is situated on a cliff overlooking the Wrenhaven River, directly across from the Old Port District and adjacent to the Estate District. It is connected by drawbridge to Coldridge Prison, and river access is maintained via waterlock.
The tower grounds are constructed on a steep cliff side and divided into several levels, stretching from the base of the water lock to the front steps of the tower. The area features gardens and a gazebo overlooking the river, an open courtyard.
City Watch
The City Watch (or simply referred to as the Watch) is the main constitutional body in charge of enforcing the laws imposed by the Empire of the Isles within the capital city of Dunwall. They are also charged with the protection of Dunwall's population. Their headquarters are in the Tower District Chief of the Watch: The Chief is given the most authority and resources in the Watch, reporting to staff of the Imperial Family. During the rule of Hiram Burrows as Lord Regent, this position was occupied by Samantha Nathaniels.[1] General of the Watch: Responsible for individual Districts of Dunwall, as well as commanding City Watch forces within the District they oversee.[1] City Watch Officers: They are the elite troops of the City Watch, assigned to command areas and ensure the protection of citizens and structures important to the state. Officers are skilled fighters with the sword and adept in the use of pistols. Generally recruited amongst nobles, they can be either Majors, Captains, or Lieutenants. Majors typically watch over specific neighborhoods within an individual District, reporting to Generals of the Watch, and delivering commands to Captains. Captains are the highest ranking officers that can be encountered on Dunwall streets. They lead a squad of of 4-6 guards while also teaching them how to survive.[1] City Watch Special Forces: Although not an official command status, Special Forces are Watch Guards with more training, equipment, and responsibilities than lower ranks, denoting a higher level of respect than Captains, and reporting to Majors City Watch Guards: The regular guards wear protection and a helmet over their uniform, they also come equipped with a sword. They are considered slightly more intelligent and courageous than Lower Guards, however, corruption is highly prevalent within their numbers. They can sometimes be seen handling whale oil canisters to replenish security systems
City Watch 2
Watch Lower Guards: The Lower Guard consists of the most basic soldiers among the Watch. Equipped only with a regular uniform and sword, they are new recruits who often lack credible fighting skills and are frequently recruited from within prisons. Lower Guards have been likened to feral dogs; hungry, mean and mangy and described as drunkards and thieves in shoddy uniforms.[10] Their positional responsibilities also include acting as Estate Guardsmen, wherein they are assigned to ensure the security of an important person, such as the City Barrister.
City Watch Officers
Primarily come from noble or wealthy families,[1] officers are well trained and competent in swordsmanship and marksmanship. They prefer to fight at a distance, but can easily charge Corvo Attano and Daud and use their swords. They are capable of fast attacks that can easily hit an unwary opponent. Even a few Officers are enough to quickly take down an unprepared enemy - being shot by an Officer not only causes damage, but also interrupts attacks and blocking. Officers wear ornate coats over a form of justacorps, with different colors to distinguish their division. Dark blue and red is the standard uniform; sky blue denotes those assigned to protect aristocrats and other important persons; red coats mark high-standing officials in the army, such as General Turnbull; and ocean-blue marks naval officers such as Admiral Farley Havelock.
Though Officers wear no additional body armor outside their coats, they can take more damage than the lightly armored guards. In addition to their coats, some Officers wear helmets that protect them from most projectiles.
City Watch Guard
City Watch Guards are soldiers of the City Watch who patrol the city of Dunwall. They are all drawn from common citizens, though, unlike the Lower Guard, it is unlikely they are recruited from prisons.
The Gristol Army
Soldiers are members of the Gristol Army found in The Knife of Dunwall. They act as guards alongside the City Watch outside the Timsh Estate, as well as General Turnbull's personal guards during the mission Eminent Domain.
They are rather weak enemies, without any noteworthy abilities. Their fighting style is similar to that of City Watch Lower Guards. They also have a similar appearance to Lower Guards, with only uniform colors differing between the two classes. Given that Generals Turnbull and Tobias also wear red uniforms, red seems to be the official color of the Gristol Army, as opposed to the Gristol Navy's navy blue uniform worn by Admiral Farley Havelock Emperor Alexy Olaskir's personal guards are also described to wear sharp, bright red military jackets. They also wear fur-trimmed tricorns, with a tall, colored pennant rising from one edge. The Army is divided into battalions and regiments, for example: 2nd Battalion, The Queen's Regiment.
The Current Royalty in Charge
The current Royal in Charge is Empress Kaldwin, as she is is the only Empress in the Empire.
The Current Status of the Rat Plague
The Rat Plague is currently treatable, as it has been years since the Rat Plague Epidemic, and Anton Sokolov and other scientists have found ways to make cures.
Anton Sokolov
An immigrant from the nation of Tyvia,[3] Sokolov established himself as a painter and sculptor to the aristocracy of Dunwall at an early age: Vera Moray claims that he painted her portrait when he was "just barely a man, so young", and that he was already "painting all the best people across the land".[4] It became fashionable for members of the aristocracy to pay exorbitant amounts of coin to have their portrait painted by him; Sokolov continued to deliver, despite his contempt for them. Sokolov thereafter began to establish himself as a master of many disciplines; by the beginning of Dishonored, he is a widely-known painter, sculptor,[5] scientist (with specialties in vivisection[6] and cosmology[7]), inventor, writer,[8] world traveler,[9] and philosopher. Deemed a flatterer by some, he rose through the ranks to become the Head of the Academy of Natural Philosophy and Royal Physician to the Kaldwins in 1822. Two years prior to receiving his position,[2] following the discovery of the potential of whale oil as an energy source, Sokolov partnered with Esmond Roseburrow to create new technical marvels, acting as a key player in Dunwall's industrial revolution. In the interceding years, Sokolov waged an intense rivalry with Piero Joplin, going so far as to get Piero removed from the Academy. He also took on Delilah Copperspoon – a part-time painter herself – as his apprentice in 1828.[2] Little is known about their relationship, and Delilah abandoned his mentorship prior to the events of Dishonored.
Sokolov maintained a longer-lasting relationship with Jessamine Kaldwin, whom he admired despite his aversion to the aristocracy. Jessamine was greatly influenced by Sokolov, according to the Heart, and allowed him a great degree of social freedom under her rule.[10] It was during this time that Sokolov invented the wall of light and the arc pylon for the City Watch in 1833 and tallboys in 1836.[2] These technologies were not used widely until 1837-
Sokolov 2
In the interceding years, Sokolov waged an intense rivalry with Piero Joplin, going so far as to get Piero removed from the Academy. He also took on Delilah Copperspoon – a part-time painter herself – as his apprentice in 1828.[2] Little is known about their relationship, and Delilah abandoned his mentorship prior to the events of Dishonored.
Sokolov maintained a longer-lasting relationship with Jessamine Kaldwin, whom he admired despite his aversion to the aristocracy. Jessamine was greatly influenced by Sokolov, according to the Heart, and allowed him a great degree of social freedom under her rule.[10] It was during this time that Sokolov invented the wall of light and the arc pylon for the City Watch in 1833 and tallboys in 1836.[2] These technologies were not used widely until 1837, after the Empress' assassination. In his spare time, Sokolov is a drunkard and womanizer, as well as a wishful practitioner of black magic. He is obsessed with the Outsider, so much so that he attempts rituals and sacrifices in order to summon him, but to no avail; the Outsider does not find him "interesting enough" to be worth meeting.
Sokolov 3
Sokolov was given free roam of the slaughterhouse in exchange for access to the whales, which acted as excellent vivisection subjects,[12] and also in the hopes that he would continue to make improvements to the machinery,[3] and indeed, the natural philosopher installed an electrical system used to quickly kill a dying whale,[13][6] and designs were made solely from Sokolov's "mere utterances [...] as he commented sourly on the lesser devices used in previous years" to construct new buzz-saws for the Butchers. In the low chaos ending of Dishonored, if both Sokolov and Piero survive the events of The Loyalists, they establish a partnership and find a cure for the rat plague.
War Overseers
Overseers wear golden masks stylized in the face of Benjamin Holger; their back supports lay partially over a piece of cloth covering the rear of the overseer's head while the front provides protection. The symbol of the Abbey: a trident passing through a capital C shows prominently upon the forehead. These same symbols are embroidered onto the sleeves of their dark gray jackets, which appear to be standard issue. High Overseer Thaddeus Campbell wear the same uniform but with a red jacket.
The Whalers
Daud founded the Whalers some time after his arrival in Dunwall, in 1811.[1] He recruited mercenaries, street kids and refugees, trained them in the arts of stealth and assassination and shared with them some of the powers granted to him by the Outsider. They were united by the desire to cleanse the city of its undesirables and turn a profit in the process.[2] Their targets included criminals, city officials and even aristocrats. In 1829, Daud met Billie Lurk who, after years of training, would become his greatest protégé. After Daud leaves Dunwall, the Whalers splinter, some creating new factions, others turning against each other, and some simply retiring.[citation needed] Thomas stepped up and attempted to keep the group together, recruiting new members from some of the smaller street gangs,[5] but eventually he too disappeared and the remnants of the gang disbanded.[6] Assassins possess supernatural abilities, including Blink – which they refer to as "transversals" – and Pull – known to them as tethering[8] – which pulls an object or target towards the caster.
The Assassins' transversals have a much greater range than Corvo's Blink ability, but whether this state is based on function or practice is unknown. Transversals also seem to work differently, requiring the user to think of the locale instead of seeing it, as revealed in a conversation during The Flooded District. It is also stated that looking at and focusing on the destination while performing a transversal limits the potential of the power. Assassins often use transversals in combat, blinking next to targets and attacking them directly.
Tethering is used to snare and pin targets, and is not limited by physics; tethered targets can be lifted and held in the air, as performed on Corvo during the attack on Empress Jessamine Kaldwin. Though a target is still able to move while tethered, moving against its pull is met with great resistance.
Whalers 2
Assassins gain their powers through Daud's Arcane Bond. This means they also have access to Vitality, Shadow Kill and the ability to move through Daud's Bend Time if he chooses to let them.
In addition to the use of their swords, Assassins use their wristbows to perform ranged attacks.
Basic Abilities of the mark
The mark usually gives the user traversal abilities, or to freeze time, or some other things for stealth, such as possessing or maskerading as other people.
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