anolysing what makes character creation fun

Post » Wed Mar 23, 2011 6:05 am

While appearing to be another 'What will you be' post, which have been plaguing the forums since all topics have stagnated due to a general lack of contribution to new ideas and interesting discussions, I thought I'd try to spice things up. Here's an anolysis of what makes anticipating character creation so much fun, and how TES has successfully made the PC a blank canvas to be illustrated by us, the players. Furthermore, I'm interested in how players create their own Lore for this beloved series, and how that manifests. Please read on and share posts, comments, stories and ideas.

On Lore, Playing and Creating

TES, while being one of the best series of open ended RPGs, gives players a very unique measure of creation and customisation to player characters. The liberty with which players are able to roleplay in-game, with combat preferences, armor aesthetics, skills and abilities (to mention a few), gives a vast range of oppurtunities to craft a unique character. Equally important is the very essence of TES Universe, a genre which has typically become a Tolkein inspired fantasy. However, TES manages to reproduce this beloved genre with a very individual flavour that sets it apart from many of its contemporaries, specifically, its Lore.

The Lore of a fantasy game is usually very important to RPGs, as it sets the atmosphere and type of interaction to be had for us, the players, with the world we enter. While good gameplay can save a game from abysmal storytelling, it is testamount to how important Lore is for RPGs when it can make even the most irritating gameplay passable, thanks to creative flair and an enjoyable narrative. Yet TES takes this a step further. As a neccessity from the liberal gameplay offered in TES series, cannon Lore surronding the player characters of the titular games is often bare, presenting only those few facts related to the Main Quest. This is due to the variety of choices offered to the PC (from race and gender, to class and skills, to the decisions and consequences you cause in-game), and in order to advance the Lore and historical backdrop of the ES Universe.

This lack of law, of definitive qualities and facts about who you are in TES, actually gives the player more freedom. The ambiguity gives rise to inviting the player's imagination to fill in the gaps, to create whole truths for themselves. This is a wonderful feature in TES, and in my opinion a nod to all the great table-top RPGs of which their digital counterparts are derived from. In the days of Dungeons and Dragons, of Warhammer, of D20s and Ws, Bs, S, T, Mv Sp, Ld, and more besides. Of creating a character and having to really roleplay them with other people in a social environment. Now, forgoing the social aspect due to the single player nature of TES, the Lore one creates for their character is the true heart and soul of RP. It defined how you played, how you reacted in situations, and how you interacted with others. It gave your character a history.

Your character's history was what kept you coming back for more. Games would build upon your previous triumphs (or defeats), crafting your character into a more unique individual. This was especially important when table-top gaming was mostly interpreted through numerical figures and text, as it was limited in how much visual information could be displayed on board (in comparison to video mediums at least). Therefore establishing your character through speech and writing was crucial to sustaining immersion and interactivity, and to embelish your character with a personality. And here we return to the scarcity of hard facts for the heroic figures we have played as in TES series.

There is a dynamic aspect to being able to take the ES Universe and being able to mould so much of it to your personal taste. While most of this lies as justified commentary in your own head, it still exists, and is real enough for the player. This brings us, finally, to discussing the very characters we have created over time spent playing TES.

Your Story

I would love to hear about previous characters you have played, and possible characters you will play in Skyrim. But more importantly, I want to hear about any continuity between the games and characters you have created. For example, is the Champion of Cryodiil also the Dovahkiin? Or perhaps his grandson is the saviour of TES V. We have so much freedom to interpret the events of TES, it would be a shame not use our creative potential.

You can make the post as long as you like, but perhaps at the start give some crucial details (ie, name, race, gender, which game, abilities and a quick blurb on their personality and history). Lastly, feedback and comments for/from people would be really appreciated. While posting your own story, take a gander at others, perhaps you can share an idea they might like to consider for their next character, or to add to their personal Lore. We have some of the most creative minds on this forum, who understand TES and gaming intimately - YOU, the fans and gamers. Surely we can generate some brilliant ideas to pass round.

The First Step

I'll take the initiative and describe my favoured character of all time, and how he relates to what will soon happen in Skyrim, and his importance to the Dovahkiin.

Feros Feronasu
Dunmer
TES III
Monk, Warrior, Mage, Ranger

Spoiler
As a young man, born to unremarkable parents, he was orphaned early on, scavenging what he could to survive in the Empire. After being imprisoned for minor crimes, he was sent to Morrowind, to fulfill a destiny he did not know he poessessed. Upon arrival in Morrowind he discovers he is an able fighter. He joins the Fighter's Guild for its simple income. Eventually, having successfully grown into a commanding leader, and head of several guilds and factions (I'm a perfectionist and completionist, so I did ALL guilds, the Legion, plus House Hlaalu... It worked for my character), he rediscovers a note given to him years ago, when he first arrived in what has now become his home. A note, detailing the location of one Caisu Cosades. Deciding to revisit the old man, he finally begins to complete the quest that will lead him to discover he is the Nerervarine, Lord Indoril reincarnated. He fights Dagoth Ur, and saves Vvardenfall from the Blight. Feros then travelled to Mournhold, to investigate the series of assassination attempts made on his life. After dealing with the political tension and corruption, and defending himself from the mad Almalexia, he travelled to Solstheim (out of his longing for adventure and exploration, and Imperial duty to inspect Fort Frostmoth, what with being a Knight of the Garland). There, he befriended the Skaal, and become a tribal member. He helped stop the werewolf attacks, and survived Hircine's Hunt. Finally, returning home to his stronghold, Rethan Manor, Feros spent the next few years helping the people of his adopted country. He has grown to become one of the most influential people of Morrowind, a personal friend of Lord Vedam Dren, and acquaintance of King Hlaalu Helseth.

After the Oblivion Crisis, the disappearance of Vivec and the eruption of the Red Mountain, Feros was instrumental in evacuating his people to Solstheim and elsewhere, managing to save countless lives from the combined attacks of the Nords, Orcs and Argonians. He lives, many centuries on, watching as his people make what they can for themselves after the loss of their homeland. Then, suddenly, around 4E 160s, Feros disappeared. His family and friends grieve, and puzzle over their loss.

Feros put on a plain robe, and, forsaking any items of power but for some simple provisions, he left instructions to ensure the continued survival of his community, before wandering into the wilderness.

[For clarification, Feros Feronasu was not a member of the Imperial Cult or the Temple. While he grew to understand his position as Nerervarine in relation to the Tribunal, he stayed on good terms with Vivec, and they came to an understanding about what Almsivi had done in the past. Not a particularly religious character, he did not discriminate against other races, creeds or class.]

***

For Skyrim, my Dovahkiin will be a Nord character and will be lost at birth due to some unknown, yet significant event. Cast into the rugged wild of Skyrim, he is raised by wolves, who care and tend to him for the first year and a half of his life. But one day, a wandering monk (a Dunmer, greatly aged) happens upon him while travelling. He takes the boy in, and teaches him to speak, to read and write, and to fight. He teaches him history, and basic spellwork, all the while living in a small wooden hut atop an isolated mountain. The boy grows every day, becoming strong, and capable of fending for himself. One day, he wakes to find his master and mentor has disappeared. Saddened, but secure in the knowledge that it is now his time to forge his own life, he takes it upon himself to leave his home. After travelling for some time, he finally finds himself, for the first time, amongst his own people. He is overwhelmed by the myriad of people, smells and buildings that even a small village possesses. During the beginnings of Skyrim's civil war, he is accidentally mistaken for an Imperial supporter and is imprisoned. Thus begins his long quest to save Skyrim from it's impending doom.

I don't know what his name is yet (I want some suitable name that my previous character, Feros, gave him. Something Nordic and cool). He also has a slightly wild and feral aspect to his personality, from his first few days living in the care of wolves. He is definately a combatant, but possesses moderate magical ability. He will mostly be a combat/stealth mix, a lithe, agile and intelligent warrior, slightly slimmer than most typical Nord warriors. I think dual wielding weapons will be his style and he will also use a bow.


Finally

And that concludes the first post. Thanks for taking the time to read this (or not...).

EDIT: Typos
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Vincent Joe
 
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Post » Wed Mar 23, 2011 6:17 am

I've made new characters in Morrowind and Oblivion just for this. Sadly, my PC has decided it doesn't like Morrowind at the moment and keeps BSODing when I play it. However, my Morrowind character is a Nord blacksmith, wrongly accused of a crime he didn't commit and taken away from his 16 year old son who was left with his Orc apprentice. He learns the arts of war whilst in Vvardenfell and becomes the Nerevarine. Thats about as far as I got in Morrowind before my PC crapped out on me.

In Oblivion, my character is the now 22 year old son of the blacksmith mentioned before. Having been taught blacksmithing by his father and his Orc adoptive father after the blacksmith was jailed he has himself become a blacksmith. However he yearns for adventure and whilst attempting to fulfill this desire, he accidentally knocks over a powerful noble in Skyrim. He is jailed and sent to the Imperial Prison in Cyrodil and thus his quests begin.

My Skyrim character will be another decendant of the last two characters, but without a background in blacksmithing. I haven't quite decided that yet, and probably wont until I'm making the character on 11.11.11.
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Samantha Mitchell
 
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Post » Wed Mar 23, 2011 9:04 am

(I read it all. I'm always amused, in the nicest possible way, when forum posts are considered "too long" - even the longest are only the equivalent of a few pages of a novel. Of course it helps when the poster writes well and/or has something interesting to say; which is certainly the case with your OP.)

While I agree with you on a fundamental level about the nature of roleplay that the freedom of TES games allows, I'd like to suggest another interpretation (an extension of yours, really) that places the onus of roleplay even more heavily on the player's imagination: to ignore (in part, or even in whole) the framework and rules of an RPG's lore, and to substitute one's own. Here the setting itself becomes just another character - one just as subject to the imagination of the player as any other.

But I understand that there's a lot of satisfaction and enjoyment to be gained from creating and imagining within a pre-defined setting; especially as a lot of the adversity and conflict a character will face is perhaps more sincere when it has an external source (eg, creating a malady that afflicts my character at some point might feel artificial when compared to my character contracting Corprus -- as defined and decreed by the writers of Morrowind and its setting -- when I did not choose, or even expect it to happen).

And I think that's the root of why TES games' design (open world; ambiguous character; heavy lore) is such an effective one for imagining and realising characters and their activities; we can play anyone, but the lore, if accepted, places enough restrictions on us to make that anyone meaningful and more readily defined. Not to mention that the premise of the [hero, prisoner] figure at least encourages a progression of character, and character power. When given so much freedom that one can begin play as a demi-god, it's all too easy to forget how much of the value of being a demigod is derived from having become one first; presumably via a long and difficult path.


Despite my long-time admiration for the games, though, I've spent far longer creating and roleplaying characters for other games and settings (a state of affairs I expect to change come Skyrim), so I don't actually have much to offer the thread in terms of specific characters yet.

I can tell you that my "main" character tends to begin vulnerable or outright powerless, but realises tremendous strength of hand and spirit as he or she (it varies by incarnation) develops; but despite being essentially immortal, is in fact doomed to an endless cycle of conflict and violence despite an inherently romantic and free-natured heart. I suppose there are figures in TES lore who are somewhat similar - imagine if Umbra was the wielder and not the weapon; or if the Nerevarine was Nerevar reborn with most of his memories and battle skills intact, and there had been hundreds of Nerevarines fighting across centuries or millennia.

As a result of this he/she can fulfil any, or all (PC) roles in the TES games.

His (or her) life typically begins afresh in each new setting I take him to (ie, his very first incarnation), so all the roleplaying opportunities of being weak and inexperienced aren't lost. Exceptional, supernatural or divine lineage is something I'm quite fascinated by, so that usually makes it into the character's beginning. In TES lore I'm not yet sure of how she fits, only that she can be made to. Skyrim's Dovahkiin/Dragonborn concept certainly looks promising...
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Sheeva
 
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Post » Tue Mar 22, 2011 9:14 pm

very cool post, one of the more interesting ones i've seen on the boards in a while. particularly like the segue between your dunmer and nord character, and how your narrative transitions between those two. i've got a particular line of argonians i've followed from daggerfall onwards, i love this stuff... prepare for some words to read.

--------------------

Wreck was an assassin, sent by the dark brotherhood to murder a mysterious stranger that emperor uriel had sent to visit daggerfall for unknown reasons. The ship that Wreck and this messenger was on crashed, however. Wreck, being an argonian, easily navigated the waters and made it to shore. assuming his mission a success through sheer stupid luck, he continued a long, successful career with the brotherhood in daggerfall, and the surrounding kingdoms.

After finding a certain string of books, he had a kind of enlightenment about the world of tamriel around him, and became obsessed with the history of it. He saw that there was power in using the bones of the past to predict those of the future. By this time, however, he was older. knowing he didn't have time to complete the puzzle he'd just discovered, he opted to pass it along as legacy. Wreck paid an argonian lass a ludicrous amount of gold to sire a child with him, to act as a blood bound apprentice of sorts.

---------------------

Wreck had a daughter named Eurtalshi. he attempted to train her in the ways of assassination, and found her to be a poor student in regards to stealth and locks. He found her to be a brilliant student in the way of history and books, however, and was ultimately pleased with her. Eurtalshi had a strange relationship with her father, whom was very loving and clever when present, but for the majority of the year was gone, murdering. she kept herself occupied with books.

Wreck was finally killed on mission, in his older age. all his wealth and possessions were seized by daggerfall officials due to being publicly discovered as a dark brotherhood assassin in this final failure. Eurtalshi feigned ignorance on the matter and was left free, but poor. She attempted to use the thieving skills her father had taught her to make a living, and was promptly caught, and jailed due to her complete inadequacy.

But, being born under a particular sign, with an unknown parent, Uriel saw fit to send her, among a handful of others convicts, to be released in morrowind, in what was fondly regarded as one of the emperor's crazier decrees. Eurtalshi wasted no time in deciding that she wanted nothing to do with any of this, and simply joined the local thieves guild, more out of fear of morrowind and a need for protection than anything.

however, once she grew accustomed to the place, she also grew angry at it, particularly the slavery. she never mastered thievery as well as her father, but instead mixed it with an innate magical talent, becoming known as a prominent nightblade within the thieves guild. She was eventually let go from the guild for her increasingly blatant rebellions against morrowind laws. Eurtalshi finally fled morrowind after murdering an entire family of plantation owning dunmer, and leading the entire bulk of slaves to cyrodil. she and one of the rescued slaves fell in love, and had a son.

-----------------

although born Wihnan-Euigri, Eurtalshi's son took to the name Basis-Of-Freedom at a young age. inspired by both the heroics of his mother and an immature and rebelious spirit, Basis zealously argued for the disbanding of the empire, which he viewed as a tyrannical oppressor of his and other native cultures. this was tempered for a while by his parents kindness, although he became inspired by stories of his grandfather Wreck, and aspired to become like the shadowscale. He was imprisoned for petty crimes of disturbing the peace in the imperial city, eventually, coming to blows with an imperial over a heated political debate. While imprisoned, he shared a cell with the champion of cyrodil, and in fact escaped by following the figure.

Impressed and sensing dire conflict, Basis tagged along as a sort of squire to the hero. This ended shortly, when they reached kvatch. This was unfortunately where Basis's parents had lived. And he found Eurtalshi and his father both dead. this turned his youthful rebellion into full fledged hatred. He blamed the imperials for his loss, believing that the beast races were shown lower priority in rescue during the siege. He attempted to murder the champion of cyrodil, but was easily thwarted, and left alive at the hero's mercy.

however, Basis rose to become a massive thorn in the empire's side. During the oblivion crisis, Basis aided the thieves guild in destabolizing the chain of command within the legion, while simeultaneously murdering off any guards sent to patrol the roads during the crisis, when they were most desperately needed. Most infamous for the act of entering an oblivion gate and slaughtering Andel Indarys' son, Basis became known as 'the ten thousand coin bandit' after the insane price put on his head. while the champion of cyrodil succeeded in saving all of tamriel, Basis succeeded in playing a large part in the empire's failure to rebound from the tragedy. He eventually retreated from the province and into black marsh, where the rising an-xilai (i forget the spelling on the new argonian govt) welcomed him in secret as a war hero, while publicly decreeing his actions as too barbaric to condone.

Basis later joined the invasion of morrowind, and was a major force behind the success of its occupation. He claimed a redoran mansion for his own, took a wife, and finally settled in his age.

---------------------------

for generations, the descendants of Basis-Of-Freedom didn't bother to live up to his image of a war hero, instead opting to live in luxury and ease. Not much is known about the youth that changed this, yet. only that when a dunmer of redoran lineage stole the majority of books in his family library, including the diaries of his ancestors. the youthful argonian was furious, and refused to fall in line with the remainder of his family's apathy towards the event.

Using the basic skills he'd learned from the diaries of Wreck, Eurtalshi, and Basis, which he had been reading and been inspired by, he managed to track the dunmer back to skyrim. the dunmer was living among a large group of displaced elves. the youth murdered this thief, but was caught in the act, and murdered a nord in his attempt to escape as well. When confronted about the meaning of the assault, the youth spouted the sort of diatribe that probably would have worked in occupied morrowind, but in skyrim got him sentenced to imprisonment as a rogue mage (he only accomplished the kills through a surprising use of conjuration, really). Now the young argonian just sits, terrified at the prospect of his death over this incident. we'll see how that goes for him.
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sarah simon-rogaume
 
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Post » Tue Mar 22, 2011 7:15 pm

I didn't read it cause I was too distracted by your handsome avatar :P
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Donatus Uwasomba
 
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Post » Wed Mar 23, 2011 2:37 am



I love the way Wreck's descendants have been involved in the major events surrounding the unnamed heroes, without ever being any of them. Great writing. :)
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Umpyre Records
 
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Post » Wed Mar 23, 2011 10:29 am

I love the way Wreck's descendants have been involved in the major events surrounding the unnamed heroes, without ever being any of them. Great writing. :)


haha, thank you. it's actually canon to what they did in game. i was too young to know what i was doing in daggerfall, and missed the main quest completely. (quests were timed, and if you missed them, they were gone. even the main one.) in morrowind i killed a necessary character and got the 'line of prophecy has been severed' message, and decided that was the coolest thing i'd ever seen an rpg do, and rolled with it. and in oblivion i simply didn't like martin and found it more fun to roll around during the invasion being a bastard.

i enjoy updating the previous parts of the story to fit whatever goes on in the more recent games, though. right now i'm imagining that Wreck's discovery in books was that his line was possibly dragonborne. this youth may be the first in his family to actually complete a tes main quest, despite my having sank ridiculous amounts of hours into each one.

also, just editting to say that after reading over this thread again, the dragonborn thing definately has potential for taking the sort of reincarnate type character you mentioned and working into the lore quite awesomely, fearless. that'd be a pretty interesting realization for a character to have.

also, nice sig, the ten battle stories were great
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Richus Dude
 
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Post » Wed Mar 23, 2011 1:38 am

I try to weave all my characters together, and tie in all the mods I use too. I find that this can create a more unique character that no one else will ever have. Take this character for example, In here, I have references to Rise of House Telvanni, the Royal Chargen, and even references to my real Morrowind Nerevarine, the exiled prince of Morrowind.

Maximillian
High Elf
TES I-?
Sorceror, Wizard, Necromancer

Abandoned on the Artaeum in 3E 325, the high elf Maximillian (last name unknown even to himself) was raised as a Psijic wizard, and by 3E 390 had become one of the most powerful wizards of the order. However, it was around this time that Maximillian began to research the forbidden art of Necromancy, fascinated by the incredible powers harnessed by the Worm King Mannimarco.
Maximillian managed to sit out the darkness of the Imperial Simulacrum in his safe position as a member of the Psijic order, but he was supremely interested in the methods that Jagar Tharn used to imprison Uriel Septim. After the Dragon Break in Hammerfall and High Rock, Maximillian was reportedly, "disheartened" by the disappearance of Mannimarco.
In 3E 420, he was discovered, and was cast out of the order, and declared an exile from the lands of the altmer. Shortly afterward, as he drank away his sorrows in a bar in Anvil, he was arrested by Hannibal Traven, a young and up and coming wizard trying to find a way of becoming the head of the Anvil Mage's Guild.
For the next seven years, he rotted in the Imperial Prison, formulating escape and revenge schemes.
Then, in 3E 427, a break! Maximillian was set free and sent to Morrowind with orders to see Caius Cosades.
After burning the note in his hands after leaving Seyda Neen, Maximillian quickly joined the Telvanni, the only magical faction that had no qualms with necromancy, and other decidedly dark arts. Maximillian swiftly rose through the ranks of the Telvanni, due to his Machiavellan political strategies. After barely three months in the Great House, he was appointed the Mouth of Master Aryon, and after the next two, was made a Master of the Telvanni.
Around this time, a Maximilian heard of a mysterious Dark Elf named Belan Indarys, and immediately took interest. This Dark Elf was apparently trying to fulfill the Nerevarine Prophecy, and was, against all odds and reason, actually succeeding.
When Belan Indarys came to Sadrith Mora to adress the council, Maximillian arranged a private meeting with this young hero. While no one knows what these two future greats discussed in this meeting, the results were undeniable.
The next day, Gothern was in a pool of his own blood, Maximillian was Archmagister, and Belan Indarys had been appointed Hortator.
This alliance between the Nerevarine and the Archmagister would continue to flourish as both grew in power.
By the end of 3E 427, Maximillian had assasinated Duke Dren and the head of the East Empire Company, replacing them with with pro-Telvanni puppets, survived several assasination attempts, established four new Telvanni settlements, created a Telvanni consolate in Ebonheart, and helped Belan Indarys, now revealed as the illegitimate son of King Helseth, become the new Prince of Morrowind.
Now with official government support, the Telvanni managed to take over all of Vvardenfall, placing Maximillian in the odd position of having more power than the Duke of Vvardenfall. For 5 years, he held this post, until Frathen Drothan staged a military coup with the help of his Drothmeri Army.
After Frathen left for Cyrodiil with fancies of conquest, Maximillian regained control of the Telvanni, and began to rebuild the ruins of Vvardenfall following the Oblivion Crisis, becoming the shadow ruler of the entire island.
A few months before the red year, Maximillian foresaw the impending destruction and conquest of Morrowind, and moved his tower's personnel to a strange, vacant tower in the Jerall Mountains. Once there, Maximillian finally began to find the first inklings of old age, and took up necromancy again, only with a new found sense of urgency. For the next 200 years, Maximillian would remain at Fostcrag Keep, isolated from the world at large hoping to find a way to live forever.
Maximillian found, however, that he could not remain apart from the world forever, because shortly before the Skyrim Crisis, he found himself kidnapped from his now destroyed tower and placed in a mysterious prison somewhere in the wastes of Skyrim.

In Skyrim, Maximillian will now be given a second chance to become a part of the Elder Scrolls, and this time he will be unable to refuse. As the last relic of an age long forgotten, when paragons and demons walked the earth, he shall now be far more cynical and depressed. Fearing his own old age, he will take on this quest to find something that he will be remembered for, besides being a blip in the history of a now conquered Morrowind.

Edit: I added an intro.
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Robyn Howlett
 
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Post » Wed Mar 23, 2011 12:34 am

also, just editting to say that after reading over this thread again, the dragonborn thing definately has potential for taking the sort of reincarnate type character you mentioned and working into the lore quite awesomely, fearless. that'd be a pretty interesting realization for a character to have.

also, nice sig, the ten battle stories were great

Thanks. :) Yeah, he or she is a character I've played across different settings, platforms, and genres (even did a bit of forum roleplay [mini-stories really] with her in my space fantasy/dark future setting). I was pretty happy to learn about what Bethesda are doing with Skyrim's plot.

I changed my signature briefly from a recent thread, but I agree with you, those texts are all terrific.
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Scarlet Devil
 
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Post » Wed Mar 23, 2011 6:46 am

Alas, I am a terrible "RP"er. The bulk of my "character creation" goes into appearance (face, race, skin textures, etc) - which is why I'm somewhat dismayed to hear rumors that facegen may be reduced in complexity, maybe? yay, rumors - and after that, my characters are just a choice of what skillset I'll be trying for that playthrough. :shrug:

(Probably has some grounding in the fact that most of my initial "gaming" was hex-and-counter wargames & simplistic D&Ding. And my background in science and engineering, i.e, numbers. I personally hate writing and don't enjoy it. I'm also a lost cause at LARPing - improvisational acting isn't one of my strengths.)
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NAtIVe GOddess
 
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Post » Wed Mar 23, 2011 11:21 am

I try to weave all my characters together, and tie in all the mods I use too. I find that this can create a more unique character that no one else will ever have. Take this character for example, In here, I have references to Rise of House Telvanni, the Royal Chargen, and even references to my real Morrowind Nerevarine, the exiled prince of Morrowind.

(snip)



before i go back to work, just gonna say that of all the stories i've read about longterm elven characters who act as the protagonist across multiple tes games, this is one is possibly the best. i definately appreciate it when a character has to deal with events not going the way they wanted them to.
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Chad Holloway
 
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Post » Tue Mar 22, 2011 9:10 pm

before i go back to work, just gonna say that of all the stories i've read about longterm elven characters who act as the protagonist across multiple tes games, this is one is possibly the best. i definately appreciate it when a character has to deal with events not going the way they wanted them to.


I always love to hear when my characters are appreciated!
:rock:
Tragedy plays a large part in all my characters. I also think it plays a large part in the Elder scrolls. Here we are, a prisoner, forgotten and lost, when we are given a chance to redo everything, becoming a hero, only to then be remembered only as a title, your background, your drive, your story forgotten in the ages.
For me, it is part of the draw of the series, the hero is not the ultimate person, the Elder Scrolls drain the character of who they are, all to progress the sequence of events.
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pinar
 
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Post » Wed Mar 23, 2011 5:22 am

Making original choices have longer lasting consequences. Argonian water breathing because obsolete with a under water breathing spell. I would like traits that grow with each race. The Khaijit scare humanoid should be much stronger at lv 30 than lv 1. Make decisions character creation much more important and therefore exciting.
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Benjamin Holz
 
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Post » Wed Mar 23, 2011 2:03 am

Ah, so it seems I am to recite the story of the Voyen family, eh?
Well, I haven't played more than the first dungeon in Arena, and haven't gotten far in Daggerfall, so the tale will begin with the Breton, Thetri Voyen. Thetri lived in Vvardenfell during the events of TES III. He was raised in the Voyen family of vampires from southern Morrowind, but never got along with his father. They would argue and feud almost every day. So one day, Thetri left home and went to Vvardenfell. The only member of his family that Thetri remained in touch with was his younger brother, Sorok. Thetri became friends with a Dunmer named Zaviik Memelorr. Zaviik had just been released in Vvardenfell by Emperor Uriel Septim VII, though he didn't know why. Well, Zaviik isn't a large portion of this overall story so in short, this Dunmer went on to become the Nerevarine. After the events of TES III, Zaviik went on an expedition to Akavir. With his closest friend gone, Thetri also chose to leave Vvardenfell and move to Cyrodiil.

In the Imperial Province, Thetri lived with his uncle in Deepscorn Hollow. Soon after his arrival in the province, Thetri joined up with the Dark Brotherhood. Thetri rose through the ranks quickly, and soon he became the Listener for the Brotherhood. Less than a year afterwards, he received a letter from his brother Sorok, telling him that Sorok was leaving home and coming to Cyrodiil. Thetri was reunited with his younger brother at the border of Morrowind and Cyrodiil, where his brother told him that he sought a cure for vampirism. Being the helpful older brother he was, Thetri agreed to help. After a year they were able to cure Sorok of vampirism, but Thetri had no desire to rid himself of what he considered a dark "gift".

A week later, Sorok moved to the Imperial City. Sorok joined the Thieves Guild, but a week later, he was arrested for theft. Not even a month after his arrest Emperor Uriel Septim VII and his Blades used an emergency escape route in his cell. This meant Sorok could follow them out. Through the passage, Uriel Septim seemed to take interest in Sorok, for reasons he was unsure of. Uriel said that he would soon be killed, but that he and Sorok should travel together a little longer. Sure enough, just after Uriel gave Sorok the Amulet of Kings and instructed the Breton to find his last remaining illegitimate heir and "close shut the marble jaws of Oblivion"... the Emperor was assassinated. In a fit of rage Sorok slaughtered the assasin with a flurry of spells and wild sword-swinging, but this revenge brought no sense of fulfillment. The only of the three Blades who survived the dungeon, Baurus, told Sorok he could find Jauffre at Weynon Priory near Chorrol. Immediately, Sorok went there. Sorok gave the amulet to Jauffre and was sent to find Martin, the emperor's illigetimate son in Kvatch. When he arrived, Kvatch was in ruins and an Oblivion gate was opened in front. Sorok dove into the gate and shut it, he cut down hoards of daedra, both within the Oblivion gate and within the gates of Kvatch. He returned to Weynon Priory with Martion, to find that it had been struck by the same people who assassinated the emperor. The Amulet of Kings was gone, but they had found Martin. Jauffre led them to Cloud Ruler Temple and Sorok became a member of the Blades. He did work for the Blades against the Mythic Dawn and the daedra. He and Martin were able to bring down the cult of the Mythic Dawn, and with Martin's sacrifice, they were able to seal the Oblivion gates, hopefully forever.

Sorok's tale went on, however, he married a woman named Alessia after the heroine from long ago. They had three children, but Alessia died at the age of 38. Sorok, in gloom, left his sons behind, they were all old enough to take care of themselves by then though. Much of the tale becomes speculation at this point, but in the end he brought an end to the Greymarch in the Shivering Isles and took the mantle of Sheogorath. To this day even 200 years into the fourth era, Sorok, or Sheogorath now, dwells in the realm of madness. His descendants, however, moved to Skyrim around 4E 165. The youngest of Sorok's descendants, Solfirn Voyen, half-Nord, half-Breton will one day be known as the Dovahkiin.
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NAtIVe GOddess
 
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Post » Wed Mar 23, 2011 11:43 am

While appearing to be another 'What will you be' post, which have been plaguing the forums since all topics have stagnated due to a general lack of contribution to new ideas and interesting discussions, I thought I'd try to spice things up. Here's an anolysis of what makes anticipating character creation so much fun, and how TES has successfully made the PC a blank canvas to be illustrated by us, the players. Furthermore, I'm interested in how players create their own Lore for this beloved series, and how that manifests. Please read on and share posts, comments, stories and ideas.

On Lore, Playing and Creating



I did read in its entirety. And I found it both interesting and insightful. I will say that ES is still firmly in the camp of LOTR inspired RPGs, but there really isn't anything wrong with that, and their lore is both immense and distinctive. I also greatly miss the loss of the additional depth which the social element of interaction with other real PlayerCharacters added, and deeply regret that more games in this genre, ES in particular, do not offer local co-op. As the engines gain in strength and ability, I hope this shall be rectified.

As to the wonderful full character customization. I could not agree more. You have stated it well, and I applaud you. For what it is worth, here is the backstory on my upcoming character, though many of the details of his life have been left out, and some may require alteration.


My character was one of a multiple birth set. Several brothers. They are Part Daedra, but a combination of genes and the sorcery of their powerful Altmer maternal grandfather, alongside their own potent innate magic as made them seem more of their maternal kin, than Daedra in looks, though they are tall even for the High-Elven race, and their blue hair, darker than usual skin (for Altmer, anyway) and mighty affinity for magic stand out even amongst the Altmer.

The story of his parentage hath oddity upon oddity, but Daedra born half-breeds have never been unheard of, savant strange creatures that they are. His father was a rarity. The result of an uncommon union between a Valkynaz of The Dremora and a celebrated Aureal. How that union came to be, and how a birth came of it no tale has told, yet it was so nevertheless. The Aureal mother had little interest in being labled for having such a hybrid. To be with child at all was an oddity amongst her kin, who had no need to procreate in the way of Men and Mer and seldom did so. and when he proved to be male, and thus second class amongst her race, she quickly repented of his birth and left him in the wilds of The Shivering Isles. But savage and strong in body and in magicka, he survived. For a time he even gained the favour of Sheogorath, for he was an oddity, a rarity, a seemingly mad and novel creation, and The Madgod was ever fond of such. Eventually, however, as Sheogorath drew nearer the time of his change into Jyggalag, the increasing desire for order and normalcy caused him to turn a more antipathetic eye towards the anamoly in his court (here there are some uncertainties, as there is evidence that the subsequent children born to his relationship in Nirn, of whom my character is one, were born at least a century before the death of Uriel Septim, but it may be that a certain instability was afoot even before this requisite catalyst for the tearing in the fabric between realms). The strange Daedra fled, and by fortune came to do so just as many odd events were converging. The Greymarch was drawing near, though few understood the portents, the opening of Oblivion gates due to the sudden war that Dagon was launching upon the face of Nirn, and many other strange tidings, wondrous and terrible alike. The barrier between worlds being thin, my characters sire was able to influence the mind of a mighty Altmer conjourer, who, seeking a new and mighty servant, aided him in entering Mundus. . . more on his own terms than on the mages.


Now, the mage in question was an Altmer warlock of Great Power. He had been the Archmage of several guilds, but growing ever more experimental broke ties with the guilds altogether, and settled in the high passes of the mountains, rearing a mighty tower in the border territories where Cyrodil, Skyrim and Morrowind came nearest to one another.

It happened that this great mage had a daughter . . . he had sired a number of children over the long centuries of his life, but she was the youngest, and at the time the dearest, and the only one who still dwelt in his home and care. From her full Altmer father she had inherited great gifts of sorcery. . . and from her mother, who was mostly Altmer, but had some ancestry of Dunmer, Nord and even Falmer in the distant paths. . . well it is likely that she inherited other even rarer gifts from her, which would eventually be manifest in at least one of her sons. A beautiful girl, in the usual way of these tales, lovely and clever, and in the blossom of her child bearing years, being somewhere between her mid teens and early twenties (her exact age is not here recalled). Much could be said of what came and how, but the essentials are simple enough. The new Daedra in her father's home was not only powerful, but handsome and lawless wild. He had the savage, lusty aura of the Dremora, and the austere and noble grace of the Aureal. And fealty was no more in his nature than a respect of boundaries or masters. Their affair began in short order, and was a fervant and fearsome thing, and she was soon very pregnant with otherworldly seed.

As to the sons she bore. . . mighty in body and magic, savant, gifted with sight. They grew both swift and strong with an uncanny speed, growing to maturity more in the manner of a wild weed than of any mammal, and they had knowledge of past and present. One of these went on the champion all of Cyrodil in the raging Oblivion war, and rose to lead The Mages Guild in one of its darkest hours. My character aided in those battles, both against Dagon and against The Necromancers of Manimarco, though prior to this he made a mighty name for himself amongst the mages of The Summer Set Isles, and became the dominant force in one of Morrowinds mighty mage guilds. He explored even in the realms of Oblivion, carefully avoiding those of both Sheogorath and Dagon until a time came that made entry into those places a more feasible matter. Yet, of his time and deeds in the Realms of Meridia (of whom he learned much that aided him in becoming a master of restoration), Azura, Clavicus Vile (of whom he learned many secrets of summoning and Daedric binding), Molag Bal and Sanguine, naught shall now be spoken. And of his days in deeds in Cold Harbour and in the many pleasure planes of Sanguine, it may be that he will never speak in full to any.

At last his brother went into The Shivering Isles at the invitation of The Madgod, whose mantle he came to don. My Skyrim character to be visited his brother there for a time, whilst the other still had some hold of his own mind and some memory of self. He agreed to take over The Arcane University in the maddening brother's stead, and when his brother began to be more Sheogorath than self, my character wisely left The Isles behind and came back into Nirn. The Guild propsered under him, but Dagon did not forget his role in the undoing of The Daedra Princes plan, and he persued him as best he could from the beyond of Oblivion. Eventually, my character was assailed by Daedra who entered Nirn through the aid of Dagon's remaining Acolytes. Mighty as he was, he survived the attack, but he was badly injured, and cursed, and his power was for a time diminished, and he forgot much of what he knew as he convalesed.

Now he is healed, but still far from whole. But be that or no, the time has come for him to venture back into the world. To take up a mighty cause again, and learn more of himself than ever he knew before.

There are probably some errors in here, but I will work them out by and by. lol
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Eilidh Brian
 
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Post » Wed Mar 23, 2011 12:32 am

I just like to make words go together and escape from reality and play games.
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Alycia Leann grace
 
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Post » Wed Mar 23, 2011 9:38 am

There's no point in having a poll for this... It'll just influence more poeple to say "no" and not bother reading. Besides, this is the Internet, your average shmo isn't going to read an equivalent of a few pages from a novel on a forum.

(I read your whole post btw, interesting read.)
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TWITTER.COM
 
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Post » Wed Mar 23, 2011 5:16 am

wow, nice broseph. i usually only reply to poll threads unless the thread is so out of context that i have to bash ppls.

this would be great, and it wouldn't take too much time to implement either. i would seriously suggest mailing this idea in or finding a gamesas member, bc scripting wouldn't be that hard to create to add sections of personal lore to books and common knowledge.

kudos to the thought.

this is the most economical idea iv heard on these forums.

watch out for TSA Freeman, i hear they don't like you.
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Casey
 
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Post » Wed Mar 23, 2011 11:42 am

My character, Hildr Leirfall, was born in northern parts of skyrim. His father, Lord Feyr Leirfall, was a nord nobleman living in seclusion in the mountaintops. An old and scarred warrior was his father, a man whose tactics on the battle field were as sharp as his tactics in the sphere of politics. He was a man of principal, one who valued tradition, loyalty, and exhumed efficiency. His mother, Adelis, was a cold woman, strong and fiercely independent. She bore Isaac during the Sun's Dusk, bearing the birthing of the Astronach. As with most children both into nobility, Hildr spent his entire childhood alone inside the grounds of his father's estate. Nannies maids and servants raised him, teaching him right from wrong. He was given a good education deserving of some of the finest tutors in all of tamriel. Day after day he followed a rigorous learning schedule, and when he was old enough, combat lessons as well. His father would visit such lessons to gauge his sons schooling, occasionally accompanied by his mother. He would not see them other wise except for dinner, where he was again quizzed on what was learned that day. Although he proved fairly competent with a blade, his true nature was not that of a nord warrior, but a traveling scholar. Discovery set in him a thirst for answers to unknown questions.


He dreamed of exploring all of tamriel as an adventurer discovering new places, uncovering ancient tomes, and gaining fame and fortune. These lofty ambitions did not go unnoticed by Feyr, who tried his best to reign his son's desires by doling out harsh punishments, even beatings, to instill the nord tradition into his son. It was his fear that such behavior would not only damage his political image, but destroy his son's future. Hildr was resentful of such treatment of course, and like all rebellious children, only became more fascinated with a life of adventure the more it was left unnurtured.


Then one night, as his parents held a party with other important noblemen and heads of state, Hildr decided to sneak out past curfew to steal a few ales. Scanning the courtyard where the party was being held, he spotted a few drinks on a table near the perimeter of the party and slowly made his way towards it. Just as he reached the table however, heard voices closing in and quickly ducked under the table. As he sat there, he realized his mother and father had been the ones approaching. They argued in heated whispers about Hildr. It seemed Adelis was worried about hildr's upcoming 14th birthday, and his disrespect for tradition. She blamed Feyr for his's behavior, revealing Hildr was not her son, but the son of an an old Altmer servant Feyr had had an affair with years prior. Feyr defends himself, stating the harsh regiment he has had Hildr endure in order to suppress his un-nordlike sensibilities were working. He continued by saying he did what he could to silence the servant after the pregnancy, and regretted having her killed to keep his birth a secret. Just then a servant interrupted them and whisked them away to meet with more arriving guests.


Hildr was left there, shocked and hurt. His knew that he could no longer live there, knowing what his parents were, and whatever plans for him they had. And so he left that night. He stayed only long enough to gather a few supplies, a map, a sword, some food, and a few books. Fearing that his father would use his power and influence to track him down he fled skyrim. He continued traveling for years, exploring the vast parts of tamriel as he went. Eventually he rejected his nord heritage altogether, and questioned if he should be recognized by a heritage at all. But, as his skills with magic increased, he saw many similarities between bretons and himself, so he adopted the title. Many years had passed when he began hearing rumors of civil unrest within skyrim's borders. News eventually came of the kings death, and the war to come. Hildr traveled to skyrim for the first time in 17 years so he could aid the people affected by the war. Well versed in healing magic, he set up a clinic in a small town near Whiterun. One day after helping a small group of wounded soldiers he and his helpers were attacked and captured by loyalist's to the crown. Despite helping those on both sides of the war, he was sentenced to be hanged for treason.


I'm sure you guys knows what happens from there, the start of the game will dictate what further adventures will be had by Hildr. This is my first character background btw, so don't be too critical if it is a little cliche please.
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Christie Mitchell
 
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Post » Wed Mar 23, 2011 11:51 am

Blimey, there is a lot to read! Glad to hear this has been met with moderate approval. I was thinking of writing a few more topics on various aspects of RP that relate to TES and why we enjoy them... Stay tuned.

And btw, I love reading the stories you guys have made, they are very cool indeed. Cake for everyone.

NOTE: I've had to seperate this post into two parts due to the limit on the number of quotes allowed in a reply.

Spoiler
I've made new characters in Morrowind and Oblivion just for this. Sadly, my PC has decided it doesn't like Morrowind at the moment and keeps BSODing when I play it. However, my Morrowind character is a Nord blacksmith, wrongly accused of a crime he didn't commit and taken away from his 16 year old son who was left with his Orc apprentice. He learns the arts of war whilst in Vvardenfell and becomes the Nerevarine. Thats about as far as I got in Morrowind before my PC crapped out on me.

In Oblivion, my character is the now 22 year old son of the blacksmith mentioned before. Having been taught blacksmithing by his father and his Orc adoptive father after the blacksmith was jailed he has himself become a blacksmith. However he yearns for adventure and whilst attempting to fulfill this desire, he accidentally knocks over a powerful noble in Skyrim. He is jailed and sent to the Imperial Prison in Cyrodil and thus his quests begin.

My Skyrim character will be another decendant of the last two characters, but without a background in blacksmithing. I haven't quite decided that yet, and probably wont until I'm making the character on 11.11.11.



Sympathies with the tech problems. I can relate, having only a simple laptop to reply MW on (I can't even contemplate OB...).

I especially like your surrogate Orc parent, having your main character be raised by this blacksmith Orc (who naturally posses excellent workmanship as do most Orc crafters). Please let us know if you get any ideas for your Skyrim character, I'm sure we would be keen to hear about them, and could maybe help out? You say that your Skyrim character will not have a blacksmithing background, but perhaps he discovers an innate talent for it, due to his lineage. And of course, blacksmithing is an actual ability in TES V, so that could work out something neat. Perhaps an old smith in a village could recognise your smith-work as bearing similar style and craftsmenship to his forefathers. A revelation to your character perhaps.

Spoiler
(I read it all. I'm always amused, in the nicest possible way, when forum posts are considered "too long" - even the longest are only the equivalent of a few pages of a novel. Of course it helps when the poster writes well and/or has something interesting to say; which is certainly the case with your OP.)

While I agree with you on a fundamental level about the nature of roleplay that the freedom of TES games allows, I'd like to suggest another interpretation (an extension of yours, really) that places the onus of roleplay even more heavily on the player's imagination: to ignore (in part, or even in whole) the framework and rules of an RPG's lore, and to substitute one's own. Here the setting itself becomes just another character - one just as subject to the imagination of the player as any other.

But I understand that there's a lot of satisfaction and enjoyment to be gained from creating and imagining within a pre-defined setting; especially as a lot of the adversity and conflict a character will face is perhaps more sincere when it has an external source (eg, creating a malady that afflicts my character at some point might feel artificial when compared to my character contracting Corprus -- as defined and decreed by the writers of Morrowind and its setting -- when I did not choose, or even expect it to happen).

And I think that's the root of why TES games' design (open world; ambiguous character; heavy lore) is such an effective one for imagining and realising characters and their activities; we can play anyone, but the lore, if accepted, places enough restrictions on us to make that anyone meaningful and more readily defined. Not to mention that the premise of the [hero, prisoner] figure at least encourages a progression of character, and character power. When given so much freedom that one can begin play as a demi-god, it's all too easy to forget how much of the value of being a demigod is derived from having become one first; presumably via a long and difficult path.


Despite my long-time admiration for the games, though, I've spent far longer creating and roleplaying characters for other games and settings (a state of affairs I expect to change come Skyrim), so I don't actually have much to offer the thread in terms of specific characters yet.

I can tell you that my "main" character tends to begin vulnerable or outright powerless, but realises tremendous strength of hand and spirit as he or she (it varies by incarnation) develops; but despite being essentially immortal, is in fact doomed to an endless cycle of conflict and violence despite an inherently romantic and free-natured heart. I suppose there are figures in TES lore who are somewhat similar - imagine if Umbra was the wielder and not the weapon; or if the Nerevarine was Nerevar reborn with most of his memories and battle skills intact, and there had been hundreds of Nerevarines fighting across centuries or millennia.

As a result of this he/she can fulfil any, or all (PC) roles in the TES games.

His (or her) life typically begins afresh in each new setting I take him to (ie, his very first incarnation), so all the roleplaying opportunities of being weak and inexperienced aren't lost. Exceptional, supernatural or divine lineage is something I'm quite fascinated by, so that usually makes it into the character's beginning. In TES lore I'm not yet sure of how she fits, only that she can be made to. Skyrim's Dovahkiin/Dragonborn concept certainly looks promising...



Excellent comments. Firstly, thanks for your appreciation, I quite agree that an effort should be made so posts are enjoyable.

I completely agree about how the path to becoming a demi-god is the true fruit of being a demi-god, where the inevitable challenge of success and failure lead you on towards becoming the PC you want to be (usually the all powerful hero of said game). To follow the old adage, the road travelled is oft more satisfying than the destination.

You make a great point that I have never really considered with TES, where one can actually ignore the definitive Lore of the game, and go ahead and forge a character in absence of the main story. Personally I suppose this has been brought about by an unquestioning assumption that the game presents a myriad of quests, but it all boils down to eventually completing the Main Quest. How wrong I am. Granted, the structure implemented in the game does give a more organic growth to your character as you react to the events around you, but as some of the posts below show, the option to create your own Lore really is a fantastic ability given to the PC.

And on that note, we rather fittingly move on to...

Spoiler
very cool post, one of the more interesting ones i've seen on the boards in a while. particularly like the segue between your dunmer and nord character, and how your narrative transitions between those two. i've got a particular line of argonians i've followed from daggerfall onwards, i love this stuff... prepare for some words to read.

--------------------

Wreck was an assassin, sent by the dark brotherhood to murder a mysterious stranger that emperor uriel had sent to visit daggerfall for unknown reasons. The ship that Wreck and this messenger was on crashed, however. Wreck, being an argonian, easily navigated the waters and made it to shore. assuming his mission a success through sheer stupid luck, he continued a long, successful career with the brotherhood in daggerfall, and the surrounding kingdoms.

After finding a certain string of books, he had a kind of enlightenment about the world of tamriel around him, and became obsessed with the history of it. He saw that there was power in using the bones of the past to predict those of the future. By this time, however, he was older. knowing he didn't have time to complete the puzzle he'd just discovered, he opted to pass it along as legacy. Wreck paid an argonian lass a ludicrous amount of gold to sire a child with him, to act as a blood bound apprentice of sorts.

---------------------

Wreck had a daughter named Eurtalshi. he attempted to train her in the ways of assassination, and found her to be a poor student in regards to stealth and locks. He found her to be a brilliant student in the way of history and books, however, and was ultimately pleased with her. Eurtalshi had a strange relationship with her father, whom was very loving and clever when present, but for the majority of the year was gone, murdering. she kept herself occupied with books.

Wreck was finally killed on mission, in his older age. all his wealth and possessions were seized by daggerfall officials due to being publicly discovered as a dark brotherhood assassin in this final failure. Eurtalshi feigned ignorance on the matter and was left free, but poor. She attempted to use the thieving skills her father had taught her to make a living, and was promptly caught, and jailed due to her complete inadequacy.

But, being born under a particular sign, with an unknown parent, Uriel saw fit to send her, among a handful of others convicts, to be released in morrowind, in what was fondly regarded as one of the emperor's crazier decrees. Eurtalshi wasted no time in deciding that she wanted nothing to do with any of this, and simply joined the local thieves guild, more out of fear of morrowind and a need for protection than anything.

however, once she grew accustomed to the place, she also grew angry at it, particularly the slavery. she never mastered thievery as well as her father, but instead mixed it with an innate magical talent, becoming known as a prominent nightblade within the thieves guild. She was eventually let go from the guild for her increasingly blatant rebellions against morrowind laws. Eurtalshi finally fled morrowind after murdering an entire family of plantation owning dunmer, and leading the entire bulk of slaves to cyrodil. she and one of the rescued slaves fell in love, and had a son.

-----------------

although born Wihnan-Euigri, Eurtalshi's son took to the name Basis-Of-Freedom at a young age. inspired by both the heroics of his mother and an immature and rebelious spirit, Basis zealously argued for the disbanding of the empire, which he viewed as a tyrannical oppressor of his and other native cultures. this was tempered for a while by his parents kindness, although he became inspired by stories of his grandfather Wreck, and aspired to become like the shadowscale. He was imprisoned for petty crimes of disturbing the peace in the imperial city, eventually, coming to blows with an imperial over a heated political debate. While imprisoned, he shared a cell with the champion of cyrodil, and in fact escaped by following the figure.

Impressed and sensing dire conflict, Basis tagged along as a sort of squire to the hero. This ended shortly, when they reached kvatch. This was unfortunately where Basis's parents had lived. And he found Eurtalshi and his father both dead. this turned his youthful rebellion into full fledged hatred. He blamed the imperials for his loss, believing that the beast races were shown lower priority in rescue during the siege. He attempted to murder the champion of cyrodil, but was easily thwarted, and left alive at the hero's mercy.

however, Basis rose to become a massive thorn in the empire's side. During the oblivion crisis, Basis aided the thieves guild in destabolizing the chain of command within the legion, while simeultaneously murdering off any guards sent to patrol the roads during the crisis, when they were most desperately needed. Most infamous for the act of entering an oblivion gate and slaughtering Andel Indarys' son, Basis became known as 'the ten thousand coin bandit' after the insane price put on his head. while the champion of cyrodil succeeded in saving all of tamriel, Basis succeeded in playing a large part in the empire's failure to rebound from the tragedy. He eventually retreated from the province and into black marsh, where the rising an-xilai (i forget the spelling on the new argonian govt) welcomed him in secret as a war hero, while publicly decreeing his actions as too barbaric to condone.

Basis later joined the invasion of morrowind, and was a major force behind the success of its occupation. He claimed a redoran mansion for his own, took a wife, and finally settled in his age.

---------------------------

for generations, the descendants of Basis-Of-Freedom didn't bother to live up to his image of a war hero, instead opting to live in luxury and ease. Not much is known about the youth that changed this, yet. only that when a dunmer of redoran lineage stole the majority of books in his family library, including the diaries of his ancestors. the youthful argonian was furious, and refused to fall in line with the remainder of his family's apathy towards the event.

Using the basic skills he'd learned from the diaries of Wreck, Eurtalshi, and Basis, which he had been reading and been inspired by, he managed to track the dunmer back to skyrim. the dunmer was living among a large group of displaced elves. the youth murdered this thief, but was caught in the act, and murdered a nord in his attempt to escape as well. When confronted about the meaning of the assault, the youth spouted the sort of diatribe that probably would have worked in occupied morrowind, but in skyrim got him sentenced to imprisonment as a rogue mage (he only accomplished the kills through a surprising use of conjuration, really). Now the young argonian just sits, terrified at the prospect of his death over this incident. we'll see how that goes for him.



Brilliant. A perfect example of how one does not necessarily have to be the Champion of Cryodiil, or the Nerervarine while playing TES. I especially like how you have interpreted the cannon events for your characters own stories; masterful indeed. It is somewhat comforting to imagine that the latest PC of Skyrim (or whichever game one is playing at this point in time) has some relation or past with previous heroes of Tamriel. For your latest Argonian, it must be somewhat pleasing to read about his heritage, so much so that it was a personal drive to commit the acts he did.

And to return the favour, your narritive link between characters and games is also well executed. Tops to you, Sir.

Spoiler
I didn't read it cause I was too distracted by your handsome avatar :P



Too kind. :smile:

Spoiler
I try to weave all my characters together, and tie in all the mods I use too. I find that this can create a more unique character that no one else will ever have. Take this character for example, In here, I have references to Rise of House Telvanni, the Royal Chargen, and even references to my real Morrowind Nerevarine, the exiled prince of Morrowind.

Maximillian
High Elf
TES I-?
Sorceror, Wizard, Necromancer

Abandoned on the Artaeum in 3E 325, the high elf Maximillian (last name unknown even to himself) was raised as a Psijic wizard, and by 3E 390 had become one of the most powerful wizards of the order. However, it was around this time that Maximillian began to research the forbidden art of Necromancy, fascinated by the incredible powers harnessed by the Worm King Mannimarco.
Maximillian managed to sit out the darkness of the Imperial Simulacrum in his safe position as a member of the Psijic order, but he was supremely interested in the methods that Jagar Tharn used to imprison Uriel Septim. After the Dragon Break in Hammerfall and High Rock, Maximillian was reportedly, "disheartened" by the disappearance of Mannimarco.
In 3E 420, he was discovered, and was cast out of the order, and declared an exile from the lands of the altmer. Shortly afterward, as he drank away his sorrows in a bar in Anvil, he was arrested by Hannibal Traven, a young and up and coming wizard trying to find a way of becoming the head of the Anvil Mage's Guild.
For the next seven years, he rotted in the Imperial Prison, formulating escape and revenge schemes.
Then, in 3E 427, a break! Maximillian was set free and sent to Morrowind with orders to see Caius Cosades.
After burning the note in his hands after leaving Seyda Neen, Maximillian quickly joined the Telvanni, the only magical faction that had no qualms with necromancy, and other decidedly dark arts. Maximillian swiftly rose through the ranks of the Telvanni, due to his Machiavellan political strategies. After barely three months in the Great House, he was appointed the Mouth of Master Aryon, and after the next two, was made a Master of the Telvanni.
Around this time, a Maximilian heard of a mysterious Dark Elf named Belan Indarys, and immediately took interest. This Dark Elf was apparently trying to fulfill the Nerevarine Prophecy, and was, against all odds and reason, actually succeeding.
When Belan Indarys came to Sadrith Mora to adress the council, Maximillian arranged a private meeting with this young hero. While no one knows what these two future greats discussed in this meeting, the results were undeniable.
The next day, Gothern was in a pool of his own blood, Maximillian was Archmagister, and Belan Indarys had been appointed Hortator.
This alliance between the Nerevarine and the Archmagister would continue to flourish as both grew in power.
By the end of 3E 427, Maximillian had assasinated Duke Dren and the head of the East Empire Company, replacing them with with pro-Telvanni puppets, survived several assasination attempts, established four new Telvanni settlements, created a Telvanni consolate in Ebonheart, and helped Belan Indarys, now revealed as the illegitimate son of King Helseth, become the new Prince of Morrowind.
Now with official government support, the Telvanni managed to take over all of Vvardenfall, placing Maximillian in the odd position of having more power than the Duke of Vvardenfall. For 5 years, he held this post, until Frathen Drothan staged a military coup with the help of his Drothmeri Army.
After Frathen left for Cyrodiil with fancies of conquest, Maximillian regained control of the Telvanni, and began to rebuild the ruins of Vvardenfall following the Oblivion Crisis, becoming the shadow ruler of the entire island.
A few months before the red year, Maximillian foresaw the impending destruction and conquest of Morrowind, and moved his tower's personnel to a strange, vacant tower in the Jerall Mountains. Once there, Maximillian finally began to find the first inklings of old age, and took up necromancy again, only with a new found sense of urgency. For the next 200 years, Maximillian would remain at Fostcrag Keep, isolated from the world at large hoping to find a way to live forever.
Maximillian found, however, that he could not remain apart from the world forever, because shortly before the Skyrim Crisis, he found himself kidnapped from his now destroyed tower and placed in a mysterious prison somewhere in the wastes of Skyrim.

In Skyrim, Maximillian will now be given a second chance to become a part of the Elder Scrolls, and this time he will be unable to refuse. As the last relic of an age long forgotten, when paragons and demons walked the earth, he shall now be far more cynical and depressed. Fearing his own old age, he will take on this quest to find something that he will be remembered for, besides being a blip in the history of a now conquered Morrowind.

Edit: I added an intro.



Ahah, at last a necromancer character. It isn't often we get the chance to hear of one. Your rendition of encountering the Nerervarine is very appropriate for the scheming and eccentric Telvanni. And again, breaking away from the Lore of TES to create your own set of events. Good link with Mannimarco, too. I like how your character is not inherently a typically evil necromancer, but rather someone with a fascination for the dark arts, in part driven by his own mortality.

Spoiler
I always love to hear when my characters are appreciated!
:rock:
Tragedy plays a large part in all my characters. I also think it plays a large part in the Elder scrolls. Here we are, a prisoner, forgotten and lost, when we are given a chance to redo everything, becoming a hero, only to then be remembered only as a title, your background, your drive, your story forgotten in the ages.
For me, it is part of the draw of the series, the hero is not the ultimate person, the Elder Scrolls drain the character of who they are, all to progress the sequence of events.



Interesting point. While I would argue (have argued) that the half-structured narrative surronding the PC is to enable personal interpretation and encourage investing in the game, it is also a neccessity to further the game's history and chronolgy. Is this not actually a fundamental aspect to TES? That each hero is definitively defined by the event, which occurs only with the existence of the hero, is this not exactly the premise of TES series? (to paraphrase the ES themselves) However, I suppose it really is subject to judgement from the player.

EDIT: Typos
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Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Tue Mar 22, 2011 8:51 pm

Part 2

Spoiler
Ah, so it seems I am to recite the story of the Voyen family, eh?
Well, I haven't played more than the first dungeon in Arena, and haven't gotten far in Daggerfall, so the tale will begin with the Breton, Thetri Voyen. Thetri lived in Vvardenfell during the events of TES III. He was raised in the Voyen family of vampires from southern Morrowind, but never got along with his father. They would argue and feud almost every day. So one day, Thetri left home and went to Vvardenfell. The only member of his family that Thetri remained in touch with was his younger brother, Sorok. Thetri became friends with a Dunmer named Zaviik Memelorr. Zaviik had just been released in Vvardenfell by Emperor Uriel Septim VII, though he didn't know why. Well, Zaviik isn't a large portion of this overall story so in short, this Dunmer went on to become the Nerevarine. After the events of TES III, Zaviik went on an expedition to Akavir. With his closest friend gone, Thetri also chose to leave Vvardenfell and move to Cyrodiil.

In the Imperial Province, Thetri lived with his uncle in Deepscorn Hollow. Soon after his arrival in the province, Thetri joined up with the Dark Brotherhood. Thetri rose through the ranks quickly, and soon he became the Listener for the Brotherhood. Less than a year afterwards, he received a letter from his brother Sorok, telling him that Sorok was leaving home and coming to Cyrodiil. Thetri was reunited with his younger brother at the border of Morrowind and Cyrodiil, where his brother told him that he sought a cure for vampirism. Being the helpful older brother he was, Thetri agreed to help. After a year they were able to cure Sorok of vampirism, but Thetri had no desire to rid himself of what he considered a dark "gift".

A week later, Sorok moved to the Imperial City. Sorok joined the Thieves Guild, but a week later, he was arrested for theft. Not even a month after his arrest Emperor Uriel Septim VII and his Blades used an emergency escape route in his cell. This meant Sorok could follow them out. Through the passage, Uriel Septim seemed to take interest in Sorok, for reasons he was unsure of. Uriel said that he would soon be killed, but that he and Sorok should travel together a little longer. Sure enough, just after Uriel gave Sorok the Amulet of Kings and instructed the Breton to find his last remaining illegitimate heir and "close shut the marble jaws of Oblivion"... the Emperor was assassinated. In a fit of rage Sorok slaughtered the assasin with a flurry of spells and wild sword-swinging, but this revenge brought no sense of fulfillment. The only of the three Blades who survived the dungeon, Baurus, told Sorok he could find Jauffre at Weynon Priory near Chorrol. Immediately, Sorok went there. Sorok gave the amulet to Jauffre and was sent to find Martin, the emperor's illigetimate son in Kvatch. When he arrived, Kvatch was in ruins and an Oblivion gate was opened in front. Sorok dove into the gate and shut it, he cut down hoards of daedra, both within the Oblivion gate and within the gates of Kvatch. He returned to Weynon Priory with Martion, to find that it had been struck by the same people who assassinated the emperor. The Amulet of Kings was gone, but they had found Martin. Jauffre led them to Cloud Ruler Temple and Sorok became a member of the Blades. He did work for the Blades against the Mythic Dawn and the daedra. He and Martin were able to bring down the cult of the Mythic Dawn, and with Martin's sacrifice, they were able to seal the Oblivion gates, hopefully forever.

Sorok's tale went on, however, he married a woman named Alessia after the heroine from long ago. They had three children, but Alessia died at the age of 38. Sorok, in gloom, left his sons behind, they were all old enough to take care of themselves by then though. Much of the tale becomes speculation at this point, but in the end he brought an end to the Greymarch in the Shivering Isles and took the mantle of Sheogorath. To this day even 200 years into the fourth era, Sorok, or Sheogorath now, dwells in the realm of madness. His descendants, however, moved to Skyrim around 4E 165. The youngest of Sorok's descendants, Solfirn Voyen, half-Nord, half-Breton will one day be known as the Dovahkiin.



Apologies for forcing you to reiterate your character's details, but it was a good read.

I found it very cool how your Nerervarine (I say 'yours' in that he exists as he does in your version of TES), after completing his quests in Tamriel, decides to venture into the fairly mysterious and dangerous land of Akavir. Reminds me of Kotor, with Revan leaving to the unknown fringes of space, never to be seen from again. (I also like this idea of a character, having explored much of the land, then leaves his life for the unknown, an idea I included into my MW character. But perhaps he too, will journey to mysterious Akavir; many thanks for the idea)

I am surprised by how many people create their character(s) seperate from the Main Quest; it's great to see all these brilliant renditions of such a familiar story.

Spoiler
I did read in its entirety. And I found it both interesting and insightful. I will say that ES is still firmly in the camp of LOTR inspired RPGs, but there really isn't anything wrong with that, and their lore is both immense and distinctive. I also greatly miss the loss of the additional depth which the social element of interaction with other real PlayerCharacters added, and deeply regret that more games in this genre, ES in particular, do not offer local co-op. As the engines gain in strength and ability, I hope this shall be rectified.

As to the wonderful full character customization. I could not agree more. You have stated it well, and I applaud you. For what it is worth, here is the backstory on my upcoming character, though many of the details of his life have been left out, and some may require alteration.


My character was one of a multiple birth set. Several brothers. They are Part Daedra, but a combination of genes and the sorcery of their powerful Altmer maternal grandfather, alongside their own potent innate magic as made them seem more of their maternal kin, than Daedra in looks, though they are tall even for the High-Elven race, and their blue hair, darker than usual skin (for Altmer, anyway) and mighty affinity for magic stand out even amongst the Altmer.

The story of his parentage hath oddity upon oddity, but Daedra born half-breeds have never been unheard of, savant strange creatures that they are. His father was a rarity. The result of an uncommon union between a Valkynaz of The Dremora and a celebrated Aureal. How that union came to be, and how a birth came of it no tale has told, yet it was so nevertheless. The Aureal mother had little interest in being labled for having such a hybrid. To be with child at all was an oddity amongst her kin, who had no need to procreate in the way of Men and Mer and seldom did so. and when he proved to be male, and thus second class amongst her race, she quickly repented of his birth and left him in the wilds of The Shivering Isles. But savage and strong in body and in magicka, he survived. For a time he even gained the favour of Sheogorath, for he was an oddity, a rarity, a seemingly mad and novel creation, and The Madgod was ever fond of such. Eventually, however, as Sheogorath drew nearer the time of his change into Jyggalag, the increasing desire for order and normalcy caused him to turn a more antipathetic eye towards the anamoly in his court (here there are some uncertainties, as there is evidence that the subsequent children born to his relationship in Nirn, of whom my character is one, were born at least a century before the death of Uriel Septim, but it may be that a certain instability was afoot even before this requisite catalyst for the tearing in the fabric between realms). The strange Daedra fled, and by fortune came to do so just as many odd events were converging. The Greymarch was drawing near, though few understood the portents, the opening of Oblivion gates due to the sudden war that Dagon was launching upon the face of Nirn, and many other strange tidings, wondrous and terrible alike. The barrier between worlds being thin, my characters sire was able to influence the mind of a mighty Altmer conjourer, who, seeking a new and mighty servant, aided him in entering Mundus. . . more on his own terms than on the mages.


Now, the mage in question was an Altmer warlock of Great Power. He had been the Archmage of several guilds, but growing ever more experimental broke ties with the guilds altogether, and settled in the high passes of the mountains, rearing a mighty tower in the border territories where Cyrodil, Skyrim and Morrowind came nearest to one another.

It happened that this great mage had a daughter . . . he had sired a number of children over the long centuries of his life, but she was the youngest, and at the time the dearest, and the only one who still dwelt in his home and care. From her full Altmer father she had inherited great gifts of sorcery. . . and from her mother, who was mostly Altmer, but had some ancestry of Dunmer, Nord and even Falmer in the distant paths. . . well it is likely that she inherited other even rarer gifts from her, which would eventually be manifest in at least one of her sons. A beautiful girl, in the usual way of these tales, lovely and clever, and in the blossom of her child bearing years, being somewhere between her mid teens and early twenties (her exact age is not here recalled). Much could be said of what came and how, but the essentials are simple enough. The new Daedra in her father's home was not only powerful, but handsome and lawless wild. He had the savage, lusty aura of the Dremora, and the austere and noble grace of the Aureal. And fealty was no more in his nature than a respect of boundaries or masters. Their affair began in short order, and was a fervant and fearsome thing, and she was soon very pregnant with otherworldly seed.

As to the sons she bore. . . mighty in body and magic, savant, gifted with sight. They grew both swift and strong with an uncanny speed, growing to maturity more in the manner of a wild weed than of any mammal, and they had knowledge of past and present. One of these went on the champion all of Cyrodil in the raging Oblivion war, and rose to lead The Mages Guild in one of its darkest hours. My character aided in those battles, both against Dagon and against The Necromancers of Manimarco, though prior to this he made a mighty name for himself amongst the mages of The Summer Set Isles, and became the dominant force in one of Morrowinds mighty mage guilds. He explored even in the realms of Oblivion, carefully avoiding those of both Sheogorath and Dagon until a time came that made entry into those places a more feasible matter. Yet, of his time and deeds in the Realms of Meridia (of whom he learned much that aided him in becoming a master of restoration), Azura, Clavicus Vile (of whom he learned many secrets of summoning and Daedric binding), Molag Bal and Sanguine, naught shall now be spoken. And of his days in deeds in Cold Harbour and in the many pleasure planes of Sanguine, it may be that he will never speak in full to any.

At last his brother went into The Shivering Isles at the invitation of The Madgod, whose mantle he came to don. My Skyrim character to be visited his brother there for a time, whilst the other still had some hold of his own mind and some memory of self. He agreed to take over The Arcane University in the maddening brother's stead, and when his brother began to be more Sheogorath than self, my character wisely left The Isles behind and came back into Nirn. The Guild propsered under him, but Dagon did not forget his role in the undoing of The Daedra Princes plan, and he persued him as best he could from the beyond of Oblivion. Eventually, my character was assailed by Daedra who entered Nirn through the aid of Dagon's remaining Acolytes. Mighty as he was, he survived the attack, but he was badly injured, and cursed, and his power was for a time diminished, and he forgot much of what he knew as he convalesed.

Now he is healed, but still far from whole. But be that or no, the time has come for him to venture back into the world. To take up a mighty cause again, and learn more of himself than ever he knew before.

There are probably some errors in here, but I will work them out by and by. lol



Thanks AinurOlorin.

I'm not saying that a general trend of Tolkein fantasy is a bad thing, merely that it simply is the definitive style of this genre. To be honest, I like this. I prefer elves to have pointy ears, to be an ancient race, for dwarves to be bearded and crass, mechanical intellects, and for humans to be the typical smorgasboard of diverse abilities. However, once a game filters this through innvoation and a unique take (which is successfully done), this is in actuality a refreshing and exciting change. I love TES Universe and Lore, I like the beast races, the racial prejudices, the fact that dwarves (Dwemer) were actually hairy, short elves, with a flair for scientific notions. TES is unique, but contains all fantastic workings that makes 'typical' fantasy a favourite.

On to your story. Beautifully written, a real joy to read. Daedra ancestry, now that is very cool. The later questing through the Daedra planes is a great notion for powerful characters, to leave Nirn and it's worldy nature for the capricious, unfathomable depths of the immaterium is a brilliant plot line for the PC. Another marvellous idea to take note of. I also like how his Daedric lineage is the perfect setup to discovering he is Dovahkiin, a very nice touch.

Spoiler
There's no point in having a poll for this... It'll just influence more poeple to say "no" and not bother reading. Besides, this is the Internet, your average shmo isn't going to read an equivalent of a few pages from a novel on a forum.

(I read your whole post btw, interesting read.)



The poll, in fact, is for comedic purposes. And yes, while your average internet 'shmo' is not going to read this whole post, there appears to be a number of contributing people who have taken the time and consideration to read it all before commenting, including your self (many thanks).

Spoiler
wow, nice broseph. i usually only reply to poll threads unless the thread is so out of context that i have to bash ppls.

this would be great, and it wouldn't take too much time to implement either. i would seriously suggest mailing this idea in or finding a gamesas member, bc scripting wouldn't be that hard to create to add sections of personal lore to books and common knowledge.

kudos to the thought.

this is the most economical idea iv heard on these forums.

watch out for TSA Freeman, i hear they don't like you.



Thanks bro. It's nice to see familiar colloquialisms. And I'll be careful. Worst comes to worst, I have my combined Ph.D. in Theoretical Physics, coupled with my medical license and sharp sarcastic wit to fall back on.

Spoiler
My character, Hildr Leirfall, was born in northern parts of skyrim. His father, Lord Feyr Leirfall, was a nord nobleman living in seclusion in the mountaintops. An old and scarred warrior was his father, a man whose tactics on the battle field were as sharp as his tactics in the sphere of politics. He was a man of principal, one who valued tradition, loyalty, and exhumed efficiency. His mother, Adelis, was a cold woman, strong and fiercely independent. She bore Isaac during the Sun's Dusk, bearing the birthing of the Astronach. As with most children both into nobility, Hildr spent his entire childhood alone inside the grounds of his father's estate. Nannies maids and servants raised him, teaching him right from wrong. He was given a good education deserving of some of the finest tutors in all of tamriel. Day after day he followed a rigorous learning schedule, and when he was old enough, combat lessons as well. His father would visit such lessons to gauge his sons schooling, occasionally accompanied by his mother. He would not see them other wise except for dinner, where he was again quizzed on what was learned that day. Although he proved fairly competent with a blade, his true nature was not that of a nord warrior, but a traveling scholar. Discovery set in him a thirst for answers to unknown questions.


He dreamed of exploring all of tamriel as an adventurer discovering new places, uncovering ancient tomes, and gaining fame and fortune. These lofty ambitions did not go unnoticed by Feyr, who tried his best to reign his son's desires by doling out harsh punishments, even beatings, to instill the nord tradition into his son. It was his fear that such behavior would not only damage his political image, but destroy his son's future. Hildr was resentful of such treatment of course, and like all rebellious children, only became more fascinated with a life of adventure the more it was left unnurtured.


Then one night, as his parents held a party with other important noblemen and heads of state, Hildr decided to sneak out past curfew to steal a few ales. Scanning the courtyard where the party was being held, he spotted a few drinks on a table near the perimeter of the party and slowly made his way towards it. Just as he reached the table however, heard voices closing in and quickly ducked under the table. As he sat there, he realized his mother and father had been the ones approaching. They argued in heated whispers about Hildr. It seemed Adelis was worried about hildr's upcoming 14th birthday, and his disrespect for tradition. She blamed Feyr for his's behavior, revealing Hildr was not her son, but the son of an an old Altmer servant Feyr had had an affair with years prior. Feyr defends himself, stating the harsh regiment he has had Hildr endure in order to suppress his un-nordlike sensibilities were working. He continued by saying he did what he could to silence the servant after the pregnancy, and regretted having her killed to keep his birth a secret. Just then a servant interrupted them and whisked them away to meet with more arriving guests.


Hildr was left there, shocked and hurt. His knew that he could no longer live there, knowing what his parents were, and whatever plans for him they had. And so he left that night. He stayed only long enough to gather a few supplies, a map, a sword, some food, and a few books. Fearing that his father would use his power and influence to track him down he fled skyrim. He continued traveling for years, exploring the vast parts of tamriel as he went. Eventually he rejected his nord heritage altogether, and questioned if he should be recognized by a heritage at all. But, as his skills with magic increased, he saw many similarities between bretons and himself, so he adopted the title. Many years had passed when he began hearing rumors of civil unrest within skyrim's borders. News eventually came of the kings death, and the war to come. Hildr traveled to skyrim for the first time in 17 years so he could aid the people affected by the war. Well versed in healing magic, he set up a clinic in a small town near Whiterun. One day after helping a small group of wounded soldiers he and his helpers were attacked and captured by loyalist's to the crown. Despite helping those on both sides of the war, he was sentenced to be hanged for treason.


I'm sure you guys knows what happens from there, the start of the game will dictate what further adventures will be had by Hildr. This is my first character background btw, so don't be too critical if it is a little cliche please.



I'm sorry, first things first: great profile pic. Just finished listening to Vale Decem. Still stirs in me a sort of melancholia...

I approve of Leirfall's 'proper' upbringing. A fortuitous youth indeed, to be reared so, and thusly learned. But what a revelation for one so young! The classic tale of escaping the lies of home is a liberating tale. All the best for his future in Skyrim.

***

Thanks again to everyone for your contributions, some brilliant stuff being made here. Will have another look tomorrow.

EDIT: Typos.
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Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Tue Mar 22, 2011 11:32 pm

My characters have never been related between Morrowind / Oblivion / Skyrim. I've always found it fitting to start anew. Then again, I haven't done much RPing but the more I wait for Skyrim the more I create about my character and research TES Lore.

For my Skyrim character I wrote a separte small short story but I'll summarize what was in it, since it is still rough. I actually started with the history of my character's parents.

Skyrim Character
Name: Torbjorn
Race: Nord/Imperial
six: Male
Profession: Explorer, Boatwright, Warrior

Mother: Torbjorn's mother is a native of Skyrim. After her parents were murdered and home destroyed during the civil unrest amongst "The Sons of Skyrim," she had nothing keeping her in Skyrim. She eventually became part of a traveling trade caravan. This lead her out of Skyrim into Cyrodiil. She set up her own distillery & inn Bravil after her time with the caravan. Here she met her husband.

Father: A courageous and personable man, he spent much of his life traveling Tamriel. He owned an Imperial trading vessel by the name of Mithiril and made a good living as a Nautical Merchant. While in Bravil he met his wife and decided to settle down, starting up his own boat building yard. Soon his son would enter the world.

Torbjorn: Grew up in Bravil leading a good life. He spent much of his time in his father's shop, playing and eventually working full time. Here became an all around craftsmen, becoming proficient in many skills, from wood working to metallurgy. He became surgical with an adze (a type of two-handed axe). In his free time he explored the countryside with his best friend, an Argonian by the name of Haran. The two young men hatched a plan to build a reasonable sized ship and start exploring Tamriel's Coastline.

A couple years later, the two friends set sail. With a small crew they set out, trading and exploring. They worked along the coast of Black Marsh and eventually came to Morrowind. They spent a considerable amount of time in Morrowind. It was far different from their home in Bravil and was the source of endless adventures. Crew came and went with the ship as they journeyed from town to town. Torbjorn had become known by the locals in many towns of Morrowind.

The adventurers found themselves broke, for a variety of reasons. Looking for any kind of job they get hold of, they found one in a pub. A shady character gave a Torbjorn a contract to deliver a shipment of goods to Skyrim. With the contract came a crew of locals who would work well together. Torbjorn was suspicious of the man but needed a quick Septim.

When Torbjorn and Haran set sail, they were surprised to find out that the three new crew members didn't know each other at all: A Dunmer, Breton, and a nord. Regardless, they set sail. Once exiting the channel and into the seas around Skyrim the weather became violent. After a couple days on rough seas, Torbjorn made the judgment call that they should navigate closer to the mainland despite the shallow, sharp rocks and bits of glacier floating out to sea...

Torbjorn, Haran, and the Dunmer were resting below deck, Haran and the Dunmer too tired to quarrel over racial tensions. The Nord was on watch and the Breton's whereabouts unknown. The Dunmer headed above deck to swap roles with the Nord, immediately slipping onto his back the first step he took on deck. There he saw the corpse of the Nord hanging from the sail rigging above him, throat spewing blood on deck, illuminated by the full moon. As he gathered himself he saw the Breton, bloody dagger in hand, adorned in black, giving the Dunmer a look that made his soul shiver. The Dunmer quickly realized what was happening. His past had caught up to him. The Dark Brotherhood had marked him and finally tracked him down. Haran came onto deck in time to attack the Breton, receiving a stabbed gut in the process. The Breton managed to complete his deed, silencing the Dunmer amongst the violent sea. Over the raging storm Torbjorn finally heard all the ruckus and left the galley. He arrived from above deck in time to sea his best friend grappling with the Breton and slide overboard into the storm. At this exact time the storm picked up immensely, leaving Torbjorn helpless to save Haran.

Torbjorn, now alone on his vessel, was battling just to stand up. The storm was eating his ship alive, a wave picked the boat up and dropped it on a rocky outset, snapping its back forever. Torbjorn was knocked unconscious in the process, holding onto whatever he could for dear life. The storm washed him ashore in Skyrim (which city TBD). Guards of the local city found the spluttering young man and questioned what to do with him. Corpses with visible signs of struggle and murder were washing ashore along with crates of goods concealing contraband. Unsure if the half-alive Torbjorn had been the culprit of any of it, they dragged him to a prison cell to wait for him to come to.

Long post. But that's the background. I like the idea of having nothing to lose because it's all been taken by sudden disaster.
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zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Wed Mar 23, 2011 11:05 am

Spoiler
My characters have never been related between Morrowind / Oblivion / Skyrim. I've always found it fitting to start anew. Then again, I haven't done much RPing but the more I wait for Skyrim the more I create about my character and research TES Lore.

For my Skyrim character I wrote a separte small short story but I'll summarize what was in it, since it is still rough. I actually started with the history of my character's parents.

Skyrim Character
Name: Torbjorn
Race: Nord/Imperial
six: Male
Profession: Explorer, Boatwright, Warrior

Mother: Torbjorn's mother is a native of Skyrim. After her parents were murdered and home destroyed during the civil unrest amongst "The Sons of Skyrim," she had nothing keeping her in Skyrim. She eventually became part of a traveling trade caravan. This lead her out of Skyrim into Cyrodiil. She set up her own distillery & inn Bravil after her time with the caravan. Here she met her husband.

Father: A courageous and personable man, he spent much of his life traveling Tamriel. He owned an Imperial trading vessel by the name of Mithiril and made a good living as a Nautical Merchant. While in Bravil he met his wife and decided to settle down, starting up his own boat building yard. Soon his son would enter the world.

Torbjorn: Grew up in Bravil leading a good life. He spent much of his time in his father's shop, playing and eventually working full time. Here became an all around craftsmen, becoming proficient in many skills, from wood working to metallurgy. He became surgical with an adze (a type of two-handed axe). In his free time he explored the countryside with his best friend, an Argonian by the name of Haran. The two young men hatched a plan to build a reasonable sized ship and start exploring Tamriel's Coastline.

A couple years later, the two friends set sail. With a small crew they set out, trading and exploring. They worked along the coast of Black Marsh and eventually came to Morrowind. They spent a considerable amount of time in Morrowind. It was far different from their home in Bravil and was the source of endless adventures. Crew came and went with the ship as they journeyed from town to town. Torbjorn had become known by the locals in many towns of Morrowind.

The adventurers found themselves broke, for a variety of reasons. Looking for any kind of job they get hold of, they found one in a pub. A shady character gave a Torbjorn a contract to deliver a shipment of goods to Skyrim. With the contract came a crew of locals who would work well together. Torbjorn was suspicious of the man but needed a quick Septim.

When Torbjorn and Haran set sail, they were surprised to find out that the three new crew members didn't know each other at all: A Dunmer, Breton, and a nord. Regardless, they set sail. Once exiting the channel and into the seas around Skyrim the weather became violent. After a couple days on rough seas, Torbjorn made the judgment call that they should navigate closer to the mainland despite the shallow, sharp rocks and bits of glacier floating out to sea...

Torbjorn, Haran, and the Dunmer were resting below deck, Haran and the Dunmer too tired to quarrel over racial tensions. The Nord was on watch and the Breton's whereabouts unknown. The Dunmer headed above deck to swap roles with the Nord, immediately slipping onto his back the first step he took on deck. There he saw the corpse of the Nord hanging from the sail rigging above him, throat spewing blood on deck, illuminated by the full moon. As he gathered himself he saw the Breton, bloody dagger in hand, adorned in black, giving the Dunmer a look that made his soul shiver. The Dunmer quickly realized what was happening. His past had caught up to him. The Dark Brotherhood had marked him and finally tracked him down. Haran came onto deck in time to attack the Breton, receiving a stabbed gut in the process. The Breton managed to complete his deed, silencing the Dunmer amongst the violent sea. Over the raging storm Torbjorn finally heard all the ruckus and left the galley. He arrived from above deck in time to sea his best friend grappling with the Breton and slide overboard into the storm. At this exact time the storm picked up immensely, leaving Torbjorn helpless to save Haran.

Torbjorn, now alone on his vessel, was battling just to stand up. The storm was eating his ship alive, a wave picked the boat up and dropped it on a rocky outset, snapping its back forever. Torbjorn was knocked unconscious in the process, holding onto whatever he could for dear life. The storm washed him ashore in Skyrim (which city TBD). Guards of the local city found the spluttering young man and questioned what to do with him. Corpses with visible signs of struggle and murder were washing ashore along with crates of goods concealing contraband. Unsure if the half-alive Torbjorn had been the culprit of any of it, they dragged him to a prison cell to wait for him to come to.

Long post. But that's the background. I like the idea of having nothing to lose because it's all been taken by sudden disaster.



Hmmm, potential for Haran to still be alive? Great story.

Update

Hey guys, found this http://www.escapistmagazine.com/news/view/108446-Skyrim-Will-Be-Weird-Like-Morrowind. All fairly obvious, but comforting to know. Reinforces the statement regarding the unique nature of TES (which was one of the defining aspects of gameplay from MW).
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Lil'.KiiDD
 
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Post » Tue Mar 22, 2011 9:36 pm

Hey guys, found this http://www.escapistmagazine.com/news/view/108446-Skyrim-Will-Be-Weird-Like-Morrowind. All fairly obvious, but comforting to know. Reinforces the statement regarding the unique nature of TES (which was one of the defining aspects of gameplay from MW).


While I loved both Morrowind and Oblivion, I've been playing through Morrowind a lot recently and really took notice of its unique atmosphere. Something Oblivion definitely lacked, so it's good to hear that Skyrim will have its own distinct feel to it.
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Ana Torrecilla Cabeza
 
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Post » Wed Mar 23, 2011 12:13 am

Very well written post here. :)
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Tamara Dost
 
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