Estate Surfing

Post » Fri Nov 18, 2011 4:13 am

Estate Surfing

Okay, I want to join an RP, but I have found a lack of good RP’s that are still recruiting, so I am going to try my hand once more at starting my own RP. It will be a small RP, because I know from experience that not many people will join a new RP initially.

Storyline

4E 19

Out in the sticks, in Cyrodiil, a small Estate is destroyed and ransacked by a marauding tribe of Goblins, known as the “Black Runner” goblin tribe, most of the inhabitants are slaughtered except for the 10 that are currently signed up.

(The number will increase as to how many people join.)


Character Info

You can be a farmer on the Estate, a farmer’s wife, a blacksmith, the estate physician, or even a landlord from the Imperial City. You could also be a roving Mercenary who has decided to help, for a “small” price. But most of the characters should be from the Estate itself.


My CS
Spoiler


Name – Heniel Rookwood

Race – Breton

Gender - Male

Role – Farmer

Birthsign – Atronach (although he dislikes using magic.)

Age – 35


Physical Description – Stocky, but not fat, he looks to be a stout little thing, with a large face – which has wrinkled slightly over the years – and long-ish brown hair. Blue/Green eyes.


Skills – 7 max – He is quite the adept magician, due to his race and birthsign, and prefers restoration, conjuration and destruction, he is also good with a pitchfork or dagger, more so the pitchfork due to his using it every day on the farm. He also has a good grasp of bargaining and mercantile.

Weapons/Magical capabilities – Mainly a pitchfork, but he does have a Knife too, and if, he must, he is able to summon a scamp for 30 seconds, or he can cast a frost spell. Although, his morals lead him to dislike using magic, the only exceptions to this are his on touch and on self restoration spell.

Armour/Clothing – His old farmer’s garments, with overalls, rough shoes, but he does carry his father’s old iron greaves.

*Misc – He has a horse called Eon, he is named so because he is so old

Personality – He is quite stubborn and quick tempered, when he is mad though, the best way to calm him down is with a nice fresh glass of ale. But when he is content and happy, he will take orders and execute them if he deems it sensible.

History – His father, Vilnix Rookwood was a Knight, and he went off to battle the daedra when Oblivion opened, he successfully aided in the retaking of Kvatch, with the aid of a stranger who managed to open the gates to the castle and close the gates to Oblivion.

However, he returned to his family at their estate near Cheydinhal, to bad news, a gate to Oblivion threatened the small hamlet, and Vilnix stepped up, offering to go into the Deadlands alone to fight the Oblivion threat. Heniel offered to help, and his father agreed giving him Iron greaves and a shortsword. His father died in there, after successfully shutting the gate.
Heniel wept for years due to his not being able to help his father stay alive, it was then, that his mother, a Breton herbologist, took him in, and despite his dislike for magic, taught him a simple restorative spell, all he had to do was touch the person, and they would live.

But she died, eventually, and when the Goblins raided, all was pillaged, his wife and child were both killed



Blank CS
Spoiler


Name

Race

Gender -

Role

Birthsign

Age


Physical Description


Skills – 7 max

Weapons/Magical capabilities

Armor/Clothing -

*Misc

Personality


History



*not nessecary



More info

Eventually, depending how it plays out and what decisions people make at the time, we might raid and destroy the Goblins, but eventually we will have to find a new home. Your character will help, and all help is appreciated.



Rules (I will keep these short and easy to follow.)

http://www.gamesas.com/index.php?/topic/747418-so-you-think-you-can-rp/

1. Dont post OOC in the IC thread.

2. Post your IC posts in full sentences and paragraphs, make them nice and long, bring them out, for example:
Fredrick burnt the salmon when he cooked it, and looked around.

Could be-
Fredrick looked around wistfully, as they might not see this beautiful landscape again, he sighed and smelt smoke, he looked to his cooking and swore under his breath, the Salmon had burned! What would his group do if they couldn’t eat his Salmon?

3. No OP or stupid things like a ninja.

4. If I complain about something, try not to argue, just fix my problem.

5. RP before combat.

6. Romance is allowed.



Miscellaneous Info

We will be doing some travelling and also, this will not be based around Combat, but more around survival, and friendships and the like.
The town is south of Kvatch, near the Gold Coast


SPOTS

Current amount of players – 9

Spots left - 0

Current accepted player list –
Sybbyl
The Ascended Sleeper
Athell
Uglius MaximusII
Gavril
Captainrex
Ni!
Not Provided
Jerod Kayne

Current reserved player list -
Macharius


CS Sheets

Spoiler

Sybbyl - Heniel Rookwood
Spoiler

Name – Heniel Rookwood

Race – Breton

Gender - Male

Role – Farmer

Birthsign – Atronach (although he dislikes using magic.)

Age – 35


Physical Description – Stocky, but not fat, he looks to be a stout little thing, with a large face – which has wrinkled slightly over the years – and long-ish brown hair. Blue/Green eyes.


Skills – 7 max – He is quite the adept magician, due to his race and birthsign, and prefers restoration, conjuration and destruction, he is also good with a pitchfork or dagger, more so the pitchfork due to his using it every day on the farm. He also has a good grasp of bargaining and mercantile.

Weapons/Magical capabilities – Mainly a pitchfork, but he does have a Knife too, and if, he must, he is able to summon a scamp for 30 seconds, or he can cast a frost spell. Although, his morals lead him to dislike using magic, the only exceptions to this are his on touch and on self restoration spell. Armour/clothing – His old farmer’s garments, with overalls, rough shoes, but he does carry his father’s old iron greaves.

*Misc – He has a horse called Eon, he is named so because he is so old

Personality – He is quite stubborn and quick tempered, when he is mad though, the best way to calm him down is with a nice fresh glass of ale. But when he is content and happy, he will take orders and execute them if he deems it sensible.

History – His father, Vilnix Rookwood was a Knight, and he went off to battle the daedra when Oblivion opened, he successfully aided in the retaking of Kvatch, with the aid of a stranger who managed to open the gates to the castle and close the gates to Oblivion.

However, he returned to his family at their estate near Cheydinhal, to bad news, a gate to Oblivion threatened the small hamlet, and Vilnix stepped up, offering to go into the Deadlands alone to fight the Oblivion threat. Heniel offered to help, and his father agreed giving him Iron greaves and a shortsword. His father died in there, after successfully shutting the gate.
Heniel wept for years due to his not being able to help his father stay alive, it was then, that his mother, a Breton herbologist, took him in, and despite his dislike for magic, taught him a simple restorative spell, all he had to do was touch the person, and they would live.

But she died, eventually, and when the Goblins raided, all was pillaged, his wife and child were both killed

Sybbyl - Darieos
Spoiler

Name – Darieos

Race – Imperial

Gender - Male

Role – Travelling Mercenary

Birthsign – Steed

Age – 23


Physical Description – Long golden hair, thin eyebrows of the same color, green eyes. He is tall-ish and muscular, but it is mostly wiry. He looks harsh, but when you know him it is just from all the times he has been screwed over as a mercenary.


Skills – 7 max – Spear, short blade, block, heavy armor, alchemy, mercantile

Weapons/Magical capabilities – He carries a medium-sized, one-handed spear and ahttp://www.google.com.au/imgres?q=Kopis&um=1&hl=en&client=firefox-a&sa=N&rls=org.mozilla:en-US:official&biw=1608&bih=791&tbm=isch&tbnid=BNofzFwhz6aJkM:&imgrefurl=http://www.wulflund.com/weapons/swords/ancient-swords/the-greek-kopis-sword.html&docid=nT1SJzBkXmOgHM&imgurl=http://www.wulflund.com/images_items/greek-falcata-sword_2.jpg&w=750&h=554&ei=efOyTt6OM4y4iAfe7uD8AQ&zoom=1&iact=hc&vpx=562&vpy=476&dur=2061&hovh=193&hovw=261&tx=137&ty=102&sig=108504385356284458552&page=1&tbnh=133&tbnw=166&start=0&ndsp=35&ved=1t:429,r:21,s:0

Armor/Clothing – He carries a large 1m diameter, wooden, circular shield with bronze plating, he also has a plumed helmet and a bronze briastplate. He wears a “skirt” and sandals with large bronze shin guards. (look at my profile pic)

*Misc – He plundered all his weapons and armor from an ancient ayleid tomb south of the estate.

Personality – He takes a contract if it is well paid, no-questions asked, it seems as though his emotions never change, but when his partner, Erastos, died at the hands of the Black runner tribe, he didn’t weep or pray for his friend, but things got personal with the Goblins, so much so, that he doesn’t demand a price.


History – Darieos was born to a rather noble mother, who brought him up, his father was an esteemed mercenary who raked in alot of money for them, but alot was spent on mead and women, and as such, Darieos had alot of siblings, and didn’t see his father much. But when his father was present, he was ever in a foul mood, always claiming that Darieos had to start in the business of Mercenary work so his father could relax and spend all of his sons hard-earned coins on women, booze and gladiatorial battles.
Eventually his father was harsh on this, when Darieos was 17, his father (who was 31) he laid back and forced his son to take the reins of their large family, his son, who had no experience whatsoever, was sent straight out to fight all manner of monsters. But he honed his skills and survived, developing a partnership with another Merc, Erastos.
Erastos was never impressed by Darieos’ father, and kept pestering Dareios to break free from his father’s grasp. Dareios did, and went on some freelance work but then his partner was slaughtered by goblins, he vowed revenge and joined the band of petty farmers who hoped to stand a chance against the goblin horde.


The Ascended Sleeper - Varthlokkur
Spoiler
Name – Varthlokkur (Varth for short)

Race – Dark Elf

Gender - Male

Role – The Estate’s Alchemist and Sorcerer

Birthsign – The Mage

Age – 80ish

Physical Description – Varth is tall (6’ 2’’) and lean, with a hawk like features and crimson eyes. His skin has the ashen pallor that is common among his race. He is often clad in black, billowing robes and a large hood that conceals his features. When he is not wearing his robes, he often favors a dark shirt and felt green linens, and his favorite pair of soft leather boots.


Skills – Conjuration, Illusion, Destruction, Alchemy, Sneak, Blade, Enchanting. He is also stealthy, a skill inherited from his days as an assassin, and he is also a proficient cook.

Weapons/Magical capabilities – Varth carries a Silver Longsword (which he lost in the pillaging), and 2 Eleven Daggers. As for magic, his favorite spells are unique summonings, illusion spells that confuse and turn victims insane, and general destruction magic. As an alchemist, Varth creates potions to help the estate’s injured and ill, but he also creates acids and ichors that can dissolve flesh, which he uses as an offensive weapon. He is known well for his enchanting prowess, and can make magical trinkets with ease, if given the proper materials.

Armor/Clothing - Varth doesnt wear any armor, except for a pair of soft leather boots. He is often clad in dark, billowing robes and black hood that conceals his features. He once possessed a suit of hide and netch leather armor, but has since lost his skill in using it, after settling down.

Misc – Varth had a shop set up in the estate, where he sold potions and enchanted trinkets, as well as offer “darker” services, such as the removal of unwanted pests and the occasional assassination. A bit outside of the town, Varth occupies a small ruin, where he usually sleeps and practices Necromancy. It is whispered around town that he is often paid in bodies by the nobility, and that he steals corpses from the graveyard at night. As far as abilities go, when Varth was born, he was very frail, and was expected to die. He recovered, but he is now easily exhausted, losing fatigue at a faster rate than others.

Personality – It is difficult to pinpoint Varth’s personality. He seems very quiet and distant, but he is really just sitting back anolyzing everything that is said or done. He is often paranoid, but once you get him to open up, you have made friend who is loyal and discreet. Varth is very witty and sarcastic, once you get him talking, and can laugh in the face of anything, whether it’s a goblin warrior or Mehnrunes Dagon himself. He is the kind of person, however, who will save his own skin and leave you to die, but Varth is sometimes known to fall to the folly of pride and honor.

History – Varth was born in Vvardenfell, in an orphanage. He never knew his parents, and was told that his mother died in child birth. He was born physically frail, but quickly recovered. He excelled in the orphanage’s limited teachings, and was quickly adopted by the Temple. In the temple, he learned many trades, such as Alchemy and Enchanting, and became deeply involved in history and lore. After completing the Seven Graces pilgrimage, the temple took note of his power, and sent him to the Hall of Justice, in Vivec. There, he was trained to use a blade, and how to move unseen. They trained him to be an assassin, who after a decade had killed dozens who opposed the Tribunal. Varth rose in the ranks, until he reached a point where the information on the Tribunal’s true power was revealed to him. Knowing that he had killed innocents under the banner of false, perverted gods, Varth went into a rage, and tried to flee the province. His plans were discovered, and he killed two people in his escape. Tribunal and Morag Tong assassins chased him all of Tamriel, until the Neravine killed Dagoth Ur. After that, the people chasing him finally gave up, and Varth settled down in a small estate in Cyrodill. Over the years, his morals have gone askew, and he has fallen into practicing the dark arts.


Uglius MaximusII - Traynu Asog
Spoiler
Name – Traynu Asog
Race – Imperial
Gender - Male

Role – Farmer
Birthsign – The Lady
Age – 34

Physical Description – Traynu is overweight but bulky with enough muscle to make use of his fat. He's not ugly perse, just not handsome. He's a typical farmer. He has a few scars around his body but nothing eyebrow raising. His skin is slightly tanned and his head is framed by long blonde hair tied up in a pony tail.


Skills – Althetics, Alchemy, Marksman and Hand-To-Hand.

Weapons/Magical capabilities – He has a wooden shortbow used for hunting wildlife. He also has 14 iron arrows which appear to be well used and not in the best of conditions.

Armour/Clothing: Wears a white cotton shirt with thick tan trousers. He also wears thick heavy boots and a large grey trenchcoat.

*Misc – He carries in his satchel, Maps, carrots, apples and a few septims.

Personality – Traynu is an easy going man who's used to hard labour. Ever since a young lad he's been surrounded by down to earth advlts and a lot of that has rubbed off on him. He enjoys drinking, campfires and mother nature. He's often happiest when he's on his own, tending to the potatoes.

History – Traynu was a farmer since he can remember, "And a farmer before then." so he says. He has a thick country accent but speaks in a normal fashion, "Unlike those other uneducated lot!" As he grew up, he became accustomed to the local brewery, fight club and bakery. All these things led to two divorces, one successful marriage and three children. Sadly, his wife left him for a banker in the Imperial City. "That woman was never able to see a ripe apple even if it stood right infront of her!"


Athell - Hrolf
Spoiler
Name – Hrolf

Race – Nord

Gender - Male

Role – Blacksmith

Birthsign – The Shadow

Age – 39


Physical Description – His most notable feature is his shoulder-length, bright blond hair which is a stark contrast to his usually dirty face. His time at the forge has darkened his skin and made him very much top heavy, the bulk of his muscle is in his shoulders and arms. He is around 6ft 3in.


Skills – 7 max – He has been a Blacksmith for as long as he can remember so naturally he is at home in a forge and an repair weapons and armor skillfully. He work also calls for an ability to be precise and adept with large hammers if necessary this skill could be put to other uses.

Weapons/Magical capabilities – He has no weapons as such but if he were forced to use one his instinct would be to stick to what he knows and dual wield two medium size hammers. He has no magical ability whatsoever.

Armor/Clothing - Hrolf wears his heavy smock made from leather along with heavy but precise gloves made from the same material. These would offer little protection in battle but protect him from the heat of the forge.

*Misc – His smithing equipment.

Personality – Hrolf is relaxed and measured any anger he has is channeled into his work. Whilst his large frame makes him imposing he has an ability to make himself hard to notice, mostly due to his birthsign.


History – Hrolf grew up in Bruma with his family. At the age of 13 his Birthsign ability started to manifest itself and he put it to the best use possible, causing mild annoyance to the population. Eventually his actions got him the attention of the guards after he took a prank a little too far and someone got hurt. This earned him a night in the cells and when he was released his family intervened. His parents got him a position as an apprentice to the local Blacksmith and it was from here he discovered his love of the forge.

When he completed his apprenticeship he moved around a lot, learning more techniques and improving his skills by learning from the masters of the craft.

Eventually he decided to set up somewhere permanently and he heard about a position on a family estate near Kvatch. He offered his services to lord of the Estate and gained himself a simple forge where he could dedicate his time to training an apprentice.

Athell - Arterion
Spoiler
Name – Arterion

Race – Altmer

Gender - Male

Role – Blacksmith's Apprentice

Birthsign – The Warrior

Age – 17

Physical Description – Arterion has more muscle than your average Altmer youth this is mostly because of his time working as Hrolf's apprentice. He has brown hair which he keeps tied back in a simple tail. He's currently around 6ft.

Skills – 7 max – Whilst he is not a typical Altmer Arterion can still cast a reasonable level of destruction and mysticism spells, Hrolf makes him put these spells to use in the Forge. As an apprentice he has learnt some of the skills required to run a forge and repair armor but he is still just that, an apprentice and he is no where near as skilled as his master.

Weapons/Magical capabilities – Arterion is mostly skilled in the destruction school of magic and especially the fire based effects as these are the ones he uses most while working. He can also use telekinesis spells. He carries no weapons with him but he could easily get one of the hammers from the forge.

Armor/Clothing - As Hrolf's apprentice Arterion wears the same protective gear as his master however it is of a slightly lower quality as it was handed down to him from Hrolf himself and is one of his older suits.

*Misc – N/A

Personality – Arterion us very curious and interested in learning. He loves his role as apprentice and throws himself into his work wholeheartedly.

History – He grew up in an orphanage but he hated life within its confines and he quickly escaped. He eventually found his way to the estate of a wealthy noble. He was starving, cold and scared. He attempted to steal some of the crops growing in the fields surrounding the house but he was caught by the estate's blacksmith and taken to see the owner of the estate. He was expecting to be whipped or worse but instead he was told he was going to have to work off his debt as the Blacksmith's apprentice. This turned out to be the best thing that had ever happened to him and he proved to be the best apprentice Hrolf had ever had.


Gavril - Jartog Soring
Spoiler
Name – Jartod Soring

Race – Redguard

Gender - Male

Role – tavern owner

Birthsign – the thief

Age – 38


Physical Description – he is a tall man at the end of his thirties. He is average muscled for a redguard but that is mainly because he has never had the same hard warrior training most others of his race receive. He had dark brown skin, green eyes and black hair, which is of shoulder length and curly.

Skills – 7 max – blade, alchemy, ranged weaponry (bow, throwing stars, daggers …), Acrobatics, hand to hand, speechcraft, mercantile.

Weapons/Magical capabilities – his favored weapons are his shortsword which is slowly curved at the tip and a smaller but similar dagger. He keeps them in a closet in his bedroom in a closet together with a bow, some arrows and a series of throwing daggers.

Armor/Clothing – normal class clothes, which are most of the time brightly colored. He keeps black, light leather armor in his closet but by now it probably won’t fit him anymore.

Personality – he is a kind man, who enjoys other people around him. He likes to drink with his friends and enjoys making new friends. Behind his joyful personality lies a much darker person. Someone who has the patience of a predator and that is exactly what he once was.

History – he grew up in hammerfell where he learned how to fight at a pretty young age, but close up fighting never got his devotion and he started skipping out on the trainings. Instead he started sneaking around roofs at night, and he used to sneak in and still things for the kick. He was forced to move away from the city when the guards had caught him and he travelled then to Cyrodill were he picked up his stealing again. This all evolved for the worse when he killed the men were he was breaking in after being caught. The Dark brotherhood recruited him and trained him into the ways of the assassin. He enjoyed doing his contracts because killing these people gave him a feeling of power over life and dead.

When he was thirty he was forced to rethink about his way of living by a girl on who he fell in love with, but she never loved him back. After she moved out of the Imperial City where he lived, there was nothing left to keep him there. He broke off contact with the dark brotherhood, and they accepted it as long as he kept his mouth shut about it and didn’t go freelancing. He packed his belongings and moved to an estate were he opened a tavern and he has lived there ever since.


Not Provided - Milynea Nerendus
Spoiler
Name - Milynea Nerendus
Race – Dunmer
Gender - Female
Role – None (Guest)
Birthsign – The Serpent
Age – 27
Physical Description – Very short, about "5'2. She's relatively pretty, but not to any great extent. She's extremely thin, a result of her habit of outright forgetting to eat, sometimes for an entire day. Her black hair is an unruly, tangled mass, going down to just below her shoulders.
Skills – Alchemy, Mysticism, Restoration, Destruction, Illusion, Light Armor, Sneak.
Weapons/Magical capabilities – Milyenea prefers subtlety and deceit to raw damage when it comes to magic. She knows a large array of spells to poison and debilitate, as well as a number of spells to hide her and her allies. She knows some Restoration as well, but is not an expert at it. Despite the levitation act, she still uses levitation magic, although only when she's sure she won't be caught.
Armor/Clothing - She wears a set of boiled netch leather armor at all times, even during formal occasions.
*Misc – Keeps a Hlervu locket with her, enchanted with a spell of Night Eye. It was stolen from a noblewoman in Ald-Ruhn.
Personality – For all intents and purposes, Milynea is insane. It's been said that the things that speak to her are not Sheogorath, but darker, more eldritch things, from beyond the Mundus or Oblivion. However, these claims should be taken with a grain of salt, considering that the person who first suggested it was Milynea herself. To most, she is seen as merely a harmless and amusing eccentric, prone to babbling and making odd, but ultimately coincidental predictions about the future. Those few who know her well, however, are aware that she is far darker then a mere eccentric; her madness runs deep, and clearly pains her tremendously. She strives towards compassion and courage, but is prone to outbursts of paranoia and confusion. Nobody truly understands her skewed view of the world. Despite this, she tries to remain cheerful whenever possible, causing most people to be either annoyed or amused by her strange antics.
History – Milynea was the child of two rogue Ashlanders, a bandit and a necromancer. Her parents cared for her deeply, making sure she was healthy and well fed, even when they weren't. However, the Urshilaku, who had banished her parents years before, soon found the three of them hiding out in a tomb. The Urshilaku, fearing that the two of them would continue to commit the brutal and decadent acts which had gotten them banished in the first place, decided to finish the two of them off. Her parents managed to kill almost half of the Urshilaku warriors, deep within the tomb. However, eventually the tribe's Champion managed to best the two of them in battle. Upon discovering Milynea, hidden in an old crate in the back, the Urshilaku decided to take her in. For the next year, she was raised communally by the Ashlanders, growing particularly close to the Wise Woman. Over that time, the Ashlanders slowly revealed that the strange young girl was some kind of seer, capable of predicting events before they happened, always of the morbid and unpleasant variety. Rumors abounded that she was a witch, although the tribe Wise Woman vehemently denied them, claiming that her prophecies were a sign that she was to be the tribe's next Wise Woman.
One night, eight months after she'd joined the tribe, she predicted that the Ashkhan would kill the Wise Woman, before dawn came. The Ashkhan retaliated by claiming that she was a witch, and all of her prophecies were her own doing. He exiled her, sending her out into the wastes.
Luckily for the four year old Milynea, several kindly hunters from the tribe snuck out and brought her to Ald-Ruhn, giving her to the Mage's Guild, on the assumption that they were probably the closest to trustworthy in the town.
Milynea was, from then on, raised by the Mages, learning the ways of magic and the strange mannerisms of the outlanders. When she was only a girl she fell in with the Thieve's Guild, and the Mages decided to send her to the Imperial City, hoping that the veteran Mages there would be able to set her straight. She spent her life hauled away in the Arcane University, continuing to study magic, as well as being studied by the Archmage in order to discover how she could predict the future. Of course, this quickly proved a difficult process, as her insanity began to worsen, and her visions began to get more and more incomprehensible. Soon they began to come less often, and when they did they were so vague and esoteric that it was impossible to tell what they of until long after the event had occurred.
When she was fifteen, she grew tired of the University, and decided to set out on her own, saying goodbye to her few friends quickly and sneaking off in the night.
Since that time she's traveled spending no more then a few months in the same place at anytime, finding work and, more importantly, trouble wherever she can.
The day of the attack on the Estate, she had a vision, the first she'd had in a year, and the first remotely clear one she'd had since her childhood. The vision was of a tribe of goblins attacking a small estate. It just so happened that she'd passed through that estate only hours before, so she hurried back, using magic to augment her way there. However, it soon became clear that the raid had already commenced, and she was too late.

Also, just so you know, I do not plan on having her randomly predict important plot points. Her visions are backstory-only (hence why I had them become rarer and vaguer over time).


Ni! - Evangeline Lyall
Spoiler
Name – Evangeline Lyall

Race – Imperial

Gender - Female

Role – Estate Healer and Priestess.

Birthsign – The Apprentice

Age – 39


Physical Description – Evangeline is of slight build, slightly shorter than the average advlt Imperial female. This isn’t helped by the way she slouches and shuffles about.
Her hair is a deep brown and kept in a scruffy bun. Her dull blue eyes blend well with her pasty white skin, but contrast with pink undereyes, the result of many a late night experiment. She has thin, pale lips and delicate cheekbones.

Armour/Clothing - She is clad in deep red robes with silver trim, and wears a matching hood. Evangeline jangles when she walks, as a result of carrying a wide range of potions, apparatuses, beads, bangles and charms. Brown Leather Shoes adorn her feet.


Skills – 7 max – Alchemy, Restoration, Illusion, Alteration, Cooking, Foraging, Weaving.

Weapons/Magical capabilities – Evangeline firmly believes that defence is the best form of offense. As such, she is armed with an arsenal of spells, which include: Shields, Absorbs, Restores, Paralyze, Burden, Water Walking, Invisibility, Silence, Calms and Commands. One of her most important and relied on spells is her Resist Magic spell, because she would have been fried multiple times due to her birthsign without it. She also carries a good amount of Potions.

Misc – She carries an Alchemy Journal, Mortar and Pestle, a coin purse of 18 coins, a Quill and an Inkwell.

Personality – Evangeline is an eccentric lady. She is an extremely friendly woman, and often approaches people for a conversation or to offer advice. She can be extremely abrupt and blunt; however, she always has the best intentions in mind. A belief she holds is that she can speak with the Aedra and past spirits to predict future events… however, oftentimes these predictions prove fruitless.


History – Evangeline grew up in Kvatch, the daughter of a butcher and a clothier. She had a brother, but he was 14 years her senior and was working in mines as long as she could remember. This, essentially, made Evangeline her parents slave. As soon as she could support herself, the young girl would clean the house and cook for her parents. She would get little in reward, and it was never affection from her parents. They were always far too busy – or drunk – for her.
Mr. Lyall’s drinking also meant something else. Regular beatings for his daughter. Whenever he was a little to drunk, or his daughter did not cook or clean well enough, Evangeline would be on the receiving end.

Evangeline was a bruised and tired child with little education. What she did know is that her Apprentice Birthsign made her more adept at magic than her peers. One day, while cleaning out the Attic, she found a musty old book. Restoration Magic for Learners. In what little spare time she had, Evangeline would teach herself spells of Restore Health, Heal Other and, perhaps most importantly, Fortify. This greatly reduced the frequency of beatings from her father, but not altogether, and his verbal insults only further shattered her confidence, she would cower whenever her father entered the room.

Magic became a hobby of Evangeline’s. She would attempt to teach herself spells, which resulted in scathings – not only from failed spells, but also her father. She found she had a knack for Restoration and Alteration. She would spend many afternoons in the attic finding old spell books and learning their spells.
At Eighteen, Evangeline was fed up. She made the decision to run away. Casting an Invisibility spell on herself, she left via an open door and left Kvatch for good.

The young woman headed straight for Anvil, and after days walking and hiding from Guardsmen, she found her way to the seaside city.
It was a month before the local Primates of the Chapel of Dibella found Evangeline on the streets, hungry and tatty.

Evangeline took a liking to the Priestesses at the chapel, particularly Trevaia. The Redguard lady took the homeless and seemingly beaten Imperial girl under her wing, teaching her the ways of the Nine and numerous spells. Evangeline flourished, and became a very adept mage, so much that Trevaia convinced her to join the Mages Guild, where she could further hone her skills.

Indeed, it was while performing a task for the Anvil Chapter that Evangeline learned that Umaril the Unfeathered had returned… and unleashed his fury on Anvil. Now 20 years old, Evangeline seemed to drop from the face of Nirn. The Anvil Mages Guild never heard from her again. In reality, she was doing a Pilgrimage of the Nine. It was during this time that she came to believe she could speak to the spirits and Gods.

Five years later, Evangeline came to an Estate without a place of Worship. She approached the owner of the Estate and demanded (in her own quirky fashion) that a Chapel be built. Within a year, the Chapel was built and she has been known as the Estate’s resident nutcase Priestess and Healer ever since.



Captainrex - Grob Gro-Graza
Spoiler
Name – Grob Gro-Grazra

Race – Orc

Gender - Male

Role – Guard

Birthsign – Warrior

Age – 48


Physical Description – Gorgrim is about 6 foot 2, he has large brown eyes. He is bald and is heavily built.


Skills – 7 max – Heavy Armour, Blunt, Hand to Hand, Speech craft, Block

Weapons/Magical capabilities – He wields a steel axe and has an steel shield.

Armor/Clothing – Grob wears steel armour.


Personality – Gorgrim is good to his friends and likes to sometimes make jokes but in battle he goes into a rage


History – Grob was born in the orc realm of Orisinium; there he joined the local militia when he turned twenty. He bested many foes and eventually became a captain. But Grob was framed for murdering a noble, he was going to be locked up but he managed to get away. He came to Cyrodiil where he signed up for the Arena; at the Arena he earned the name the Bloody One.
But even the life of a gladiator got boring so he traveled around but eventually settled down at a estate where he became a guard.


Jerod Kayne - Fifth
Spoiler
Name – Fifth (Frequently referred to as “Lizard”, “Kid”)

Race – Argonian

Gender - Male

Role – Fifth is an indentured servant and “works” as a tavern custodian and on frequent occasion an extra farmhand.

Birthsign – The Serpent

Age – 18

Physical Description – To put it lightly, Fifth is physically gaunt in appearance. Despite being well-fed, it is fairly obvious to tell that the boy does not eat much for whatever reason. His scales vary from a hue of dark gray, to an almost onyx color that covers every inch of his form. Sections most exposed to light however, such as his facial region and chest are somewhat brighter in hue no doubt as a side-effect of remaining in the presence of the sun for too long. Fifth, suffice to say, is very dull colored as the scales lack the aura of personality that many other Argonians are known for. The only physical trait of his capable of conveying remotely close to interesting is his eyes. Large, yellow orbs capable of staring into the soul of those who are unlucky enough to address the lizard for too long.

A number of scars dance around his facial features, most notably in the mess of which are his “fins” placed where the ears would be on an imperial or elf. Fifth's fins are scarred quite horribly as a result of mistreatment from past owners. His tail is also fairly lengthy, fitted with a steady line of spiked ridges similar to that of a crocodile or dare it be said, a dragon.

Aside from that, Fifth follows the more reptilian strains of his people; toting fairly long bony fingers and equally as long claws that are luckily trimmed down to a harmless magnitude. His legs are slightly bent, akin to a distant variant of argonian that populates Morrowind. The lizard's feet are designed in such a way that boots (or shoes for that matter) are generally disregarded, forcing the young fellow to walk on his toes. Not that he minds the incentive, but the cold dirt against his hot scales on a warm day is generally greeted with positive thoughts. Despite that whoever, his beast-like appearance labels him more of an animal then a sentient being among others.

Skills – 7 max – A surprisingly well cook after a handful of years to practice and knows a thing or two about farming. His occupation as an indentured servant renders it difficult to make the lizard exhausted and from such, Fifth is fast on his feet and deceptively strong. Although, his strength is in no way comparable to an Orc. (TL;DR, Cooking, Farming, Endurance, Athletics/Acrobatics.)

Weapons/Magical capabilities – No weapons of any sort to name, nor any magical capabilities.

Armor/Clothing – The only spit of clothing Fifth wears is a measly rut-sack pair of pants cut down to the knees as a result of wear-and-tear and a green-stitched shirt. The shirt however, due to constant turmoil and torture under the sun is a more pale tan then green.

*Misc
-Has no combat skills whatsoever.

Personality – Silent and observant, Fifth is probably a prime example of incurable anti-socialism. The lad rarely speaks, and utters very little when he does as he is afraid what he says will elicit a negative response from the receiver. Generally during most of the duration, he remains silent and hopes whatever happens will fix itself without his input. Years of strict slavery and ownership has rendered the argonian very obedient and loyal to those labeled his masters, often establishing himself as nothing more then a mindless drone then an actual being. He merely does this to avoid receiving any physical harm from an unhappy owner.

As another “side effect” from being born into slavery, Fifth also avoids staring at others. Into their eyes when they speak, or merely at them for whatever reason. Because of a brutal past, the dull-colored argonian views himself as an inferior acting disrespectful towards his masters by establishing eye contact. Again, Fifth conducts this as a method to deflect the chances of being beaten. Along with that, he can grow easily nervous when in the presence of those displaying a rather negative mindset.

History – Born into slavery, Fifth's life had already been planned and executed before the child was even birthed into what he would see as a hellish world. He never knew his true parents and was never granted the pleasure of ever contemplating on that matter. The lizard was never bestowed a name of any sort, often regarded as another slave among many and a name would only characterize him. At the time, slaves were identified with numbers as it rendered it much more easier to list and divide them when needed. Fifth's number quite obviously, was “Five” among the other children. Over time, his number would eventually evolve into what would be his name.

His life once entering his teens would be the equivalent of a common tool continuously being worked into turmoil and traded off to someone else. As that was Fifth's only purpose; he was a tool, a device. Something that could be bartered away and forgot about for a hefty handful of septims. Despite the argonian's attempts to please his masters, Fifth always found himself in a pool of self-disappointment as his owners would trade him off for something worth-while. In a streak of recent activity, the child's prior owner sold him to a small estate located within Cyrodiil that required able working hands. Though Fifth wonders how long it will be before he is handed away and disregarded once more like a stained rag.



Have fun and join!
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LuBiE LoU
 
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Joined: Sun Jun 18, 2006 4:43 pm

Post » Thu Nov 17, 2011 11:34 pm

Reserve me a spot, good sir!
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Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Fri Nov 18, 2011 12:25 am

Hmmm, looks very interesting. I'm going to reassess my current involvements and have a look at writing a cs if you would have me?

Edit: If I can join then bagsie the Blacksmith. ;)
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Lalla Vu
 
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Joined: Wed Jul 19, 2006 9:40 am

Post » Fri Nov 18, 2011 5:33 am

Seems interesting. I've been looking to get back into RPing and this seems like it could be good.

Reserve me a spot, please :)
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Keeley Stevens
 
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Joined: Wed Sep 06, 2006 6:04 pm

Post » Fri Nov 18, 2011 8:38 am

Reserved, all three of you :)
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Nicholas
 
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Post » Fri Nov 18, 2011 6:22 am

Reserved, all three of you :)

Huzzah! You okay with me being the Estate's Alchemist and Sorcerer?
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Maria Garcia
 
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Joined: Sat Jul 01, 2006 6:59 am

Post » Fri Nov 18, 2011 6:28 am

Absolutely :D
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Rinceoir
 
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Post » Fri Nov 18, 2011 3:31 am

My sheet:

Spoiler


Name – Varthlokkur (Varth for short)

Race – Dark Elf

Gender - Male

Role – The Estate’s Alchemist and Sorcerer

Birthsign – The Mage

Age – 80ish

Physical Description – Varth is tall and lean, with a hawk like face and crimson eyes. His skin has the ashen pallor that is common among his race. He is often clad in black, billowing robes and a large hood that conceals his features.

Skills – Conjuration, Illusion, Destruction, Alchemy, Sneak, Blade, Enchanting

Weapons/Magical capabilities – Varth carries a Silver Longsword (which he lost in the pillaging), and 2 Eleven Daggers. As for magic, his favorite spells are unique summonings, illusion spells that confuse and turn victims insane, and general destruction magic. As an alchemist, Varth creates potions to help the estate’s injured and ill, but he also creates acids and ichors that can dissolve flesh, which he uses as an offensive weapon. He is known well for his enchanting prowess, and can make magical trinkets with ease, if given the proper materials.

Misc – Varth had a shop set up in the estate, where he sold potions and enchanted trinkets, as well as offer “darker” services, such as the removal of unwanted pests and the occasional assassination. A bit outside of the town, Varth occupies a small ruin, where he usually sleeps and practices Necromancy. It is whispered around town that he is often paid in bodies by the nobility, and that he steals corpses from the graveyard at night. As far as abilities go, when Varth was born, he was very frail, and was expected to die. He recovered, but he is now easily exhausted, losing fatigue at a faster rate than others.

Personality – It is difficult to pinpoint Varth’s personality. He seems very quiet and distant, but he is really just sitting back anolyzing everything that is said or done. He is often paranoid, but once you get him to open up, you have made friend who is loyal and discreet. Varth is very witty and sarcastic, once you get him talking, and can laugh in the face of anything, whether it’s a goblin warrior or Mehnrunes Dagon himself. He is the kind of person, however, who will save his own skin and leave you to die, but Varth is sometimes known to fall to the folly of pride and honor.

History – Varth was born in Vvardenfell, in an orphanage. He never knew his parents, and was told that his mother died in child birth. He was born physically frail, but quickly recovered. He excelled in the orphanage’s limited teachings, and was quickly adopted by the Temple. In the temple, he learned many trades, such as Alchemy and Enchanting, and became deeply involved in history and lore. After completing the Seven Graces pilgrimage, the temple took note of his power, and sent him to the Hall of Justice, in Vivec. There, he was trained to use a blade, and how to move unseen. They trained him to be an assassin, who after a decade had killed dozens who opposed the Tribunal. Varth rose in the ranks, until he reached a point where the information on the Tribunal’s true power was revealed to him. Knowing that he had killed innocents under the banner of false, perverted gods, Varth went into a rage, and tried to flee the province. His plans were discovered, and he killed two people in his escape. Tribunal and Morag Tong assassins chased him all of Tamriel, until the Neravine killed Dagoth Ur. After that, the people chasing him finally gave up, and Varth settled down in a small estate in Cyrodill. Over the years, his morals have gone askew, and he has fallen into practicing the dark arts.

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GRAEME
 
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Post » Fri Nov 18, 2011 12:25 pm

snip


Good to see Varth again, it means I don't have to learn another name. ;)
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Rudi Carter
 
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Joined: Fri Sep 01, 2006 11:09 pm

Post » Fri Nov 18, 2011 2:22 pm

Good to see Varth again, it means I don't have to learn another name. ;)

Teehee. Hes my favorite. But I get kind of tired of rewriting his history, so its kinda [censored] on this sheet xD
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Katie Pollard
 
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Joined: Thu Nov 09, 2006 11:23 pm

Post » Fri Nov 18, 2011 11:02 am

Can I still join? Or am I too late?
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LADONA
 
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Post » Fri Nov 18, 2011 2:01 pm

Reserve for me if you can my good man.
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Ashley Clifft
 
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Post » Thu Nov 17, 2011 11:33 pm

Feel free to edit my sheet, too.
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Charlotte Henderson
 
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Joined: Wed Oct 11, 2006 12:37 pm

Post » Fri Nov 18, 2011 3:26 am

Would you mind if I also control the Blacksmith's apprentice?
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Frank Firefly
 
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Joined: Sun Aug 19, 2007 9:34 am

Post » Fri Nov 18, 2011 3:28 pm

Would you mind if I also control the Blacksmith's apprentice?

Definately

@Uglius Maximus
Nope, you arent too late, you are put in now!

@Macharius
Okay, you are in as well!

Also, this is getting alot more publicity than I expected it to :D
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Kortniie Dumont
 
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Joined: Wed Jan 10, 2007 7:50 pm

Post » Fri Nov 18, 2011 12:20 am

Definately

Is that a yes you'd mind or a no you wouldn't?
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Ricky Meehan
 
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Joined: Wed Jun 27, 2007 5:42 pm

Post » Fri Nov 18, 2011 1:44 am

No, I would like it if you were a blacksmith's apprentice! That would add depth and stuff.
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TIhIsmc L Griot
 
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Joined: Fri Aug 03, 2007 6:59 pm

Post » Fri Nov 18, 2011 12:25 pm

Just a heads up: Your inbox is full.
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Bethany Watkin
 
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Post » Thu Nov 17, 2011 11:36 pm

It is?? Alright, Ill fix that.

EDIT* Done
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matt oneil
 
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Joined: Tue Oct 09, 2007 12:54 am

Post » Fri Nov 18, 2011 5:17 am

Two CS sheets added...

Uglius MaximusII and Athell
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Madison Poo
 
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Joined: Wed Oct 24, 2007 9:09 pm

Post » Fri Nov 18, 2011 4:50 am

There was never supposed to be a big number of people in this RP, so, if I get the CS's does everyone want to start?
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ILy- Forver
 
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Joined: Sun Feb 04, 2007 3:18 am

Post » Fri Nov 18, 2011 12:50 am

When shall we start?

EDIT: oops, didnt see your previous post. Yes, let us start!
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Lyndsey Bird
 
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Post » Fri Nov 18, 2011 5:38 am

Put a cap on the amount of people allowed to join? Say like, 9 or 10?
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Elle H
 
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Joined: Sun Aug 06, 2006 3:15 am

Post » Fri Nov 18, 2011 2:24 am

Put a cap on the amount of people allowed to join? Say like, 9 or 10?

I think the 6 or 7 we have now is good, and we should be able to let others hop in later. Like lets say we encounter a trading caravan that has been raided by the same goblins or something.
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Carolyne Bolt
 
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Post » Fri Nov 18, 2011 9:41 am

Yeah, once I get all the CS's
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TOYA toys
 
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