RP Idea: Hircine's Hunting Grounds

Post » Fri May 04, 2012 8:40 am

Was keeping mine simple but it's clear yours is much better, would you like to be a GM for the thread?

If you are going to use my proposed sheet, I would put it in the OP (original post) in a spoiler box, so that people can use it.

The second question- I would only be a GM if Werewolf&Vampire becomes one. Why? I feel we'd sometimes get along on points.
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Harry Hearing
 
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Post » Fri May 04, 2012 4:07 am

How is it that you put things in a spoiler box again?
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Bedford White
 
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Post » Fri May 04, 2012 3:37 am

http://www.gamesas.com/topic/1370578-rp-hircines-hunting-grounds/ Threads up! Post your character sheets now!
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Roy Harris
 
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Post » Fri May 04, 2012 6:00 am

[ spoiler] (add text here) [/ spoiler]

Just remove the spaces and there you go. Any other tips about layout I would point you to here:
http://www.gamesas.com/topic/1369549-valton-the-new-hold-ooc-sign-up-thread-xv/ (observe GorbadPs3's first post's layout or structure).
As this opening post is well organised, provides basic information and a summary of different things.

Although it's only my opinion, you should follow the same route with OOC opening posts to these threads.
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Travis
 
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Post » Fri May 04, 2012 9:50 am

Heres my sheet, will post later tonight. Tell me what you think

Spoiler


Name (full name as well as title if they have one): His name has been forgotten to time, but he now calls himself Rydek

Race: Dark Elf/Wereboar

Height: Six foot one in human form, nearly seven feet when a Wereboar

Birthsign (what TES star formation were they born under?): The Serpent

Appearance (what does your character look like?): In his humanoid form, Rydek is a tall, lean, and wiry individual. Muscles can be seen rippling from underneath his pale ashen flesh, but he is by no means bulky. His hair is dark brown in color, and often shaggy and unkempt. In his Wereboar form, Rydek stands at roughly seven feet tall, covered in a layer of dark brown fur (similar to the color of his hair). His eyes are a burning red color, similar to that of his normal eyes, and his teeth, tusks, and claws are unnaturally sharp.

Apparel (what clothes or armour does he/she wear?): Rydek is often outfitted in simple leather armor, or mainly just thick furs to ward off the elements and most weak weapons. His ye olde armor of bonemold has been long destroyed and eroded by time.

Profession (what is their occupation and character class?): Rydek was once a noble warrior and intellect of house Indoril, but now he is nothing but a slave to Hircine's trickery.

Skills (do they have expertise in one handed weapons? be balanced): Rydek is a skilled athlete and acrobat, one of the few skills he still practices in his human form. He used to be a skilled spearman, blademaster, and conjurer but it has been quite a while since he has actually used said skills. During his time in the Hunting Ground, Rydek has taken the time to learn some Alchemy and rootcraft, as well as learning to stay hidden. Before he was trapped in Hircine’s realm, Rydek was well versed in ancient history, lore, and poetry, and often chants or recalls random pieces of said information.

Birthplace (where were they born?): First Era Vvardenfell

Curses (do they have any vampiric or therianthropic curses?): Yes, lycanthropy (wereboar)

Personality (if a therianthrope or vampire, make note on how that changed it): When a human, Rydek is mostly hostile to outsiders and other creatures, due to his paranoia and rash, desperate anger towards Hircine. If one were to manage to bypass said anger and rash paranoia, you would find a broken intellect, who was once kind, compassionate, and well-disciplined. The thousands of years have addled Rydek’s mind, and he now lives in a world of insanity, often blurting out old poetry, history, or religious sermons while not entirely recalling their meaning. During his time of bestial transformation, things become much more clearer, and not much can stop his onslaught. Friend, foe, it is no matter. He will do all in his power to tear you asunder, not knowing entirely what he’s doing, driven only by a primal thirst.

Motive (what do they want to do in the hunting grounds?): Rydek has been long striving to escape the hunting grounds after being tricked by Hircine many ages ago.

History (what is their background? how did they get into the hunting grounds?): Rydek was once a noble Dunmer philosopher, poet, warrior, and scholar of Great House Indoril. It wasn’t until he followed in the footsteps of Vehk and the Hortator to the western lands to learn from their sword-saints did he fall prey to his lycanthropy. After an attack while he was exploring the forests of High Rock, Rydek was attacked by a savage Wereboar and survived. Despite his victory, the offending Wereboar survived, and Rydek was turned into one of the creatures himself. After cursing Hircine for a full day, the Deadric Prince came to him, and offered the chance to hunt and slay the creature that had afflicted him. Rydek immediately agreed, and after half a month of hunting in Hircine’s realm, he had finally killed the beast and claimed his revenge. He was, however, unable to escape from the realm, and Hircine refused to even acknowledge the possibility of returning to Nirn. For several eras Rydek has persisted in the Hunting Grounds, surviving with a cold anger in his heart, waiting for the day to strike back against Hircine.

EDIT: Added Conjuration and Sneak to the skills, and added the physical description that I omitted earlier.
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Emmie Cate
 
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Post » Fri May 04, 2012 3:07 pm

The second question- I would only be a GM if Werewolf&Vampire becomes one. Why? I feel we'd sometimes get along on points.
Thanks! Likewise. But I fear I may not even become one due to the issues I mentioned of no internet connection. But I can try to remain at the other house so I can post.

My two chaacters:

Spoiler
Name: Kraven Desselius


Race: Imperial

Gender: Male

http://oi45.tinypic.com/x4i5cm.jpg Over three centuries. Deceased.

http://oi45.tinypic.com/b654rr.jpg Kraven has light-brown skin tone and is usually the most exotic looking man one can lay eyes upon. He has long, shoulder-length black hair, which he wears behind him in a savage manner and allows it to fall onto his shoulders. His skin is sun-tanned as well. He has a strong jaw line and a bedraggled look to him. He has soft, hazel colored eyes. He wears a sorted variation of animal skins and fur for pants and usually wears no shirt. He is well-fit and well-built, and stands of a form among the hunters of Hircine’s sphere.

Appearance-Werewolf: Large and brutish, Kraven’s werewolf form is grey furred and much taller than the average human. It’s face is wolfish, and yet somehow monstrous at the same moment. His grey fur has a slight blue tint to it when he is in direct sunlight or during the day. Alongside it’s head and snout his fur is a darker shade of grey, while his entire body is a lighter tone. His eyes, as most werewolves, are yellow and feral. His teeth are long and sharp to when he closed his mouth, his front fangs are always visible from the outside. He has a distinct patch of hair at the top of his head, in between his long ears.

Reason of being in the Hunting Grounds: Kraven died after many generations of serving Hircine, and thus his soul was gladly accepted with welcoming arms into the Hunting Grounds, where he hunts for all eternity with the other hunters of his kind.

Inventory: A silver spear, a quiver full of silver arrows and a hunter’s bow. Also has a sharp hunting dagger.
Weaknesses: Silver, Daedric or Enchanted weapons.

Strengths: Lycanthropic strength in both human and werewolf form, enhanced vision, smell and speed. For an extensive time in the Hunting Grounds, Kraven knows the geography and has a bit of an edge over the prey, though he understands they can be unpredictable.

Skills: From his life, Kraven has skills in block, marksmanship and blade. Being once a gladiator champion in his life in Nirn, Kraven brought those skills along with him even after death. Though they serve him little compared to his knowledge of the terrain and geography of the Hunting Grounds, as well as his skill in survival and tracking.

http://oi47.tinypic.com/14scm0w.jpg Once, most would say Kraven was a under confident man with low self esteem who rose to become a prideful and famous warrior. In his life, he was a man of honor and principle, and obsessed with glory and fame in the arena. Years later after his slavery and his retirement from the gladiatorial arts, Kraven attempted to adopt a new role as loving father when he had a son. His role as father was also his role as harsh and understanding mentor. Yet, after his violent death in the Fourth Era, Kraven’s soul was taken to the Hunting Grounds. Overtime, his thoughts and mind was clouded with thoughts of the hunt and his eagerness to transform into his primal, bestial form. In Hircine’s domain, the shadow of a respectable and honorable combatant was replaced by a survivalist and warrior of the wild, as well as an unforgiving and merciless hound of Hircine.

Background: Kraven was born into a poor household near Lake Rumare in the Third Era. As a boy to a young man, he attended to his cattle and livestock, and hunted along the Great Forest to support his mother and himself. Though he wished to leave, he felt chained by his abusive father, who was overly controlling and abusive to both him and his mother. Kraven sought to rid himself and his maternal figure by acquiring a good sum of coin to move away. Eventually, Kraven got into a gambling debt with a motley crew of corrupt figures in the Waterfront District, and was sold into slavery by corrupt Imperial Legion officers. He became a slave to House Telvanni. In his four years as a slave and later a gladiator prisoner, he was able to amass a great amount of wealth and riches, only to donate it all to his mother who yet lived in poverty.

Kraven was infected with Lycanthropy when a Nordic woman was captured in the Sheogorad Region in Vvardenfell. While she became infatuated with the top dog of the pack of slaves near a Telvanni stronghold, she was scheduled for execution by the Lord of the house. Just before he executed her in the Vivec Arena, she had bitten him on the shoulder near his neck, giving him Lycanthropy in the process with the thought that he would be granted a chance of freedom. Without imagining what he would become, Kraven’s spirit had joined with the beast world three days later.

After his escape and slaughter, he fled into Skyrim. Confused, alone and nearly insane, Kraven sought to kill himself after what had transpired. Yet he held onto hope, hoping he could somehow relate to his new life and find a cure for his Lycanthropy. He became a hermit and a drifted, living in the forest near Falkreath. Yet his past was unwilling to fall to the grave when his vengeful slave master sent Telvanni mercenaries to locate him for the accident that had happened in the slave pens in Azura’s Coast. Wanted posters were placed in neighboring towns and cities, and soon, Kraven was a wanted man.Eventually, the person who finally was able to hunt him down and almost achieve success was a woman named Vera the Huntress, a Bounty Hunter from Cyrodiil. And coincidently, she was also a hereditary Lycanthrope, born from an accursed bloodline.

Realizing both could gain with each other rather than lose, they joined forces. His female counterpart convinced him that Lycanthrope was a gift rather than a curse. And both had set out to discover a new purpose in life. Still obsessed with the past, Kraven sought to make up for his years of suffering by forming a pact with the Witches of Glenmoril. He would always honor Hircine, in this life and the next, if he was given a prolonged lifespan. And so he was given a long lasting life, though a harsh one. Seven months later following his escape from slavery, he had ventured to Solstheim for the Bloodmoon event. During the ritual, he attempted to increase his Lycanthropic powers by obeying Hircine’s direct commands.

As the crimson moon disappeared, Kraven was among the hounds of Hircine that were pulled back into the Hunting Grounds. In Nirn, Kraven fathered a boy named Lycus Desselius, whom he raised as a son and also a legacy to his own bloodline. Kraven died at the hands of the Vigilantes of Stendarr after his wife, Vera, had perished. This occured when his son was yet an adolescent boy. Kraven was never able to see his son carry out his legacy, but he is certain his offspring would join him in the perilous, yet rewarding, glorious afterlife.
 

****

 
Name: Vera. Known to most as Vera the Huntress.

Race: Imperial.

Height: 6’1

Birthsign: The Warrior

Age: Deceased. Appears in her mid twenties.

http://oi48.tinypic.com/2rrpg5h.jpg Vera was known in her youth to be young and beautiful, with a vibrant aura that surrounded her appearance. Even as she grew older, she retained somewhat of her attractive looks. Vera has blond hair, which was once long, and now is kept a bit shorter. Her eyes are a vicious golden which matched her hair. She was lithe and agile, using guile and speed to best her prey and her opponents, though at times she used her brute strength to destroy her weaker adversaries.

Appearance-Werewolf: Her lupine form is great and a bit muscular, standing seven feet tall. Her fur is completely black and dark, as her claws. Her teeth long, sharp and deadly, as most Lycanthropes. Her dagger-like claws known to be as sharp as the end of Hircine’s spear, able to tear her prey asunder. Her black ears are always tufted she is about to attack, and her snout wrinkles when she snarls. Around her neck is a mane of extra black hair. With enhanced strength, her weight is enough to crush prey with an aggressive attack. When she roars, her eyes are intense and wild, bespeaking her savagery.

Apparel: Vera has a range of clothing at her disposal, mostly natural material made from fur and animal skin. Though she stalks the Hunting Grounds as both prey and predator, wearing the skulls of her mortal human prey along her shoulder pads. She has armor which is more savage, though akin to the gear worn by the Forsworn, allowing her to move quickly through the terrain of the Hunting Grounds with ease.

Profession: Former Bounty Hunter. Now hunts in eternity as a Hound of Hircine.

Skills: Vera is skilled in hand to hand, archery/marksmanship and one-handed as well as two handed. She has a sharp eye and can detect prey, and a steady hand to use her bow. Though she is weaker in magic and has to retreat often when pitted against a powerful mage. She also is very weak at using a shield, and is known to not use one, relying on offense and evasive maneuvers as her ultimate defense.

Birthplace: Cyrodiil.

Blessing: Born with Lycanthropy.


http://oi50.tinypic.com/212gxus.jpg“Do not call mistake me for a friend. I am an animal, who’s illusion was to be a person. And that illusion is born of a lie. I am the Beast of your greatest fears, your greatest nightmares. You may flee, but I will come for you, for it is my nature. It is axiomatic.”

Vera at a young age was always a girl with dreams to become famous and successful. Even after being surrounded by wealth and riches and a loving family, she craved a life of existence and purpose. She had a dry, sarcastic wit about her, and refused to keep her mouth shut when it was the best time. And her sense of adventure and energetic demeanor led her to get involved with criminals and Skooma addicts in Bravil.
Many years after her troubled youth, she grew into a hardened woman, comparing herself to a hungry beast forever seeking to devour those worthy enough to be her prey. She became truly obsessed with fame and glory, and became a devour worshiper of Hircine when she first came to accept her Lycanthropy. In her life as a Bounty Hunter, she was granted that fame and attention she craved. Yet it also came with drawbacks, as she was infamous and hated in the criminal world, which led her to grow increasingly insane. She was known as a brilliant lunatic as well, allowing the beast to befuddle her mind and her spirit as she always gave into her animalistic urges.

Though at final years of her life, in yet a second pact with Hircine, she bore a child which she had hoped would carry her and Kraven’s legacy into the world soon after their fate. Her wish was indeed granted, yet she perished at the hands of a evil group known as the Vigilantes of Stendarr. In the Hunting Grounds, she is cold, callous and has carried over bit of her dry humor from her previous life. Though she is more insane and bestial than the rest, this is evident by her style of clothing and her “trophies” of skulls collected from her human and mortal prey and painting her face with the blood of her kills.

Attitudes & Behavior: Insane and blood-thirsty, Vera was granted the afterlife she sought. One of danger and peril, where the tables could turn on her anytime. She craves hunting others in her concept of paradise, and enjoys being hunted for the sole purpose of reverting the chase in her own jest of amusemant. Her taste for Cyrodiilic Brandy was now washed away as her thirst for flesh and blood took over her natural urges. She became a cannibal, tasting the flesh and blood of her prey in more than just a figure of speech. As she did in life, Vera believes in self evolution. She has grown to a formidable huntress by studying the techniques of her prey, and when she is outdone, she seeks to improve her own ways to be granted the advantage whenever the situation arises again.

Motive: To be the top huntress in the Hunting Grounds. To see the legacy she left behind in the world to return to her.

History: Vera’s past is long and expansive, though her known history is a strange one. Vera was born into a wealthy family of nobles living near the Great Forest. Her family owned a fair bit of territory in those parts. Growing up with her sister, Vera was taught the rules and the behavior that all young girls should have been taught. Though her boredom manifested into her actions, taking her to a path of adventure and rebelliousness. Her future would take a drastic turn as she was born into a ancient family of hereditary Lycanthropes, which curse had manifested few times over the generations. A bloodline which dated back to the ancient times where man could neither speak, write nor think properly. After numerous conflicts with authority and her own family, Vera became distant and much more evasive. Eventually, when she least expected it, she transformed into a werewolf when her Lycanthropy blossomed and manifested. Her first kill was her own sister.
Her murder nearly drew her over the edge, as she slowly became demented and crazy with the newfound power she was given. And in that realization, she thought she could pave her future in a glorious hunt for survival and meaning. She became a Bounty Hunter and sought to rise to fame in the Third Era. She began with doing jobs for lowly criminals and smugglers in Bravil to the higher echelon of society in the Empire. In a few years, her name grew to be known.

When she bit off an Orc’s thumb in a Bruma tavern, and accidentally killed a Legion officer, she smuggled herself to Skyrim so she could begin anew. Vera eventually came to confront a werewolf hunter and a bounty whom she befriended. The bounty she was eager to capture was Kraven Desselius, a former slave and a gladiator. She befriended and fell in love with the man, convincing him of her own beliefs that Lycanthropy is a gift and a blessing. The two were inseparable from that point on. During her lifetime, she participated in the Bloodmoon, made pacts with Witches and later, was mother to a single son. While she could look back and smile at what she did in life, she is eager to serve Hircine in eternity at his realm in the Hunting Grounds.
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Toby Green
 
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Post » Fri May 04, 2012 8:52 am

Name (full name as well as title if they have one): Sid Perlon
Race (can include a daedra here): Nord
Height (how tall are they in inches?): 75 inches
Birthsign (what TES star formation were they born under?): Warrior
Appearence (what does your character look like?): Sid has wild brown hair and beard, his eyes are a dark yellow. He carries many scars from battle.
Appearence (Werebear form): Sid's face in Werebear form is monstrous and would frighten the toughest of hunters. He is incredibly large even for a Werebear. A bite from him has been known to crush skulls.
Apparel (what clothes or armour does he/she wear?): Sid is often nvde but if he finds clothing he will usually wear it. Sid will sometimes create necklaces decorated by trophies of his fallen foes.
Profession (what is their occupation and character class?): Before Hircine's realm Sid was cheif of a bandit clan.
Skills (do they have expertise in one handed weapons? be balanced): Sid is not skilled in any particular weapon except perhaps his fists, he will use almost any weapon when given the chance. He is most at home when in his Werebear form or his 'True form' as he calls it.
Birthplace (where were they born?): Whiterun, Skyrim.
Curses (do they have any vampiric or therianthropic curses?): Sid is a Werebear
Personality (if a therianthrope or vampire, make note on how that changed it): Sid was a bandit cheif who wanted his name to be feared by all. He loves the gift of being a werebear, it gave him superior advantages to all other creatures he fought with in Nirn.
Attitudes & Behaviour (do they like sweet rolls? love wine? try to act strong?): Sid is often arrogant and thinks himself to be able to take on any foe.
Motive (what do they want to do in the hunting grounds?): Sid wants his name to be feared and respected in the hunting grounds.
History (what is their background? how did they get into the hunting grounds?): Sid was head of a group of bandits that raided carriages every so often. The person who was supposed to be on watch dozed off and the group was ambushed by a werebear. Only a few of them survived but after that they went there seperate ways. Sid went on to strike fear into the hearts of Skyrim after many years of attacks. Sid died after charging a disguised imperial patrol who was actually members of the silver hand. Equipped with silver weapons they sent his spirit straight to the hunting grounds.
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scorpion972
 
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Post » Fri May 04, 2012 4:49 am

All above accepted. Werewolf&Vampire and Daroska have now been granted MOD privilages. You now have the ability to accept or decline applications. My application right now is terrible and I will try to improve it.
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His Bella
 
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Post » Fri May 04, 2012 8:35 am

These applications are crazy good :banana:
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Emma Parkinson
 
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Post » Fri May 04, 2012 1:34 pm

Thanks. And that is a mighty SHORT post you did there in the official thread...
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trisha punch
 
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Post » Fri May 04, 2012 9:29 am

Nobody else has posted yet and I honestly have no idea what else I could write down other than what he was feeling at the time. When others step forward I will make longer posts about his reactions. :wavey:. Perhaps our characters could talk with each other?
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Jamie Lee
 
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Post » Fri May 04, 2012 4:11 am

What about location? Surroundings? What he sees and smells?

But I understand, sort of, I will post today later.
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Nancy RIP
 
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Post » Fri May 04, 2012 6:04 pm

I'll try to improve it.
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Becky Palmer
 
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Post » Fri May 04, 2012 4:08 pm

We need a map of the hunting grounds. A mostly decent one.
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Jennifer Munroe
 
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Post » Fri May 04, 2012 8:20 am

Count me in. Wereboar or werevulture for me.
Glad to be back with you, Werewolf and Vampire. Greyblood doesnt seem to doing so well anymore.
Just read this. Likewise, my friend. Greyblood is growing slower by the days.
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Michael Korkia
 
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Post » Fri May 04, 2012 2:34 am

Also, it should be less "Hunger Games" and more "Predators". While we should totally abide by Elder Scrolls influence. But I think the danger should be a bit gritty and dark.
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Jon O
 
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Post » Fri May 04, 2012 11:36 am

Also, it should be less "Hunger Games" and more "Predators". While we should totally abide by Elder Scrolls influence. But I think the danger should be a bit gritty and dark.
It made me think Predators at first, but Mr. Bacon's post reminded me of Hunger Games. Which raises the question- where will we start [after Hircine's speech], and what are the conditions of this hunt?
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Maya Maya
 
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Post » Fri May 04, 2012 5:02 am

I honestly think Hircine's speech should be changed.
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Nauty
 
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Post » Fri May 04, 2012 7:29 am

Also, it should be less "Hunger Games" and more "Predators". While we should totally abide by Elder Scrolls influence. But I think the danger should be a bit gritty and dark.

Indeed. The survival horror feeling should be ever present in this RP. But that doesn't mean it has to be so prevalent at all times.
I do believe that at times the characters should break from their movement to sleep, gather food or even review their sanity.

If anyone has ever played the Warhammer Fantasy roleplaying game here, they'll know what I'm talking about with the whole sanity deal.
If not, then basically for this RP: the more traumatic events the prey witnesses, the more they go under Hircine's or Sheogorath's influence.

This could actually be added as changes in attitudes or behaviour, from eating raw jackalopes to twiddling forks with their toes while they sleep.
But at any rate, about influence: I imagine this RP to be a mix of Minecraft (creepers!), Predators, Hunger Games & Amnesia: The Dark Descent.
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Steph
 
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Post » Fri May 04, 2012 9:27 am

I honestly think Hircine's speech should be changed.
How so?
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victoria johnstone
 
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Post » Fri May 04, 2012 4:20 am

Could still use some GM's
a GM is a moderator right? if so, i'll do it
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josh evans
 
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Post » Fri May 04, 2012 12:10 pm

Name: Erissa Shadowclaw
Gender: Female
Race: Altmer
Height: idk much about inches. average height
Birthsign (what TES star formation were they born under?): idk, ima skyrim player.
Appearence: red shoulder-length curls, war paint on her hands, face and legs
Apparel: Elven Armour, with bow and arrows, and a Skyforge Steel Sword all sheathed for when she needs them
Profession (what is their occupation and character class?): Erissa is a researcher of magic at the college of winterhold
Skills (do they have expertise in one handed weapons? be balanced): she uses a bow sparingly, but prefers a battlemage or spellsword style. she also is skilled in conjuration, resoration and destruction. uses light armour and occaisionally sneak.
Birthplace: Summerset Isles, fled to Cyrodiil, and then Skyrim after a bad misunderstanding with the Thalmor
Curses: lycanthropy
Personality: a loyal ally, but very mischevious
Attitudes & Behaviour: loves sweetrolls, loves fire (pyromaniac?) and danger. but do not mess with her, as she has a habit of holding grudges. very mishcevious. she has a habit of overetimating her tolerance for Altmeri wine
Motive: She is here for the hunt. she wants to prove to herself that she can do it (she's very insecure at times...)
History: Erissa commited a terrible crime, which she never talks about, in the Summerset Isles. She fled to Cyrodiil, later Skyrim. she joined the companions, and gained the Beast Blood, but she always felt as if she was weighing them down, and doubted herself a lot because she was often mocked for using magic "tricks". so, she decided to prove herself. she entered the hunting grounds to try and prove to herself that she was not useless. she used magic to transport herself to the Hunting Grounds. she was instructed by the Greybeards, as she was researching the Thu'um at one point, and can use Whirlwind Sprint, Unrelenting Force and Animal Allegiance, and has a lot of trouble using a weak form of Fire Breath (it often backfires in a hilarious manner)
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rheanna bruining
 
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Post » Fri May 04, 2012 4:42 pm

Name: Erissa Shadowclaw
Gender: Female
Race: Altmer
Height: idk much about inches. average height
Birthsign (what TES star formation were they born under?): idk, ima skyrim player.
Appearence: red shoulder-length curls, war paint on her hands, face and legs
Apparel: Elven Armour, with bow and arrows, and a Skyforge Steel Sword all sheathed for when she needs them
Profession (what is their occupation and character class?): Erissa is a researcher of magic at the college of winterhold
Skills (do they have expertise in one handed weapons? be balanced): she uses a bow sparingly, but prefers a battlemage or spellsword style. she also is skilled in conjuration, resoration and destruction. uses light armour and occaisionally sneak.
Birthplace: Summerset Isles, fled to Cyrodiil, and then Skyrim after a bad misunderstanding with the Thalmor
Curses: can i be a dragonborn? i want to use defensive shouts like clear skies and whirlwind sprint.
Personality: a loyal ally, but very mischevious
Attitudes & Behaviour: loves sweetrolls, loves fire (pyromaniac?) and danger. but do not mess with her, as she has a habit of holding grudges. very mishcevious. she has a habit of overetimating her tolerance for Altmeri wine
Motive: She is here for the hunt. and to impress Aela the Huntress by winning
History: Erissa commited a terrible crime, which she never talks about, in the Summerset Isles. She fled to Cyrodiil, later Skyrim. she joined the companions, and gained the Beast Blood. she entered the hunting grounds to try and prove herself. she use magic to transport herself to the4 Hunbting Grounds, but anchored her bdy to Nim, so cif she died, she would wake up in Nim, but unable to return to the Hunting Grounds
No dragonborns, but you can say you had some minor training with the Greybeards, I guess. Not entirely logical, though.
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Kirsty Collins
 
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Joined: Tue Sep 19, 2006 11:54 pm

Post » Fri May 04, 2012 4:32 pm

No dragonborns, but you can say you had some minor training with the Greybeards, I guess. Not entirely logical, though.
what shouts would be acceptable? i think Animal Allegience is logical, perhaps Storm Call and the first word of unrelenting force and whirlwind sprint. any suggestions as to what shouts (only two to four) shoiuld i have?
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Rebecca Clare Smith
 
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Joined: Fri Aug 04, 2006 4:13 pm

Post » Fri May 04, 2012 12:29 pm

what shouts would be acceptable? i think Animal Allegience is logical, perhaps Storm Call and the first word of unrelenting force and whirlwind sprint. any suggestions as to what shouts (only two to four) shoiuld i have?
Id say just real basic stuff- unrelenting force, whirlwind sprint, one other simple one, and maybe one other one that you have half-way mastered (as in not reliable).
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Soph
 
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