RP Thread here: http://www.gamesas.com/topic/1419688-the-planeswalkers-rp-thread-1/
”I am Qorindil, a collector of all things Daedric. My research has revealed a rather fascinating discovery about the Daedric planes of Oblivion. According to an old, translated, book I found in the public library of Daggerfall, there are fragments scattered across all the planes of Oblivion. These fragments seem to originate from the same source and are part of something big. These fragments are unique and so far untouched by outsider’s hands. I am determined to obtain all of these fragments, but I cannot do this alone. A team of dedicated warriors, thieves and mages is needed. Whether you’re in it for the money, the adventure, the knowledge or experience, this is a golden opportunity you cannot miss.
Daggerfall is an interesting city indeed. It has many public libraries worth checking out and the guilds have a strong precense in here. Daedra cults can be found all around here, in the city, in the forest, in the mountains. Researching is important, in order to find what we need. Let's hope the daedra cults don't find out what we're doing. Asking too openly about daedric realms might make them suspicious, and the last thing I want is to be attacked by a group of crazy worshippers trying to prevent us. Still, they may be our best source of information..."
What the RP is about:
Spoiler
The Planeswalkers RP is an adventure taking place mainly in Daggerfall (city of Daggerfall and the surrounding area), Skyrim and Cyrodiil. The main focus is to set foot on the Daedric realms of Oblivion, hunting for these ancient fragments. Very little is known about the fragments, and very little is known about most of the realms of Oblivion. Thus, gaining knowledge of all things Daedric will be important in this RP. Going into libraries, talking to daedra cultists, breaking into hidden libraries, ancient ruins, etc, are all part of the RP. While the main focus is to reach a Daedric realm, obtain the fragment and return, there will be a lot of RPing set outside the planes and in Tamriel. Knowledge is power, and before going into any realm, valuable information must be gathered; Information which will lead the group of adventurers to different locations across Tamriel, trying to obtain still unused Sigil Stones and Welkynd Stones.
Asking around for information, reading books in libraries etc, will give the necessary information to your characters. However, Qorindil will gain information himself as well, sharing it with the adventurers.
In the RP, the adventurers will face daedric creatures and worshippers, warlords and bandits, mages and scholars, guards and citizens, thieves and assassins.
The base of operations is Qorindil's large manor in Daggerfall, inside the city. The RP will begin there.
The year is 4era, 206.
I will be RPing the Altmer Collector, Qorindil, in addition to a master conjurer: An altmer mage born under the sign of the Atronarch, with deep pools of magicka. However, he will need Welkynd stones to recharge himself before attempting on opening a gate to oblivion.
The Planeswalkers RP is an adventure taking place mainly in Daggerfall (city of Daggerfall and the surrounding area), Skyrim and Cyrodiil. The main focus is to set foot on the Daedric realms of Oblivion, hunting for these ancient fragments. Very little is known about the fragments, and very little is known about most of the realms of Oblivion. Thus, gaining knowledge of all things Daedric will be important in this RP. Going into libraries, talking to daedra cultists, breaking into hidden libraries, ancient ruins, etc, are all part of the RP. While the main focus is to reach a Daedric realm, obtain the fragment and return, there will be a lot of RPing set outside the planes and in Tamriel. Knowledge is power, and before going into any realm, valuable information must be gathered; Information which will lead the group of adventurers to different locations across Tamriel, trying to obtain still unused Sigil Stones and Welkynd Stones.
Asking around for information, reading books in libraries etc, will give the necessary information to your characters. However, Qorindil will gain information himself as well, sharing it with the adventurers.
In the RP, the adventurers will face daedric creatures and worshippers, warlords and bandits, mages and scholars, guards and citizens, thieves and assassins.
The base of operations is Qorindil's large manor in Daggerfall, inside the city. The RP will begin there.
The year is 4era, 206.
I will be RPing the Altmer Collector, Qorindil, in addition to a master conjurer: An altmer mage born under the sign of the Atronarch, with deep pools of magicka. However, he will need Welkynd stones to recharge himself before attempting on opening a gate to oblivion.
The RP is accepting 1 new member, which'll take the place of Transformer's character. The character shouldn't be too similar to existing characters, and preferably not of the same race as an existing character either. Welcome to the RP, should you want to join! The character will start out at the mansion by visiting Qorindil. Depending when the character joins, he may or may not jump straight into action.
Like in all RP’s, there are certain rules that needs to be followed. Mainly:
Spoiler
- Don’t be too powerful. One-man-armies are boring. However, a certain amount of knowledge and skill is required for your character to have been chosen.
- Don’t control other player’s characters, unless given permission.
- Try to stay away from game-mechanics, in the RP as well as in the character sheet. I do not want to see a “Dagger of 5 pts fire damage”.
- Throw your post through a word-document and refine it to get rid of spelling errors before posting.
- The more different races there are, the more fun the RP will be; meaning, think twice before creating a character with the same race as someone already in the RP.
- Try to post a bit longer sections than just one sentence. Reaching a minimum of 3 long sentences or 6 shorter sentences is appreciated.
- Try to post in third person instead of first person.
- Don’t join the RP if you know you might not have the time for it. If you are already part of 2 active role-plays, I advise not to join this one unless you're absolutely sure you have the time.
- Do remember to have fun!
- Don’t be too powerful. One-man-armies are boring. However, a certain amount of knowledge and skill is required for your character to have been chosen.
- Don’t control other player’s characters, unless given permission.
- Try to stay away from game-mechanics, in the RP as well as in the character sheet. I do not want to see a “Dagger of 5 pts fire damage”.
- Throw your post through a word-document and refine it to get rid of spelling errors before posting.
- The more different races there are, the more fun the RP will be; meaning, think twice before creating a character with the same race as someone already in the RP.
- Try to post a bit longer sections than just one sentence. Reaching a minimum of 3 long sentences or 6 shorter sentences is appreciated.
- Try to post in third person instead of first person.
- Don’t join the RP if you know you might not have the time for it. If you are already part of 2 active role-plays, I advise not to join this one unless you're absolutely sure you have the time.
- Do remember to have fun!
Character sheet:
Spoiler
____________________________________________
Name:
Age:
Race:
Gender:
Height:
Birthsign:
Appearance:
Class:
Skills and spell-effects:
Clothing / armor:
Weapons:
Miscellaneous items:
Personality:
( Major flaw: )
Background:
___________________________________________________
____________________________________________
Name:
Age:
Race:
Gender:
Height:
Birthsign:
Appearance:
Class:
Skills and spell-effects:
Clothing / armor:
Weapons:
Miscellaneous items:
Personality:
( Major flaw: )
Background:
___________________________________________________
Characters:
GorbadPS3
Qorindil –(Altmer)
Spoiler
Name: Qorindil
Age: 86
Race: Altmer (High Elf)
Gender: Male
Height: 6’’7’
Birthsign: The Tower
Appearance: Qorindil has pale yellow skin and stands quite tall. He is slim, but lacks muscles. Because of the odd height-to-(lack-of)-body-fat-ratio, he seems even thinner than he is. Dark yellow, almost orange eyes. His hair is light brown and is combed neatly to one side, reflecting light.
Class: Collector
Skills and spells-effects: Reading, talking, charming, drinking. Uncomfortable in armor. Has extensive knowledge in the school of destruction, specifically lighting and shock spells.
Clothing / Armor: Wears a fine black outfit with gold decoration. A pair of matching boots complete his outfit.
Weapons: None.
Miscellaneous items: A number of scrolls in a large leather shoulder-bag.
Personality: Calculating but friendly. Eager and impatient. Interested in all things Daedric and will stop at nothing to get his hands on the fragments.
( Major flaw: ) Believes he cannot die.
Background: Grand-son to Umbacano. Little is known about his background, but he is known widely as a collector of Daedric artifacts.
Name: Qorindil
Age: 86
Race: Altmer (High Elf)
Gender: Male
Height: 6’’7’
Birthsign: The Tower
Appearance: Qorindil has pale yellow skin and stands quite tall. He is slim, but lacks muscles. Because of the odd height-to-(lack-of)-body-fat-ratio, he seems even thinner than he is. Dark yellow, almost orange eyes. His hair is light brown and is combed neatly to one side, reflecting light.
Class: Collector
Skills and spells-effects: Reading, talking, charming, drinking. Uncomfortable in armor. Has extensive knowledge in the school of destruction, specifically lighting and shock spells.
Clothing / Armor: Wears a fine black outfit with gold decoration. A pair of matching boots complete his outfit.
Weapons: None.
Miscellaneous items: A number of scrolls in a large leather shoulder-bag.
Personality: Calculating but friendly. Eager and impatient. Interested in all things Daedric and will stop at nothing to get his hands on the fragments.
( Major flaw: ) Believes he cannot die.
Background: Grand-son to Umbacano. Little is known about his background, but he is known widely as a collector of Daedric artifacts.
Noryail-(Altmer)
Spoiler
Name: Noryail
Age: 314
Race: Altmer (High Elf)
Gender: Male
Height: 6’’2'
Birthsign: The Atronarch
Appearance: White-grey, wrinkled skin. White, short hair. Black eyes.
Class: Warlock, Conjurer.
Skills and spells-effects: Purely focused in the school of Conjuration, knows how to summon any creature from the planes of Oblivion and banish any creatures of Oblivion back to where they came from. Knowledge and skill to open gates to Oblivion, if he has a sigil stone. Has an deep pool of magicka that is impossible to recharge with simple potions and spells.
Clothing / Armor: Wears white wizards robes and a white wizards hood. A diamond ring. All heavily enchanted with magical power.
Weapons: A staff that grants additional prowess in magicka to himself. Uses it as a walking stick most of the time.
Miscellaneous items: None worth mentioning.
Personality: While you'd think Noryail is old and wise, he is just old and slow most of the time.
( Major flaw: ) Needs a welkynd stone to recharge his magical supplies.
Background: Knew Umbacano as a close friend and stays with the grand-son for practical reasons. Together, they are both very excited about all things Daedric.
Name: Noryail
Age: 314
Race: Altmer (High Elf)
Gender: Male
Height: 6’’2'
Birthsign: The Atronarch
Appearance: White-grey, wrinkled skin. White, short hair. Black eyes.
Class: Warlock, Conjurer.
Skills and spells-effects: Purely focused in the school of Conjuration, knows how to summon any creature from the planes of Oblivion and banish any creatures of Oblivion back to where they came from. Knowledge and skill to open gates to Oblivion, if he has a sigil stone. Has an deep pool of magicka that is impossible to recharge with simple potions and spells.
Clothing / Armor: Wears white wizards robes and a white wizards hood. A diamond ring. All heavily enchanted with magical power.
Weapons: A staff that grants additional prowess in magicka to himself. Uses it as a walking stick most of the time.
Miscellaneous items: None worth mentioning.
Personality: While you'd think Noryail is old and wise, he is just old and slow most of the time.
( Major flaw: ) Needs a welkynd stone to recharge his magical supplies.
Background: Knew Umbacano as a close friend and stays with the grand-son for practical reasons. Together, they are both very excited about all things Daedric.
OldRPG'sAreGood
Uthoryan Wicksley -(Breton)
Spoiler
Name: Uthoryan Wicksley
Age: 25
Race: Breton
Gender: Male
Height: 1,8 meters (5''11')
Birthsign: The Steed
Appearance: Subtly muscular, pitch black hair that is oiled and drawn back, thin mustache of two seperate lines of hair, gaunt face
Class: Battlemage
Skills and spell effects: Wield his sword more comfortably than his magic, in which his knowledge is restricted to only a minor talent in the school of Destruction, specifically frost magic.
Clothing/Armor: In casual attire, has an pompous silk garment with fur linings, with crescent moons and stars woven into the fabric. In combat, wears an more ornamental than practical set of steel armor, once again displaying crescent moons and stars in it's design.
Weapons: A steel claymore with an minor enchantment providing the blade with properties of freezing damage.
Miscanellous items: An abudance of jewelry, worn both in casual and battle attire, though in varying amounts..
Personality: Hot headed, arrogant, impatient, over eager
Major flaw: His belief that he is somehow better than anyone else
Background: Uthoryan was born into a wealthy wizard family residing in North Point, and had a childhood in which he had no shortage of anything. He grew up to be a common arrogant noble, but different from most of his family, who were almost completely made out of spell casters. While Uthoryan was better with his sword (a gift from his grandfather, an enchanter) than with the magic he had been taught from since his first steps. He can perform the basic magic, as most Bretons, but his family looks at his lack of arcane abilities with disgust, which brought Uthoryan to travel around High Rock in search for a way to increase his magical abilities that he could not seem to be able to improve by himself alone.
His journey brought him to Daggerfall, where he hoped to find clues in the many libraries of the city. There he heard of the altmer Qorindil, who might well be a ticket to the daedric realms, where Uthoryan hopes to find artifacts of magical properties with what he could be redeemed in the eyes of his family of spell casters.
Name: Uthoryan Wicksley
Age: 25
Race: Breton
Gender: Male
Height: 1,8 meters (5''11')
Birthsign: The Steed
Appearance: Subtly muscular, pitch black hair that is oiled and drawn back, thin mustache of two seperate lines of hair, gaunt face
Class: Battlemage
Skills and spell effects: Wield his sword more comfortably than his magic, in which his knowledge is restricted to only a minor talent in the school of Destruction, specifically frost magic.
Clothing/Armor: In casual attire, has an pompous silk garment with fur linings, with crescent moons and stars woven into the fabric. In combat, wears an more ornamental than practical set of steel armor, once again displaying crescent moons and stars in it's design.
Weapons: A steel claymore with an minor enchantment providing the blade with properties of freezing damage.
Miscanellous items: An abudance of jewelry, worn both in casual and battle attire, though in varying amounts..
Personality: Hot headed, arrogant, impatient, over eager
Major flaw: His belief that he is somehow better than anyone else
Background: Uthoryan was born into a wealthy wizard family residing in North Point, and had a childhood in which he had no shortage of anything. He grew up to be a common arrogant noble, but different from most of his family, who were almost completely made out of spell casters. While Uthoryan was better with his sword (a gift from his grandfather, an enchanter) than with the magic he had been taught from since his first steps. He can perform the basic magic, as most Bretons, but his family looks at his lack of arcane abilities with disgust, which brought Uthoryan to travel around High Rock in search for a way to increase his magical abilities that he could not seem to be able to improve by himself alone.
His journey brought him to Daggerfall, where he hoped to find clues in the many libraries of the city. There he heard of the altmer Qorindil, who might well be a ticket to the daedric realms, where Uthoryan hopes to find artifacts of magical properties with what he could be redeemed in the eyes of his family of spell casters.
WD40
Mordekai "Mort" Alan'ka -(Redguard)
Spoiler
Name: Mordekai Alan'ka (goes by Mort, for short)
Age: 29
Race: Redguard
Gender: Male
Height: 6'1
Birthsign: The Warrior
Appearance: Tan (lighter skinned than an average Redguard).Slightly less than shoulder-length, unkempt black hair. Brown eyes. Has a tribal style tattoo on the left side of his face.
Class: Sword and Shield Warrior
Skills and spell-effects: Very skilled in the art of sword-and-shield combat. He knows no magic.
Clothing / armor: His battle attire is steel armor (never wears helmets). He is rarely ever seen out of his armor.
Weapons: A Steel Short-sword, a Steel Buckler, and a small dagger, concealed in his boot.
Miscellaneous items: None worth mention.
Personality: A loner by occupation. When in the company of strangers he can come off sarcastic. When he lets his guard down, he is less rude, and more apt to be open.
Major flaw: Though not one to boast, he is very overconfident of his own abilities, and hates needing the help of others.
Background: Born and raised by a bandit group near Whiterun, Mort wanted to escape the bandit lifestyle and become a noble warrior. All of his young life he trained himself in the art of swordsmanship, and when he finally was old enough, he went to join the Companions. Though he was commended for his skill, he was ultimately refused due to his lack of teamwork.
Since then, he has been travelling Tamriel as a sell-sword. His last job escorting a group of wealthy Imperial merchants has led him to Daggerfall, where he is now looking for more business.
Name: Mordekai Alan'ka (goes by Mort, for short)
Age: 29
Race: Redguard
Gender: Male
Height: 6'1
Birthsign: The Warrior
Appearance: Tan (lighter skinned than an average Redguard).Slightly less than shoulder-length, unkempt black hair. Brown eyes. Has a tribal style tattoo on the left side of his face.
Class: Sword and Shield Warrior
Skills and spell-effects: Very skilled in the art of sword-and-shield combat. He knows no magic.
Clothing / armor: His battle attire is steel armor (never wears helmets). He is rarely ever seen out of his armor.
Weapons: A Steel Short-sword, a Steel Buckler, and a small dagger, concealed in his boot.
Miscellaneous items: None worth mention.
Personality: A loner by occupation. When in the company of strangers he can come off sarcastic. When he lets his guard down, he is less rude, and more apt to be open.
Major flaw: Though not one to boast, he is very overconfident of his own abilities, and hates needing the help of others.
Background: Born and raised by a bandit group near Whiterun, Mort wanted to escape the bandit lifestyle and become a noble warrior. All of his young life he trained himself in the art of swordsmanship, and when he finally was old enough, he went to join the Companions. Though he was commended for his skill, he was ultimately refused due to his lack of teamwork.
Since then, he has been travelling Tamriel as a sell-sword. His last job escorting a group of wealthy Imperial merchants has led him to Daggerfall, where he is now looking for more business.
Mhund
Roymund Inventius -(Imperial)
Spoiler
Name: Roymund Inventius
Age: 36
Race: Imperial, Nibenese
Gender: Male
Height: 5'8
Birthsign: The Lord
Appearance: Athletic build, somewhat worn facial features of a once handsome man, auburn hair worn to his shoulders with a scruffy braid by each ear, bluish eyes.
Class: Explorer, Ranger.
Skills: One-handed, Atheltics, Stealth (Outside), Marksman, Tracking, Trapping, Alchemy.
Spells: N/A
Clothing/Armour: Steel-studded leather chestplate over an olive tunic, Hide crafted trousers and boots.
Weapons: A unique-looking Sabre (Big Brother), Parrying Dagger of identical craft (Little Brother), Traditional Nibenese shortbow, Quiver (30) of arrows.
Misc: Rucksack, Waterskin, Rations, Bedroll, Mortar and Pestle, Whetstone, 3/4 bottle of Stros M'kai rum, Journal.
Personality: Self-contained,
Flaw(s): Alcoholic.
Background: Thrown out of the Imperial Foresters eight years ago for assaulting an officer, he scratches out a living selling his services throughout the lands as a Hunter, Scout, or Explorer for anyone with the purse to afford him. Over the past few years, he's personal life has negated and has found him turning to alcohol more and more frequently. Recently heard rumour of a rare expedition being formed by a Altmer in far off Daggerfall, and began the long journey there by foot.
Age: 36
Race: Imperial, Nibenese
Gender: Male
Height: 5'8
Birthsign: The Lord
Appearance: Athletic build, somewhat worn facial features of a once handsome man, auburn hair worn to his shoulders with a scruffy braid by each ear, bluish eyes.
Class: Explorer, Ranger.
Skills: One-handed, Atheltics, Stealth (Outside), Marksman, Tracking, Trapping, Alchemy.
Spells: N/A
Clothing/Armour: Steel-studded leather chestplate over an olive tunic, Hide crafted trousers and boots.
Weapons: A unique-looking Sabre (Big Brother), Parrying Dagger of identical craft (Little Brother), Traditional Nibenese shortbow, Quiver (30) of arrows.
Misc: Rucksack, Waterskin, Rations, Bedroll, Mortar and Pestle, Whetstone, 3/4 bottle of Stros M'kai rum, Journal.
Personality: Self-contained,
Flaw(s): Alcoholic.
Background: Thrown out of the Imperial Foresters eight years ago for assaulting an officer, he scratches out a living selling his services throughout the lands as a Hunter, Scout, or Explorer for anyone with the purse to afford him. Over the past few years, he's personal life has negated and has found him turning to alcohol more and more frequently. Recently heard rumour of a rare expedition being formed by a Altmer in far off Daggerfall, and began the long journey there by foot.
Athell
Talks-with-Spirits -(Argonian)
Spoiler
Name: Talks-with-Spirits
Age: 34
Race: Argonian
Gender: Male
Height: 5”6’
Birthsign: The Apprentice
Appearance: Talks has dark green scales across his body and his eyes are light amber which makes them stand out a little. Other than that his is very much a typical Argonian outside of Argonia. He has a ridge of spikes that run down the centre of his head, all of which are pieced with gold rings.
Class: Support Mage
Skills and spell-effects: Restoration, Illusion, Alteration and a small amount of destruction magic. He has no skills with any sort of weapon.
Clothing / armor: His robes are a darker green than his skin and he almost always wears the hood up.
Weapons: None.
Miscellaneous items: A restore magicka potion and a single welkynd stone for emergencies (this is wrapped in a cloth and kept in the bottom of his bag.) He also carries a small amount of food and gold.
Personality: Inquisitive, curiosity may have killed the cat but it’s done this lizard the world of good. As a support mage he understands the weakness of his position if he is attacked physically so he has dedicated his time to practicing the art of healing and bolstering those around him.
(Major flaw:) Physically incapable.
Background: After his magickal talent was noticed at an early age his parents hired tutors for him to teach him the arcane arts until he was of age and then he took the natural route and joined the Synod. As most familiar with them will know the Synod are obsessed with collecting artefacts of power and Talks found himself on many expeditions to gather such objects.
When he heard about the fragments Qorindil had discovered he could not help himself and set off immediately to hope to aid in their collection.
Age: 34
Race: Argonian
Gender: Male
Height: 5”6’
Birthsign: The Apprentice
Appearance: Talks has dark green scales across his body and his eyes are light amber which makes them stand out a little. Other than that his is very much a typical Argonian outside of Argonia. He has a ridge of spikes that run down the centre of his head, all of which are pieced with gold rings.
Class: Support Mage
Skills and spell-effects: Restoration, Illusion, Alteration and a small amount of destruction magic. He has no skills with any sort of weapon.
Clothing / armor: His robes are a darker green than his skin and he almost always wears the hood up.
Weapons: None.
Miscellaneous items: A restore magicka potion and a single welkynd stone for emergencies (this is wrapped in a cloth and kept in the bottom of his bag.) He also carries a small amount of food and gold.
Personality: Inquisitive, curiosity may have killed the cat but it’s done this lizard the world of good. As a support mage he understands the weakness of his position if he is attacked physically so he has dedicated his time to practicing the art of healing and bolstering those around him.
(Major flaw:) Physically incapable.
Background: After his magickal talent was noticed at an early age his parents hired tutors for him to teach him the arcane arts until he was of age and then he took the natural route and joined the Synod. As most familiar with them will know the Synod are obsessed with collecting artefacts of power and Talks found himself on many expeditions to gather such objects.
When he heard about the fragments Qorindil had discovered he could not help himself and set off immediately to hope to aid in their collection.
disturbing
Dandre Frand -(Breton)
Spoiler
Name: Dandre Frand
six: Male
Race: Breton
Age: 32
Physical Description: Just about every detail of Dandre is dark, save his palish skin coloring. He has short black hair that juts up messily and dark brown eyes that almost appear to be black. His body is just about covered head to toe with scars and burns. His face is unmarked from damage save for a scar that runs down where his right eye used to be. He wears an eyepatch over his empty eye socket. Dandre stands at an average height of 5'9, and has a slim build from a life of scarce eating. He is clean shaven and always tries his best to appear clean. He is handsome in a rough kind of way that some women find attractive.
Class: Thief/mercenary
Skills: Dandre is very sneaky and handy with a pick. He is proficient in hand to hand combat with his wakizashi(shortened katana) He can also throw his grappling hook(just a hook on a chain, nothing too high tech.) accurately and could probably use it as a makeshift-last-resort weapon if the need be. He can be charming when he needs to be and has talked his way out of a couple of arrests. He knows little in the art of magicka besides a handful of basic healing spells and an equally basic knowledge pertaining to alchemy.
Clothing/Armor: Dandre wears a simple tunic interwoven with patches of dark leather on his chest and shoulders as well as a dark pair of breeches and a pair of shoes that muffles his footsteps.
Weapons: An Akavari styled wakizashi([img]https://encrypted-tb...MaUVKV7s_aX1-eQ[/img]) and a rope and hook grappling hook. A steel dagger he keeps in his boot as a backup weapon.
Misc: 25 lockpics and a journal. He carries his extra supplies(food, septims, etc.) in an over the shoulder rucksack. A "lucky" coin he wears around his neck on a chain.
Personality: Despite his rough looks, Dandre is actually rather light hearted an cheery. A fatalist at heart, Dandre worries little about weather his plans will succeed or fail because he believes that the results are predetermined by fate. He has faced death many times with a joking smile and a cheery wit. He almost always has a huge closed mouth grin on his face.
flaws: Dandre is a svcker for bets and his gambling problems have gotten him into plenty of trouble. He can also come across as annoying and slightly chauvinistic.
Background:Dandre's parents were fools. Thinking that they could make fortune in Morrowind the merchant family packed up and moved to the ruined province. What they found was hardship and hostility. When his father could no longer support his small family of three, he ran out on them to try to find a living without the burden of extra mouths to feed. Dandre had to steal to provide for his mother and himself. He learned the hard way how to become a thief. Every scar on his body is a testament to a mistake he made.
Dandre learned fast though, and for awhile all seemed well. His mother grew sick of brainrot, and Dandre watched as she deteriorated day after day until she finally passed on. The young Breton, only at the age of 14, began to travel Tamriel. He lived many adventures and came to acquire his trademark blade and lucky coin(which had stopped an arrow from piercing his thigh). He remained independent and refused the offers of the Thieves' Guild on many occasions. One day, Dandre heard of an offer he couldn't refuse. It was just too interesting, plus it sounded like he could bring in a fair amount of coin. So the Breton packed up his belongings and made way for Daggerfall.
six: Male
Race: Breton
Age: 32
Physical Description: Just about every detail of Dandre is dark, save his palish skin coloring. He has short black hair that juts up messily and dark brown eyes that almost appear to be black. His body is just about covered head to toe with scars and burns. His face is unmarked from damage save for a scar that runs down where his right eye used to be. He wears an eyepatch over his empty eye socket. Dandre stands at an average height of 5'9, and has a slim build from a life of scarce eating. He is clean shaven and always tries his best to appear clean. He is handsome in a rough kind of way that some women find attractive.
Class: Thief/mercenary
Skills: Dandre is very sneaky and handy with a pick. He is proficient in hand to hand combat with his wakizashi(shortened katana) He can also throw his grappling hook(just a hook on a chain, nothing too high tech.) accurately and could probably use it as a makeshift-last-resort weapon if the need be. He can be charming when he needs to be and has talked his way out of a couple of arrests. He knows little in the art of magicka besides a handful of basic healing spells and an equally basic knowledge pertaining to alchemy.
Clothing/Armor: Dandre wears a simple tunic interwoven with patches of dark leather on his chest and shoulders as well as a dark pair of breeches and a pair of shoes that muffles his footsteps.
Weapons: An Akavari styled wakizashi([img]https://encrypted-tb...MaUVKV7s_aX1-eQ[/img]) and a rope and hook grappling hook. A steel dagger he keeps in his boot as a backup weapon.
Misc: 25 lockpics and a journal. He carries his extra supplies(food, septims, etc.) in an over the shoulder rucksack. A "lucky" coin he wears around his neck on a chain.
Personality: Despite his rough looks, Dandre is actually rather light hearted an cheery. A fatalist at heart, Dandre worries little about weather his plans will succeed or fail because he believes that the results are predetermined by fate. He has faced death many times with a joking smile and a cheery wit. He almost always has a huge closed mouth grin on his face.
flaws: Dandre is a svcker for bets and his gambling problems have gotten him into plenty of trouble. He can also come across as annoying and slightly chauvinistic.
Background:Dandre's parents were fools. Thinking that they could make fortune in Morrowind the merchant family packed up and moved to the ruined province. What they found was hardship and hostility. When his father could no longer support his small family of three, he ran out on them to try to find a living without the burden of extra mouths to feed. Dandre had to steal to provide for his mother and himself. He learned the hard way how to become a thief. Every scar on his body is a testament to a mistake he made.
Dandre learned fast though, and for awhile all seemed well. His mother grew sick of brainrot, and Dandre watched as she deteriorated day after day until she finally passed on. The young Breton, only at the age of 14, began to travel Tamriel. He lived many adventures and came to acquire his trademark blade and lucky coin(which had stopped an arrow from piercing his thigh). He remained independent and refused the offers of the Thieves' Guild on many occasions. One day, Dandre heard of an offer he couldn't refuse. It was just too interesting, plus it sounded like he could bring in a fair amount of coin. So the Breton packed up his belongings and made way for Daggerfall.
(Transformer
Meden Arvel -(Dunmer))
Spoiler
Name: Meden Arvel
Age: 28
Race: Dumner
Gender: Male
Height: 5'9 (175cm)
Birthsign: The Steed
Appearance: Thin and frail looking, with untidy medium length black hair, usually combed back. Bright red eyes and light grey skin.
Class: Mage (Illusionist)
Skills and spell-effects: Arvel is not a particularly powerful combat mage, having never had much interest in the school of destruction but he makes up for it with clever spells and tricks; He has plenty of illusion and alteration spells up his sleeves. Flashy spells and other party tricks are his speciality but those fun little spells turn very lethal and very scary when he is in combat. Whether it's using telekinesis to break bones and sever the spines of his enemies, or blinding his foes and turning them against each other; he is not a mage to be trifled with.
Clothing / armor: In contrast with his dirty hair, his clothes are of high quality; Leather boots, Dark brown trousers and a nice silk shirt hide under his simple novice robes. He has a thin black cloak as well.
Weapons: A few small daggers inside his cloak, not intended to be wielded but instead to be thrown at enemies using telekinesis.
Miscellaneous items: A backpack with a few spell books and some basic alchemy ingredients.
Personality: Light hearted and adventurous. He has a thirst for knowledge and a stronger thirst for quality mead. A scholar by nature he is unable to resist the temptation of exploring the unknown and gathering information on mysterious objects and events. He is a very quick thinker and an expert in sleight of hand.
Background: Grew up in Vvardenfel and studied with the telvanni for a bit before moving to Cyrodiil to join the mages guild. Wasn't terribly successful with the Guild but was very popular with the locals for his illusion charms and tricks. Arvel never had a great connection with his family, his father and sister manage a shop in Vvardenfel but he hasn't talked to either of them in years.
Age: 28
Race: Dumner
Gender: Male
Height: 5'9 (175cm)
Birthsign: The Steed
Appearance: Thin and frail looking, with untidy medium length black hair, usually combed back. Bright red eyes and light grey skin.
Class: Mage (Illusionist)
Skills and spell-effects: Arvel is not a particularly powerful combat mage, having never had much interest in the school of destruction but he makes up for it with clever spells and tricks; He has plenty of illusion and alteration spells up his sleeves. Flashy spells and other party tricks are his speciality but those fun little spells turn very lethal and very scary when he is in combat. Whether it's using telekinesis to break bones and sever the spines of his enemies, or blinding his foes and turning them against each other; he is not a mage to be trifled with.
Clothing / armor: In contrast with his dirty hair, his clothes are of high quality; Leather boots, Dark brown trousers and a nice silk shirt hide under his simple novice robes. He has a thin black cloak as well.
Weapons: A few small daggers inside his cloak, not intended to be wielded but instead to be thrown at enemies using telekinesis.
Miscellaneous items: A backpack with a few spell books and some basic alchemy ingredients.
Personality: Light hearted and adventurous. He has a thirst for knowledge and a stronger thirst for quality mead. A scholar by nature he is unable to resist the temptation of exploring the unknown and gathering information on mysterious objects and events. He is a very quick thinker and an expert in sleight of hand.
Background: Grew up in Vvardenfel and studied with the telvanni for a bit before moving to Cyrodiil to join the mages guild. Wasn't terribly successful with the Guild but was very popular with the locals for his illusion charms and tricks. Arvel never had a great connection with his family, his father and sister manage a shop in Vvardenfel but he hasn't talked to either of them in years.
Madhog
Dar'Ren -(Khajiit)
Spoiler
Name: Dar'Renrij (Dar'Ren for short)
Age: 23
Race: Khajiit
Gender: Male
Height: 5'10"
Birthsign: The Warrior
Appearance: He has a muscular build framed by a mop of blonde hair. His fur is a pale yellow with a black spot under his left eye. Pale blue eyes and clean shaven.
Clothing/Armour: Dar'Ren is usually to be found in a set of heavy steel armor, that is covered with scraqes from years of use. He carrys a large iron shield on his back, which is also worn with use and age. Lastly on his waist he hangs an iron broadsword which is becoming dull, from lack of repair. He is rarely seen out of his armour, unless he's trying to impress, in which case he wears a a golden and red robe.
Skills: An expert swordsman, and is quite handy with his fists.
Personality: Dar'Ren is quick witted and charming, and always up for a joke. He is quite friendly, but if he starts to suffer from withdrawal from moon-sugar he becomes angry and violent.
Miscellaneous Items: Carrys a small pouch around his neck which contains moon-sugar.
Major Flaw(s): He is addicted to moon-sugar, and has a weakness for women.
Background: Dar'Ren was born the son of a talented mage, and he never knew his mother. His father was adamant for him to learn the ways of Magicka but Dar'Ren had other ideas. He often left home for days at a time, skulking around the dark alleys of Senechal. He grew tough after his years on the streets and, learned the basics of swordfighting from the criminals that made the city their home. It was here that he developed his addiction to moon-sugar. Finally his father grew sick of his disobedience and disowned him. Dar'Ren simply shrugged and walked off into an alley, he never felt the man was his father anyway. For the last few years he has been moving around Tamriel, taking any jobs he can, and enjoying fine ale and women. His travels have taken him to Daggerfall, where he chanced upon a request for mercenaries for a promising job.
Name: Dar'Renrij (Dar'Ren for short)
Age: 23
Race: Khajiit
Gender: Male
Height: 5'10"
Birthsign: The Warrior
Appearance: He has a muscular build framed by a mop of blonde hair. His fur is a pale yellow with a black spot under his left eye. Pale blue eyes and clean shaven.
Clothing/Armour: Dar'Ren is usually to be found in a set of heavy steel armor, that is covered with scraqes from years of use. He carrys a large iron shield on his back, which is also worn with use and age. Lastly on his waist he hangs an iron broadsword which is becoming dull, from lack of repair. He is rarely seen out of his armour, unless he's trying to impress, in which case he wears a a golden and red robe.
Skills: An expert swordsman, and is quite handy with his fists.
Personality: Dar'Ren is quick witted and charming, and always up for a joke. He is quite friendly, but if he starts to suffer from withdrawal from moon-sugar he becomes angry and violent.
Miscellaneous Items: Carrys a small pouch around his neck which contains moon-sugar.
Major Flaw(s): He is addicted to moon-sugar, and has a weakness for women.
Background: Dar'Ren was born the son of a talented mage, and he never knew his mother. His father was adamant for him to learn the ways of Magicka but Dar'Ren had other ideas. He often left home for days at a time, skulking around the dark alleys of Senechal. He grew tough after his years on the streets and, learned the basics of swordfighting from the criminals that made the city their home. It was here that he developed his addiction to moon-sugar. Finally his father grew sick of his disobedience and disowned him. Dar'Ren simply shrugged and walked off into an alley, he never felt the man was his father anyway. For the last few years he has been moving around Tamriel, taking any jobs he can, and enjoying fine ale and women. His travels have taken him to Daggerfall, where he chanced upon a request for mercenaries for a promising job.
Minor characters (GorbadPS3):
Robentie "Rob" Genis -(Breton)
Spoiler
Name: Robentie Genis (called Rob)
Age: 30
Race: Breton
Gender: Male
Height: 5” 10’
Birthsign: The Serpent.
“The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed.”
For Rob, the Serpent has bestowed upon him a unique resistance to poisons and illness, more potent than any Black Marsh resident's. His curse is, however, a significant drain of his magical talent. He has more than lost the innate magical prowess of Bretons in this field, to the point where he might as well wear a ring of silence without any loss.
Appearance:Rob is a regular, Breton male. He is slim and agile and of average height for his race. His eyes are dark and deep green, almost as if they are glowing from within. He has his black hair cut short.
Class: Acrobat
Skills: Running, climbing, jumping, falling.
Clothing: A set of leather armor, covering every inch of his body. No helmet. A trenchcoat.
Weapons: -
Background: It's comlicated.
Name: Robentie Genis (called Rob)
Age: 30
Race: Breton
Gender: Male
Height: 5” 10’
Birthsign: The Serpent.
“The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed.”
For Rob, the Serpent has bestowed upon him a unique resistance to poisons and illness, more potent than any Black Marsh resident's. His curse is, however, a significant drain of his magical talent. He has more than lost the innate magical prowess of Bretons in this field, to the point where he might as well wear a ring of silence without any loss.
Appearance:Rob is a regular, Breton male. He is slim and agile and of average height for his race. His eyes are dark and deep green, almost as if they are glowing from within. He has his black hair cut short.
Class: Acrobat
Skills: Running, climbing, jumping, falling.
Clothing: A set of leather armor, covering every inch of his body. No helmet. A trenchcoat.
Weapons: -
Background: It's comlicated.
Some threads worth reading: http://www.gamesas.com/topic/1327733-dfoxy-a-technical-guide-to-writing-combat/ and http://www.gamesas.com/topic/747418-so-you-think-you-can-rp/