Promenade Of Pandemonium; Amok

Post » Sat Aug 06, 2011 1:06 pm

Promenade Of Pandemonium
Chapter 1; Amok



For the past few weeks the land has been ravaged both day and night. The hours that the sun would normally appear, it becomes pitch black as the moon and stars have pardoned themselves to only their familiar hours. On other days the sun remains in the sky well through the hours that night should descend. The seasons aren't sure what types of weather to birth. Summer could mean snow and winter may bring sweltering heat. A few places are topsy-turvy, the sky is the ground and the land has flipped into the sky. This has given marauders, bandits, monsters and other loathsome beings a great advantage during prolonged nights. A great deal of the land is feeling the pangs of famine and civil ware due to the pandemonium. In some areas an odd crevice ruptures from the earth. From these are heard the stuff of nightmares. Some nights, willowy figures slink from these fissures and will surely attack you if you're seen.

A wayward rogue is to blame for this. She stole a precious amulet from one of the gods' temples and has supposedly angered the gods to have this curse so far spread over the nation of Tamriel. Her punishment is to right this wrong and seek solution. Sadly that amulet has shattered and the shards have all been spread across Tamriel and beyond. Soddit, what can she do now?

In order to right this mortal err the emperor of Cyrodiil has declared that the rogue, under the guidance and watch of a selected few, shall find a way to mend the amulet. Unfortunately Tamriel is on borrowed time as the rogue is cursed and has very few years left to live.


This RP is a fan-based alternate universe of the Elder Scroll games and does not take place during the time of any game. I'd prefer to keep the player limit from 6-8 for the first chapter with multiple characters allowed per player. Based on the interest check thread I've made reservations already which will last for three days. It'd be nice to have someone play as an Imperial Watchguard who is solely responsible for keeping the rogue on track. Otherwise keep your characters varied please; variety is the spice of life!...and in this case, RP.


Rules
1. I'm the GM (Game Mistress) of the RP to govern it and change time/weather or a scene in general, but I want the players who will be involved to voice their opinions, ideas and remarks as well. All concerns may be PM'd to the GM.

2. Be literate. Use spellcheck and please make a post of 200 words minimum so that players have something worth reading.

3. No god moding, no power play. This includes; you making another person's character take even a single step, do not change another RPer's character facial expression/reaction, etc. You have NO control over a character that was not profiled by yourself. This also means players cannot control time in the RP nor weather; that is entirely up to the GM. Unless of course the GM gives permission.

4. It is recommended that you've played at least Morrowind and/or Oblivion to understand this RP.

5. The RP itself is an alternate universe Elder Scrolls so we are involving lore in the game and out of it. Lore from Skyrim will be involved once the game is released.

6. Profiles must be PM'd to Fammikins for review and acceptance. If you wish to reserve a spot, ask by PMing or going to the current http://www.gamesas.com/index.php?/topic/1216807-rp-idea/ Reserves last for three days. After three days you lose your spot and someone else might take it. Likewise if you join and do not post within a week of being accepted and I see you've been online recently, you may lose your spot in the RP. I need dedicated RPers. Please announce to the RP if you cannot make a post within a week of joining. Ideally you should have that time.

7. If you've paid attention to the rules, prove it. Entitle your acceptance PM with your favorite food.

8. Do not suddenly use a skill outside of your character's abilities from their standard class; combat, magic or stealth.

9. In order for your character to be reviewed for acceptance you must PM Fammikins an RP post example of 200 words minimum to show your post capability. This can be a copy and pasted post from a previous RP.

10. Rules are subject to be modified as the GM sees fit.


Profile skeleton
Spoiler
[b]Name:[/b] [first and last][b]Gender:[/b][b]sixuality:[/b][b]Race:[/b] [only two of each race allowed, be sure to check what's available. You may not start out as a vampire or werewolf; argonian and khajiit are unable to become werewolves because they are beast-folk. Human classes can be combined. Example: Redguard-Imperial, Imperial-Nord, etc][b]Birthsign:[/b][b]Class:[/b] [you may create your own class but do NOT overpower your character; they can't defeat everything with ease. If you create a class make a short description for it][b]Attributes:[/b] [based on a scale of 1 to 10, overpowered characters will be rejected. You may only use a number once][u]Agility[/u]:    Affects your total Fatigue, damage dealt by ranged weapons, and your steadiness in combat.[u]Endurance[/u]:    Affects your total Fatigue as well your starting health and your health gain upon leveling up.[u]Intelligence[/u]:    Affects your total magicka.[u]Luck[/u]:    Affects everything you do in a small way.[u]Personality[/u]:    Affects your ability to gain information and better prices from NPCs.[u]Speed[/u]:    Affects how fast you move.[u]Strength[/u]:    Affects your total encumbrance, your total Fatigue and the damage done by melee attacks.[u]Willpower[/u]:    Affects the rate at which magicka regenerates as well as your total Fatigue. [b]Skills:[/b] [limit of 7; what has your character had training and experience with?]-------[b]Appearance:[/b] [b]Personality:[/b] [please answer the following questions as an interview using your OC. Feel free to add in a paragraph example instead/as well if you'd prefer][u]Q1:[/u] Do you make friends easily or more so rivals/enemies?[u]A1:[/u][u]Q2:[/u] What does your diet consist of?[u]A2:[/u][u]Q3:[/u] Are you comfortable in crowds?[u]A3:[/u][u]Q4:[/u] What's a hobby of yours that doesn't involve any form of combat?[u]A4:[/u][u]Q5:[/u] Are you inclined to help someone or wreak havoc without real reason?[u]A5:[/u][b]History:[/b] [same as personality; please answer with your character's persona][u]Q1:[/u] Where were you born?[u]A1:[/u][u]Q2:[/u] Who did you learn your skills from?[u]A2:[/u][u]Q3:[/u] Have you had any past jobs, honest or shady?[u]A3:[/u][u]Q4:[/u] What was your family like?[u]A4:[/u][u]Q5:[/u] Do you have a traveling companion already established? [u]A5:[/u]



Roleplayers

1. Fammikins
2. The Pillager
3. TheUnadoringFan
4. reserved for Gavril
5.
6.
7.
8.
User avatar
Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Sat Aug 06, 2011 1:57 pm

Characters

Fammikin's character(s)

Finch Krieg Durchauss; Imperial-Nord; Rogue
Spoiler
]Name: Finch Krieg Durchauss.
Gender: Female.
sixuality: Asixual.
Race: Imperial-Nord.
Birthsign: The Thief.
Class: Rogue.

Attributes: [based on a scale of 1 to 10, overpowered characters will be rejected. You may only use a number once]

Agility: 8
Affects your total Fatigue, damage dealt by ranged weapons, and your steadiness in combat.

Endurance: 7
Affects your total Fatigue as well your starting health and your health gain upon leveling up.

Intelligence: 3
Affects your total magicka.

Luck: 6
Affects everything you do in a small way.

Personality: 1
Affects your ability to gain information and better prices from NPCs.

Speed: 10
Affects how fast you move.

Strength: 2
Affects your total encumbrance, your total Fatigue and the damage done by melee attacks.

Willpower: 4
Affects the rate at which magicka regenerates as well as your total Fatigue.


Skills:
-Acrobatics
-Alchemy
-Light Armor
-Mercantile
-Security
-Sneak
-Speechcraft

Appearance: Chestnut hair with dark auburn highlights grace her left shoulder as the right half of her scalp has the hair cropped to line over her ear. Her hair covers her upper back and reaches to about the ends of her shoulder blade, any length that falls on her shoulder reaches midway her upper arm, and perches over the top of her left pectoral as it curtains over the left half of a solemn face. Finch's limber form stands at five feet and three inches. Of http://i126.photobucket.com/albums/p95/HeikeRogue/Finch/FinchSmirk-1.jpg she has little to no feminine curves and can often be passed off as an effiminate male given the right clothing. Her http://i126.photobucket.com/albums/p95/HeikeRogue/1Wolves/darkness.jpg is normal, bordering more on the tanned side, as she spends an equal amount of time in the dark as well as the light. Dark emerald eyes always disregard gazes as the woman roams through a common road. Her boots provide sufficient light armoring so they remain on her feet whenever she latches on her studded leather armor which is just as heavily belted as her boots are. She is often covered in a fine film of filth/grime and seems to enjoy such.

Her left eye will give cause to falter when seen. It has been nicknamed the Demoness' Eye. Bordering the pupil and obscuring the green iris are four noticable slits, all ever smoldering in the shadows. The upper left is bright orange, the upper right a searing red, the lower left envious green and the lower right slash an unforgiving blue.

Finch is cursed with some sort of parasitic demon known as the "Darkness". It has yet to reveal itself but is inside of her, slowly draining her from the inside out. This causes her to have illusions, hear things, and often causes her to quite plainly freak out for seemingly no reason. Although at times a disgusting inky amount of what can only be described as goo will ooze out of her mouth and eyes, making her sick and unable to function properly.



Personality: Very greedy, the rogue's loyalty is easily swayed by gold and treasures, but this is never coordinated with family or dear friends. Uneducated but by no means unintelligent. Being a silver-tongued person she is more than capable of shirking hazardous situations as well as rolling with the punches. She is rather isolated around her own kind and elves due to them with innate 'perfection'. Finch hardly spares time or undivided attention to strangers and becomes enthralled whenever a tomb or hidden wealth is mentioned.

With an insatiable curiosity she gets where people don't want anyone to enter, worms her way into her friends' business, she's also the first one to get to the prize. Deciphering codes and undoing traps are entertainment for the rogue, being with a dawrven family has receded most humor, and orc friends have taught her brutal methods of battle. Her curse causes her much grief and brooding at times so it isn't uncommon to find her coveting a bottle of ale, or mead. Finch will challenge anything that moves when she's drunk. Conversely if she has any feelings towards another, which will otherwise never be openly shown, she'll get cuddly. Or blatantly make an attempt to get into their pants.

At first glance Finch Krieg Durchauss is nothing more than an acrobatic rogue. Should anyone do a double take there is a slim chance they'll find much else within her as she shows little else.

Q1: Do you make friends easily or more so rivals/enemies?
A1: Enemies obviously but then again people just get their panties in a bunch in the blink of an eye. No one has a sense of humor anymore or a sense of adventure.

Q2: What does your diet consist of?
A2: Bread and pears.

Q3: Are you comfortable in crowds?
A3: Generally speaking yes. Especially if plenty of people have coin purses in need of collecting.

Q4: What's a hobby of yours that doesn't involve any form of combat?
A4: Flying with my best friend, a gryphon named Himmel. And parkour.

Q5: Are you inclined to help someone or wreak havoc without real reason?
A5: I'm inclined to help myself and Himmel, thank you. Otherwise I don't "wreak havoc", I simply live day by day.


History:

Q1: Where were you born?
A1: In a tent no doubt. No wait...no, it was in a bear cave. My mother had a thing for bears.

Q2: Who did you learn your skills from?
A2: My parents.

Q3: Have you had any past jobs, honest or shady?
A3:...do you really have to ask?

Q4: What was your family like?
A4: Divided but functional.

Q5: Do you have a traveling companion already established?
A5: Yes I do. Meet http://i126.photobucket.com/albums/p95/HeikeRogue/Finch/Himmel.png
Himmel
Spoiler
A gryphon named Himmel was her first "big heist". With a full ruff of vibrant hummingbird-green feathers encircling his neck, identical dark orange blotches drip from the neck feathers to grace a puffy throat. His base feathers are dark blue with his underbelly being the same shade of orange as his throat markings. Lining the feathers of his wings and tail is a dull bronze hue. Vibrantly based colors aside another royal bloodline trait are his crest of feathers atop his head much like a cockatiel will have, the tips of the feathers are bronze. The gryphon's tail is not a lion's but more so a bird's as are all four legs. As prehistoric bird tails had longer feathers in the middle section so does his and it will fan out when Himmel becomes excited or threatened, the longest feathers being three feet long; kept short for a safer chance in battle/chase.

On both sides of the tail, when in full display, are bright red ovals to imitate giant eyes. His nares, talons and eyelids are sky blue, his perceptive eyes being a blazing peridot color. Himmel is roughly the size of a draft horse, standing at several feet with a powerful build, so he's well suited for heavy battle as well as a large carrying tolerance. Majestic wings reaching an impressive twenty foot wingspan he enjoys soaring with his rider for hours on end. He has a black horned saddle and bridle, his bit being made from strong dwarven steel so his mighty beak won't snap it. Two large saddlebags hang behind his wings. His coloring makes it easy to hide during the night, in shadows or heavily forested areas. Out in an open field, over sandy dunes or during the day it's all too easy to see the vibrant gryphon.

Himmel is stolen merchandise. The dwarves are notorious for their flawlessly crafted metals and jewelry. They're little known for their love of selective breeding of the gryphons within their mountains. A very special breed, the peacock gryphon, is bred specifically for royalty to ride only. And of course, rogue that she is, Finch Krieg Durchauss had decided that she would like to have one of the forbidden mounts. A creature both adapted to land and the air. What more could one desire in a potential animal companion? And so she had packed a few supplies and weaseled her way into the dwarven mountains, making friends with the few dwarves who would speak to her. The silver tongued lady soon found herself rubbing elbows with a noble dwarf.

For a year she had remained with the dwarves. One night she was invited by the dwarven noble to a royal ball. The noble paid to have a dress tailored for her, as a human she's taller than dwarves, and Finch dolled herself up. At the party she danced and sang. And inevitably got her noble host drunk. While the king had been giving some speech she had slipped out for some fresh air. Really she was aiming to go to the aviary housing the gryphons. There she reached the nest of hatchlings recently weaned from their mothers and ready to be bonded with a rider. Experienced with beasts she waited until one fledgling awoke to investigate her. Moving quickly she offered it fresh meat before coaxing it to follow her. Himmel was the size of a pony then and was barely able to carry her, but that night marked the beginning of an indestructible bond between mount and rider.


Onasha Smokeskin; Argonian; Shadowscale
Spoiler
Name: Onasha Smokeskin.
Gender: Female.
sixuality: Bisixual.
Race: Argonian.
Birthsign: The Shadow.
Class: Assassin; trained Shadowscale.

Attributes:

Agility: 9
Affects your total Fatigue, damage dealt by ranged weapons, and your steadiness in combat.

Endurance: 8
Affects your total Fatigue as well your starting health and your health gain upon leveling up.

Intelligence: 1
Affects your total magicka.

Luck: 7
Affects everything you do in a small way.

Personality: 2
Affects your ability to gain information and better prices from NPCs.

Speed: 10
Affects how fast you move.

Strength: 4
Affects your total encumbrance, your total Fatigue and the damage done by melee attacks.

Willpower: 3
Affects the rate at which magicka regenerates as well as your total Fatigue.


Skills:
-acrobatics
-alchemy
-light armor
-marksman
-security
-shortblade
-sneak



Appearance: Onasha is short for an argonian; 5'6" which helps her in her profession nonetheless. Her http://i126.photobucket.com/albums/p95/HeikeRogue/Onasha3-1.jpg seem to glow but just as the rest of her body, her scales dim when she is in a negative mood. Argonians do not express their feelings easily with their face unless they have been in the company of human culture for far too long. From their heritage they are http://i126.photobucket.com/albums/p95/HeikeRogue/Onasha2-1.jpg and exceedingly calm at first glance. To show displeasure Onasha will expose her needle-like teeth, narrow her fiery eyes and hiss while swaying her tail. Otherwise if one spends enough time around her they can discern the various pitches of her hisses and which emotion it is connected with. On her http://i126.photobucket.com/albums/p95/HeikeRogue/Onasha4-1.jpg is a crown of formidable horns with decorative tassels hanging over her sensitive gills. Onasha's tribe are known for their relatively flat, dark foreheads which they headbutt with during battle or disagreements with others. The femme's http://i126.photobucket.com/albums/p95/HeikeRogue/Onasha1-1.jpg helps conceal her in water, tenfold on the http://i126.photobucket.com/albums/p95/HeikeRogue/Onasha6-1.jpg side. Onasha rarely wears a top when swimming since she, as all argonian females, are amphibians and are not cursed with mammary glands on their chests like mammals. Although evolution has given them extra fat deposits on their chests, but they are always notably small. If anything it's to deal with cold waters or any cold temperature which can severely harm an argonian.

Onasha's legs are http://media.giantbomb.com/uploads/1/17166/1259131-morrowind__telvanni_finished_by_canis_inferno_super.jpg which is a trait of a wild-bred argonian. One of her toe claws is triple the mass of the others on either of her feet, used to rip through her enemies if she chooses natural weaponry over her bow and arrow, or rare blade. Onasha's toes and fingers are webbed and in the middle of her tail curling under the tip somewhat is a thick, spiked http://i2.squidoocdn.com/resize/squidoo_images/250/draft_lens10761571module98107991photo_127258728704._BETTA_Crown_Tail.jpg. (that was the only pic that really matched what I had in mind. Same shape and color just obviously much larger to fit on half an argonian's tail)

Her http://www.tesnexus.com/downloads/images/15508-1-1203752606.jpg has been modified for Shadowscales, fitting along her powerful raptor legs and protecting the otherwise naked half of her finned tail.

Personality:

Q1: Do you make friends easily or more so rivals/enemies?
A1: Becaussse I am brutally honesst, I make enemiessss quickly or friendssss quickly depending on their intelligencccce.

Q2: What does your diet consist of?
A2: Fish, herbsss and fruit if I'm lucky.

Q3: Are you comfortable in crowds?
A3: Of coursse. My job requiresss that I am concealed within a crowd for some contractsssss.

Q4: What's a hobby of yours that doesn't involve any form of combat?
A4: Either sswimming or burrowing.

Q5: Are you inclined to help someone or wreak havoc without real reason?
A5: I ssssimply get the job done and try not to be remembered.


History:

Q1: Where were you born?
A1: In Black Marsh within a ssmall tribe unknown in human lore.

Q2: Who did you learn your skills from?
A2: My parentsss and Dark Brotherhood mentor.

Q3: Have you had any past jobs, honest or shady?
A3: I'm a Shadowssscale. What do you think?

Q4: What was your family like?
A4: Very clossse-knit...we became closser after being enssssslaved and shipped to Morrowind.

Q5: Do you have a traveling companion already established?
A5: No but I ssecretly wish for a trained sssscrib or guar.




The Pillager's character(s)

Ra-Ziikul; Argonian; mage
Spoiler
Name: Ra-Ziikul
Gender: Male
sixuality: Heterosixual
Race: Argonian
Birthsign: The Atronach
Class: Sorcerer

Attributes:

Agility: 6
Affects your total Fatigue, damage dealt by ranged weapons, and your steadiness in combat.

Endurance: 8
Affects your total Fatigue as well your starting health and your health gain upon leveling up.

Intelligence: 10
Affects your total magicka.

Luck: 5
Affects everything you do in a small way.

Personality: 3
Affects your ability to gain information and better prices from NPCs.

Speed: 4
Affects how fast you move.

Strength: 7
Affects your total encumbrance, your total Fatigue and the damage done by melee attacks.

Willpower: 1
Affects the rate at which magicka regenerates as well as your total Fatigue.


Skills:
- Blade
- Heavy Armour
- Alteration
- Conjuration
- Destruction
- Mysticism
- Restoration

Appearance:
Ra-Ziikul is a young argonian, standing fairly tall at 6’1”. His physique is similar to that of most of his kin, slender and athletic. However Ra-Ziikul's discerning feature is the colour of his scales, a deep http://i436.photobucket.com/albums/qq89/Cammy2709/Ra-Ziikul1.jpg colour, not common among many of his brethren who inhabit Cyrodiil. Unlike most young Argonians, Ra-Ziikul’s facial scales have not taken on their general blue-ish hue, instead small streak of http://i436.photobucket.com/albums/qq89/Cammy2709/Ra-Ziikul2.jpg scales slides it’s way along both sides of his face. The only scar that adorns his body is a a series of burnt scales on the left hand side of his back, changing his yellow scales to an orange colour.

When travelling or in combat, Ra-Ziikul wears a Steel Cuirass, with both pauldrons removed, making for a less protective, but much lighter piece of armour. He prefers not have to wear gauntlets or gloves as he feels it detracts from his usage of magicka. Covering his legs is a set of Steel Greaves, matching his cuirass in appearance. His powerful feet are usually bare mainly due to not being able to afford a pair of custom-made Steel Boots to fit his Argonian feet.

Personality:
Ra-Ziikul is a friendly, well meaning Argonian. He is often quick to trust, a trait that had gotten him into a lot of trouble during his time training at the Guild of Mages in Skingrad, with a large amount of guild property being wrongly 'loaned out' to strangers. He is a fast learner and a keen reader, allowing him to excel at his training in the Mages Guild, often the top of most of the several schools of magick. He is able to cast a majority of spells from his specified schools of magick very effectively, although he is known to be quite volatile due to his inability to fully control how much magicka he uses.

Q1: Do you make friends easily or more so rivals/enemies?
A1: I am always trying to be friendly. Some people are friendly also, others are not. And I avoid those others.

Q2: What does your diet consist of?
A2: My diet? Food of course! I especially like a tasty venison steak. I simply wish I had the skill to hunt such animals.

Q3: Are you comfortable in crowds?
A3: I try not to gather attention, if that is what you are meaning. I have friends in the Guild of Magi, I enjoy spending time with those.

Q4: What's a hobby of yours that doesn't involve any form of combat?
A4: Ah, it is not much of a hobby and more of a necessity, but I have learned to enjoy alchemy. What better a hobby than eating and drinking, eh?

Q5: Are you inclined to help someone or wreak havoc without real reason?
A5: I would have no real reason to wreak this havoc. Unless of course they had wronged Ra-Ziikul in some way. That I do not like.


History:

Q1: Where were you born?
A1: I have been told I was born in Black Marsh, part of the Agaceph tribe, though I am unsure of this. I do not know much of my homeland, as I was raised in many cities across Cyrodiil. I spent the most of my life in Skingrad though after I was adopted by a mage of the hall.

Q2: Who did you learn your skills from?
A2: My mentor, an Altmer mage named Anderil. He discovered my potential and taught me of my birth sign and how it would affect my studying. He explained to me that I was unable to regenerate magicka, a trait that would be problematic for a magi, but re-assured me that those that do have a huge reserve of power inside them, although it was extremely rare that a mage could unlock this power. I have tried many times, please believe me, but I find myself unable to control it. But thankfully, that is where my hobby appeared from. Anderil taught me the finer points of alchemy, not only to benefit me as a mage but to aid my stunted abilities.

Q3: Have you had any past jobs, honest or shady?
A3: Nothing spectacular. When I was very young, one of my only memories was of being a courier for my father in Bravil. He would send me to a secluded house every Middas with a small package full of bottles and I would return with a little sack full of gold. I had no idea what the package contained though.

Q4: What was your family like?
A4: I remember very little of my family, we escaped Black Marsh before we could be sold into slavery. I know my mother and father were very protective of me and my siblings and I can still remember her face when Anderil explained to her that I would be going with him. I, of course, did not understand at the time, but I hope my family is out there some where, happy.

Q5: Do you have a traveling companion already established?
A5: I have tampered with conjuring a lesser daedra as a companion, but they tend to be dangerous. A true shame as I have enjoyed the art of conjuration of late.



TheUnadoringFan's character(s)

Eirik; Nord; Barbarian
Spoiler
Name: Eirik the White
Gender: Male
sixuality: Heterosixual
Race: Nord
Birthsign: The Warrior
Class: Barbarian (slightly different from the in-game barbarian class in that he doesn't have hand to hand as a skill)

Attributes:

Agility: 4
Affects your total Fatigue, damage dealt by ranged weapons, and your steadiness in combat.

Endurance: 6
Affects your total Fatigue as well your starting health and your health gain upon leveling up.

Intelligence: 3
Affects your total magicka.

Luck: 1
Affects everything you do in a small way.

Personality: 5
Affects your ability to gain information and better prices from NPCs.

Speed: 7
Affects how fast you move.

Strength: 8
Affects your total encumbrance, your total Fatigue and the damage done by melee attacks.

Willpower: 2
Affects the rate at which magicka regenerates as well as your total Fatigue.


Skills: [limit of 7; what has your character had training and experience with?]
- Alchemy
- Armorer
- Athletics
- Blade
- Block
- Blunt
- Light Armor

Appearance: Eirik is 5'8" tall, he is quite muscular (as would be expected with all the heavy weapons he swings around) and has broad shoulders. He has medium length blonde hair which is rather unkempt, he is clean shaven and has blue eyes. He has a defined jaw and chin, his nose is large and looks like it has been broken before.


Personality: [please answer the following questions as an interview using your OC. Feel free to add in a paragraph example instead/as well if you'd prefer]

Q1: Do you make friends easily or more so rivals/enemies?
A1: I'd say I make friends more easily, though it depends on the circumstances. If they're mean, then so am I.

Q2: What does your diet consist of?
A2: What does any Nord's diet consist of? Ale! Mead! Beer! And red meat, lots of it, helps build strong bones as my Fa always said. Though I also like apples.

Q3: Are you comfortable in crowds?
A3: Depends, is this crowd drunk or sober? Is this crowd made up of Nords or Altmer? Does this crowd want to buy me drinks or kill me?
If they're drunken Nords who want to buy me drinks then yeah, I love 'em, though I ain't no bigot, I also love drunken Orcish or Breton crowds, even drunken Imperial crowds are fine.

Q4: What's a hobby of yours that doesn't involve any form of combat?
A4: Does going to taverns count? I not then, uh... I like fishing and uh... alchemy.

Q5: Are you inclined to help someone or wreak havoc without real reason?
A5: Well, I'd help people if they needed it, I'm not one of those people who go on wreaking sprees for no reason.


History: [same as personality; please answer with your character's persona]

Q1: Where were you born?
A1: I was born in Winter Hold, Skyrim. In a big house near the market district.

Q2: Who did you learn your skills from?
A2: Mostly from Uncle Haki, though the Mages Guild taught me a bit of alchemy.

Q3: Have you had any past jobs, honest or shady?
A3: Uh, well I was a bartender for a while, I got fired after they caught me serving free ale while I was drunk. Then I was caravan guard for a while, I guarded merchant caravans all over the place, Morrowind, Cyrodiil, Black Marsh, everywhere. I quit the job after a few years and joined the Fighter's Guild for a year or so. Got kicked out after I killed some lady's rats in her basemant, unfairly of course, that's what she hired me for!

Q4: What was your family like?
A4: Where do I start? Well, my Fa was a blacksmith and my Ma was a member of the Weaver's Guild or something, she made baskets and stuff. My Uncle Haki was an adventurer, he lived with us and he'd often take me and my brother Sittar out into the wilderness to loot ruins. Those were the days... my Fa always got us swords, axes and mail for free and my Ma could get us sacks to store the loot, it's like my whole life revolved around adventuring.

Q5: Do you have a traveling companion already established?
A5: Yeah, Dugul gro-Lag* we travel, drink and adventure together, cleaning out out ruins all over the place.

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Thomas LEON
 
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