A revision of my old RP

Post » Sat May 28, 2011 5:09 am

Ah, just looked at the previous thread. So we're joining a guild bent on sorting the Empire out? Sounds good. Heres my character sheet.

Name: Arnand Erelue
Nickname: Arnand
Gender: Male
Race: Breton
Age: 31
Birthsign: The Mage

Height: 5 feet, 8.7 inches. I used the average height of French people for this one.
Build: Skinny, with hardly any strong muscles at all, but he is generally a healthy person.
Eye Colour: Blue
Hair Style: Oiled
Hair Colour: Golden Blonde
Skin Colour: White

Class: Mage
Focus: Magic - Chronomancy
Skills: All standard Magic (Alchemy, Destruction, Restoration, Conjuration, Alteration, Mysticism and Illusion), as well as a few dabblings in Daedric magic and Necromancy, but not on the same level as ordinary schools. He also studies Chronomancy, the alteration of time.

General Appearance: Quite lean and skinny, he has very pale skin. His hair is Golden Blonde. He is quite weak, relying on his summons or magical fortifications for physical challenges.
Tattoos/Scars: None

Clothing: Blue Silk Shirt, Blue Silks (pants), White Mage's Shoes, and Wrist Irons - All are enchanted.
Accesories: A Mundane Ring, a Ring of Perfection, and the Necromancer's Amulet (Read history as for why)

Armor: None, unless you count summoned.
Weapon: Silver Dagger, Mages Staff of Paralysis.

Pack/Pockets: A small blue satchel, a little bigger than a hand, which is clipped to his Robe belt. Inside it is a Strong Potion of Restore Health, a Strong Potion of Sorcery, an empty Grand Soul Gem, a Mages Guild Key and a folded up Mage's Hood which is enchanted with both Night-Eye and Detect Life which he wears in caves, at night etc. There are also many coins in the satchel strewn around the rest of the items.

Magic: A Master level in Conjuration, Alchemy, Mysticism and Illusion, whilst an Expert level in Alteration, Destruction and Restoration, and he also knows a thing or two about Daedric magic and Necromancy. His most favourite magic is the unique Chronomancy, the alteration of time, of which only two practicers are known of including Arnand.

Mentality: In general, Arnand is a nice, neat and intelligent person. He takes magic and learning seriously and sometimes spends days researching topics, especially magical ones. He sometimes comes across as fairly ecstatic and exitable at times. Having grown up with Elves, Arnand has inherited a lot of their calm, condescending attitude but not on a large scale. Arnand uses very good language and is a large fan of reading, having an enormous collection of books at his home in Frostcrag Spire.

Misc: Arnand was a Master Wizard in the Mages Guild before he left, and at his home in Frostcrag Spire he had several Imp guardians and a faithful Storm Atronach.

History: Arnand was born in High Rock with an intricate disease that was rare but fatal. His parents tried all sorts of cures, but not even the Church altars could save him. Desperate, they sought the help of the Daedric Prince of knowledge, Hermaeus Mora, hoping that his vast library would include a secret remedy. Hermaeus Mora knew of the cure, but in return he wanted the souls of Arnand's parents. They reluctantly agreed, and Arnand was left to be raised by a family of Altmer on Summerset Isle who had been close friends of the Erelues. Arnand was raised to be a powerful Mage, skilled in Alchemy, Destruction, Restoration, Illusion, Mysticism, Conjuration, and Alteration. At age 18, he moved to Cyrodiil, joined the Mages Guild, and obtained his reccomendations with surprising ease. At 21, after acheiving the rank of Warlock, he became quite adventurous and went on many explorations. Five years later, he acheived the rank of Master Wizard and became the fifth member of the Council. At age 29, he inherited Frostcrag Spire from a long-lost relative of his. After it was retrieved, Arnand learned of the Necromancer's Amulet, and borrowed it to 'study' at his Spire. After the third Era ended, with Mehrunes Dagon defeated and Mannimarco dead, guild regulations became much more restricting as the Empire fell to it's knees. It was unfortunate that at this time Arnand had been researching and practicing the darker magicks. Furious at the guild's arrogant reaction and seeing nothing wrong with a bit of 'Harmless research', he stole the Necromancer's Amulet and left the guild, convinced the entire Empire had gone mad and wondering if anybody would ever do something about it...
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Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Sat May 28, 2011 6:43 am

Huh... that was quite a while ago. Believe it or not, I vaguely remember it. Blasted fail memory will not tell me much, though.

Well, if you need any character niches filled, feel free to poke me about it. Roleplaying is, after all, about playing roles in things (and I do not mind being assigned a role). I have been working with a lot of characters lately, and have had a deficiency of RP.

Anyway, if you do not have a proposition by... sometime, I will probably throw a character at you. Never know who (or what) it could be. Regardless, you can probably count me in. XP
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Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Fri May 27, 2011 8:33 pm

@ Perapsam, I don't know what the others think but I'd say taking stuff like DLC material is a bit of a taboo here, I've never but once seen anyone use DLC material or object the player character got in Oblivion... I'm not saying it's a bad character, but perhapsjust stick to your original introduction, I like the idea his parrents exchanged their souls with Hermeaus More for the way to cure their child, it's original.

Name:Jack Vedeos
Gender: Male
Race: Breton
Age: 29
Birthsign: The Ritual


Class: Grave Cleanser
Focus: combat with aspects of magic
Skills: Destruction, Blunt weapons, Bladed weapons, Restoration, Illusion, Block, Heavy Armour
Class description: Grave robbers are strong treasure hunters not afraid to disturb the dead or to get their hands dirty, capable of batteling the undead with spell and axe and able to survive long with their healing abilities

Height: 6 ft 1
Build: tall and a slender build but still with quite muscled arms due to heavy labour and training in heavy armour
Eye Colour: brown
Hair Style: dark brown hair of average length
skin colour: a bit pale in the face but otherwise normal
Image: work in progress

Clothing: sturdy black trousers, a brown shirt, black vest and a grey coat and dark green cloak and hood

Armour: iron armguards, shinguard and kneecaps
Weapon: an enchanted metal shovel capable of blinding anyone struck by it for several seconds and a special ring called Sealbreak, which gives Jack a very powerful dispell power which can sever the magical link between undead or daedra and the mortal realm (very effective against Necromancers)

Pack/Pockets: some supplies and rations and a lot of potions to restore his strength because he doesn't get much sleep

Magic: he specializes in the use of firespells and knows a variety of effective spells, he tends to use illusion magic to incite fear in his enemies through blinding spells and demoralizing spells

Mentality: many describe him as 'the strong, silent type' which is not always true, he doesn't say much around strangers and he has the effect to intimidate people with his powerful body but he will speak his mind and is quick to take charge in combat situations.

Short History:
-born in a poor breton family in Sentinel
-was able to travel with family to Cyrodiil and got home in Waterfront District
-during Oblivion Crisis Jack, his father and his older brother helped defending the waterfront district in the final attack of Mehrunes Dagon in the Temple
district
-he was part of the fighters guild for a while but jumped out the business when Blackwood Company showed up, he didn't however join Blackwood company because they did not have need of his magical abilities
-became a worshipper of Meridia and was sent out on a mission to cleanse the burial sites of Cyrodiil
-nowadays he is free to go his own way and sees himself as a paladin of sorts, he travels across Cyrodiil from city to city to worship the nine and in search of job or necromancers to vanquish for his mistress Meridia.

the rest will be told IC
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JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Fri May 27, 2011 6:56 pm

Name: Larth Stryker
Nickname: Larth
Gender: Male
Race: Nord
Age: 26
Birthsign: The Tower
Height: 6'1"
Build: Muscular, square shouldered and stout.
Eye Color: Blue
Hair Style: It runs half-way down his neck with no sign of ever being kept neat.


Class: A mercenary who came to find wealth in Cyrodil. He got stiffed.
Focus: Hack, slashing, a bit more hacking, and perhaps a jab just to keep you guessing. He also shoots people but it's markedly less fun.
Skills: Athletics, Hand-To-Hand, Axe (or blunt, however you're working it), Marksmanship, Blade, Medium Armor, and Hunting/Foraging.

General Appearance: Tall, blond and scary.
Tattoos/Scars: The left side of his face is dominated by faded blue Nordic war paint in an design.

Clothing: A huntsman's jacket over a white cotton shirt. White satin pants with a brown sash, and fur boots.

Armor: Chain mail
Weapon: A Nordic battle axe and yew long bow on his back.

Pack/Pockets: A quiver of 25 chittin arrows, 50 septims in his pocket, and a cask of Mead tied to his sash.

Magic: Unlock (Birthsign ability), Cold Hands (Racial ability)

Mentality: While slightly a brute, he's calmed down since his youth. He doesn't kick down doors and bang heads, but he's a slumbering dragon awaiting a foolish midget to dare to take his gold.

Misc:
-: His berserk assault is generally only used when he expects it to route his enemy. He likes to get a solid shot or three in with his bow and know whose where before dashing into a melee.
-: He dislikes elves in general, but if he had to list them Dunmer would be his favorite, because they don't presume as much superiority as the Altmer, aren't as fruity as the Bosmer, and have one his respect during some of his escapades.


History:
After spending three years working in western Skyrim, doing work in Hammerfall and working for anyone with gold, his path took him across his nation in a trek he will never forget. He ended up in Solstheim, in a gorilla war against the Imperial fort there. After a particularly remarkable Dark Elf continued to hack at his shins to defend his fleeing comrades, he began to rethink what he was doing.

He returned to his homeland to realize he had no money. What he had amassed he gave to his kin, who were in dire need. He stayed with them for a time, learning to hunt and forage to help them survive. But the time came when he realized there was simply no room for them in their little corner of Skyrim.

In search of money and a new home, he set off alone for Cyrodil with dreams of one day bringing his family with him.
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Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Fri May 27, 2011 9:12 pm

Ah, just looked at the previous thread. So we're joining a guild bent on sorting the Empire out? Sounds good. Heres my character sheet.

Name: Arnandre Erelue
Nickname: Arnandre
Gender: Male
Race: Breton
Age: 31
Birthsign: The Mage

Height: 5 feet, 8.7 inches. I used the average height of French people for this one.
Build: Skinny, with hardly any strong muscles at all, but he is generally a healthy person.
Eye Colour: Blue
Hair Style: Oiled
Skin Colour: White

Class: Mage
Focus: Magic - Chronomancy
Skills: All standard Magic (Alchemy, Destruction, Restoration, Conjuration, Alteration, Mysticism and Illusion), as well as a few dabblings in Daedric magic and Necromancy, but not on the same level as ordinary schools. He also studies Chronomancy, the alteration of time.

General Appearance: Quite lean and skinny, he has very pale skin. His hair is Golden Blonde. He is quite weak, relying on his summons or magical fortifications for physical challenges.
Tattoos/Scars: None

Clothing: Spellturn Cloak, Gold Trimmed Shoes, Wrist Irons - The latter are both enchanted, the Spellturn Cloak obviousley enchanted beforehand.
Accesories: A Mundane Ring, a Ring of Perfection, and the Necromancer's Amulet (Read history as for why)

Armor: None, unless you count summoned.
Weapon: Mehrunes Razor/Silver Dagger*, Mages Staff of Paralysis.

Pack/Pockets: A small red satchel, a little bigger than a hand, which is clipped to his Robe belt. Inside it is a Strong Potion of Restore Health, a Strong Potion of Sorcery, an empty Grand Soul Gem, a Mages Guild Key and a folded up Red Silk Hood which is enchanted with both Night-Eye and Detect Life which he wears in caves, at night etc. There are also many coins in the satchel strewn around the rest of the items.

Magic: A Master level in Conjuration, Alchemy, Mysticism and Illusion, whilst an Expert level in Alteration, Destruction and Restoration, and he also knows a thing or two about Daedric magic and Necromancy. His most favourite magic is the unique Chronomancy, the alteration of time, of which only two practicers are known of including Arnandre.

Mentality: In general, Arnandre is a nice, neat and intelligent person. He takes magic and learning seriously and sometimes spends days researching topics, especially magical ones. He sometimes comes across as fairly ecstatic and exitable at times. Having grown up with Elves, Arnandre has inherited a lot of their calm, condescending attitude but not on a large scale. Arnandre uses very good language and is a large fan of reading, having an enormous collection of books at his home in Frostcrag Spire.

Misc: Arnandre was a Master Wizard in the Mages Guild before he left, and at his home in Frostcrag Spire he had several Imp guardians and a faithful Storm Atronach.

History: Arnandre was born in High Rock with an intricate disease that was rare but fatal. His parents tried all sorts of cures, but not even the Church altars could save him. Desperate, they sought the help of the Daedric Prince of knowledge, Hermaeus Mora, hoping that his vast library would include a secret remedy. Hermaeus Mora knew of the cure, but in return he wanted the souls of Arnandre's parents. They reluctantly agreed, and Arnandre was left to be raised by a family of Altmer on Summerset Isle who had been close friends of the Erelues. Arnandre was raised to be a powerful Mage, skilled in Alchemy, Destruction, Restoration, Illusion, Mysticism, Conjuration, and Alteration. At age 18, he moved to Cyrodiil, joined the Mages Guild, and obtained his reccomendations with surprising ease. At 21, after acheiving the rank of Warlock, he became quite adventurous and went on many explorations. Five years later, he acheived the rank of Master Wizard and became the fifth member of the Council. At age 29, he inherited Frostcrag Spire from a long-lost relative of his. After it was retrieved, Arnandre learned of the Necromancer's Amulet, and borrowed it to 'study' at his Spire. After the third Era ended, with Mehrunes Dagon defeated and Mannimarco dead, guild regulations became much more restricting as the Empire fell to it's knees. It was unfortunate that at this time Arnandre had been researching and practicing the darker magicks. Furious at the guild's arrogant reaction and seeing nothing wrong with a bit of 'Harmless research', he stole the Necromancer's Amulet and left the guild, convinced the entire Empire had gone mad and wondering if anybody would ever do something about it...

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

* - Korroded Korpse, Is owning Mehrunes Razor ubering? If it is, then my character will use a Silver Dagger instead.

Also, I'd like it if Arnandre could be one of the founders, please? Hopefully Chronomancy is enough to be classed as a specialization...



i would also agree that having an in game artifact might be a bit too much but especially if you also have a special unique talent such as chronomancy, i would say its one or the other and i assume you would choose chronomancy. and yes i would class it as a specialization tho a bit too specific, basically the purpose of the founders will be to have apprentices so to speak, or the head a guild sect, basically you have to have a certain attribute or skill or whatever, knowledge blah that you can pass onto your followers, prefereablly, also founders have to come up with missions at certain times for the lower ranks to fulfill that relate to your specialization such as if you had an infiltration expert as a founder, then they would train others on how to be sneaky and gather information etc... and then their missions might involve going into some place sneaky like and retrieve something or contact someone for sum such reason.... u get the idea


and yes i have had a drink... or several.... ahem
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Saul C
 
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Joined: Wed Oct 17, 2007 12:41 pm

Post » Sat May 28, 2011 6:58 am

Right so that's something like 6. Hate to be a nagger, but when's the show start?
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FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Sat May 28, 2011 2:55 am

I guess I'll post my character.

Name: Tucharon
Nickname: None
Gender: Male
Race: Altmer
Age: 84
Birthsign: The Atronach

Height: 6'6"
Build: Slightly more muscular than most other Altmer (although that isn't saying much); otherwise, average for an Altmer.
Eye Colour: Green
Hair Style: Brown
Skin Colour: Gold (or whatever that typical Altmer skin tone is called)

Class: Spellsword
Focus: Enchanting
Skills: Tucharon possesses the skills typical for a Spellsword; Blade, Alteration, Block, Destruction, Illusion, Heavy Armor, and Restoration. Because of his birthsign, he has given particular focus to the swordplay aspect of his profession.

He specializes in Dwemer engineering and enchanting, and possesses intimate knowledge of Dwemer Animunculi. In addition, he also has a lesser degree knowledge on other elven enchanted devices, such as Propylon Chambers and Dark Welkynd stones. However, he has almost no knowledge on the Daedric devices at this time, although he's figured his lifespan should allow him to get around to it provided he doesn't get in anything over his head.

General Appearance: He appears to be just any Altmer, unless he's in his armor. Only the Mages Guild members know that he's more than just any Altmer.

Tattoos/Scars: Although he's been wounded many times in many places, he has used his skill in Restoration to ensure that he remains scar-free.

Clothing: He wears a Mournhold-style shirt and pants, as well as gold-trimmed shoes, when not in his armor. More often than not, his clothes are stained with oil and dirt from all the tinkering he does.

Accesories: He carries various tools, as well as alchemy apparatus, in a satchel.

Armor: Ebony armor custom-crafted for him by the Mournhold craftsman Bols Indalen, including specially ordered gloves instead of bracers (Given the risks of a Spellsword and the importance of his hands to his specialization, he felt the extra protection warranted the extra cost), topped off with a Morrowind-style Ebony Shield.

Weapon: Ebony Longsword (he's wanted to enchant it, but he hasn't been able to decide on what to enchant it with).

Pack/Pockets: He has a satchel that he uses to carry things.

Magic: He possesses various spells of all schools, although most are Destruction or Alteration spells.

Mentality: He's a bit of a mad scientist and a bit of a crackpot who's always tinkering with something and always thinking of something new. He puts almost no value in money, and spent away a fortune for his gear and knowledge. He prefers to remain indoors and tinker, unless he's off doing field research. Aside from his eccentricities, he is reserved and mild-mannered.

Misc: He isn't much of a lockpicker, but his knowledge make him an expert in magic-based security. He can build guardians, magical traps, and even teleporters.. Unfortunately, his track record shows that most of the things he has built are dangerous or unreliable, but it's given him ample time to iron out almost all of the hiccups.

History: Tucharon was the only child born to a wealthy couple in Summerset. He was tutored in magic and swordplay at a young age, due to his parents' fear of their lineage being lost. This fear proved founded when his parents were both poisoned by an unknown assassin, likely working for a rival family.

Tucharon, only 26 at the time, took all of his wealth to a place where the assassination business was regulated; Vvardenfell. While there, he joined the Mages Guild and took part into their Dwemer research efforts for a very long time. When the Dwemer ruins beneach Mournhold opened, he relocated there, at great expense, to study the new devices and centurions that were there. Given the increased danger, he invested the rest of his wealth into acquiring his ebony armor and weapon (between buying enough raw ebony, ordering the armor, and getting through the red tape, it was pretty expensive). It was around this time that he unveiled a rebuilt Centurion Archer at the Almalexia Mages Guild. Unfortunately, he had made a mistake rebuilding it and it attacked, killing three Mages Guild members. He was expelled from the Mages Guild after that, with no chance of rejoining.

Tucharon moved to Cyrodiil to engage in research in Ayleid enchanting, as well as move to a place where he wasn't seen as a mad scientist. He drifted from place to place, researching Ayleid ruins when he could, even during the Oblivion Crisis.

When the post-crisis problems started, Tucharon became worried he'd have to leave Cyrodiil. When he heart, however, of a Khajiit gathering other outcasts, he decided that he will no longer let the rest of the world push him from province to province any more.
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Tiff Clark
 
Posts: 3297
Joined: Wed Aug 09, 2006 2:23 am

Post » Sat May 28, 2011 5:20 am

Name : Elissandre

Race : Breton

Gender : female

Age : 25

Class : healer - sort of

Skills : Illusion, restoration, blade, speechcraft, alchemy, alteration, light armor
minor skills : a bit of practice at sneaking, acrobatics and hand-to-hand fighting from her years of hiding

Spells
Restoration : assorted healing spells (self and others), fortify stats spells, absorb health, absorb fatigue
Alteration : Ondusis's open door, Timur's hoptoad, lock, burden, first to third barriers spells
Illusion : night eye, calm humanoid, calm creature,invisibility, silence, paralyze, demoralize
Mysticism : soultrap, soul vision, dispelling
Destruction : enough knwoledge to light a campfire, electrocute a stray dog into running away or put a bit of ice in a water cup and that's about it.

Equipment :

dwemer vampire blade (dwemer shortsword, cast on strike absorb health and fatigue, not very powerful nor many charges)
leather cuirass and boots worn over a linen skirt and tunic.
Cadra signet ring : enchanted with a low-level constant restore health and fatigue effect. Not enough to alter the outcome of a combat, but handy for long travels and quick recovery. The original gold and ruby ring is disguised to appear as a cheap copper signet ring.
traveller's robes over the armor - an ample brownish robe of sturdy fabric. An oiled linen hooded cloak for rainy days and a pair of somewhat worn walking boots.
linen skirt and tunic under the armor
a thin bronze chain enchanted with a low level frost or fire damage enchantment - just the thing to wrap around a glass to keep it cool or dump into into to warm it.

Several restoration potion (fatigue, health and magicka, 3 of each), one fire shield potion
Some basic alchemy equipment (apprentice mortar and pestle)
two petty, lesser and common soulgems (empty)

Background : Elissandre is the daughter of the now-defunct baron of Cadra, a minor breton domain and therefore the proud heiress to a smoking ruin, since the domain was invaded by a neighboring baron, most of her family getting killed in the process.

She ran away from Highrock and ended up moving around Cyrodill, peoples being more concerned with the Oblivion crisis and it's sequels than the feuds of some minor Breton lordling. With thugs on the lord of Arsange's payroll nosing around for her, she went into hiding into less than reputable places along with less than reputable peoples. There she earned a living by selling her magical skills, improving her mastery of illusion and alteration with unguilded mages - the Mage guild didn't want anything to do with a gal of unknown parentage and equally unknwon masters. Which means she's selling her skills or a pittance, with the ever-present risk of the Thieve's guild racket or the mage's displeasure. As she heard about an odd khajiit looking to gather various misfits and outcasts to built a better future for themselves, she jumped at the occasion. Even longs odds for sucess seemed better than the dead-end she's currently living in.

Appearance : Elissandre is a rather short but good looking redhead, though not much of it shows up from under the ample brownish robe she's wearing. One dwemer shortsword is sheated at her belt.

Personnality : rather easygoing and with a bit of a lazy streak, Elissandre prefers calming issues or finding ways around them than open confrontation. Though definitively not overly worried about the law, she draws a strong line at what she deems bad. Her usual concern about a questionable action would be 'is that only illegal or is it nasty' - the second options meaning 'without me'.
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Charlotte Buckley
 
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Joined: Fri Oct 27, 2006 11:29 am

Post » Sat May 28, 2011 9:33 am

Alright. So I'm going to go ahead and admit that I'm horrible, I haven't read a thing except for the first post of this thread and the old discussion thread. That said,

IT SOUNDS AWESOME

I'm way in.

Edit: So I just started reading the rest of the thread...
I'll get a Sheet in soon
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Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Sat May 28, 2011 2:32 am

i would also agree that having an in game artifact might be a bit too much but especially if you also have a special unique talent such as chronomancy, i would say its one or the other and i assume you would choose chronomancy. and yes i would class it as a specialization tho a bit too specific, basically the purpose of the founders will be to have apprentices so to speak, or the head a guild sect, basically you have to have a certain attribute or skill or whatever, knowledge blah that you can pass onto your followers, prefereablly, also founders have to come up with missions at certain times for the lower ranks to fulfill that relate to your specialization such as if you had an infiltration expert as a founder, then they would train others on how to be sneaky and gather information etc... and then their missions might involve going into some place sneaky like and retrieve something or contact someone for sum such reason.... u get the idea


and yes i have had a drink... or several.... ahem


I've edited my first post to exclude all DLC content except Frostcrag Spire. I'm really attatched to that place, please can I keep it? :3

Also, got a Pm saying Arnandre is a feminine name! His name is Arnand instead now.
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An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Fri May 27, 2011 8:16 pm

Right so that's something like 6. Hate to be a nagger, but when's the show start?


it shall start when i have finished tweaking the opening post, and written my char history, if its needed, but im afraid none of that will be done while i have a hangover, i think im gonna watch FMA all day while i recover lol

I've edited my first post to exclude all DLC content except Frostcrag Spire. I'm really attatched to that place, please can I keep it? :3

Also, got a Pm saying Arnandre is a feminine name! His name is Arnand instead now.


and about the spire, im not bothered by it personally, and will only ask you to remove it if others complain but for now u can keep it, its not like we're gonna get alot of chance to go there tbh, unless we have some reason to haul a large group of people up there


other than that i'd like to say to everone thats submitted sheets, good job, and whether or not you want to be a founder eventually, i will be keeping tabs on how well u roleplay and use your skills without going overboard, to determine who will be best candidates for being a founder, and just to let you know i plan to have 4-5 founders including one i will control depending on how many people we have, and i will allow multiple characters as the rp proceeds.
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Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Fri May 27, 2011 6:24 pm

if you need that many founders sign me up! He'll be specialized in dealing with undead and clearing burialcaves or other cursed places. And he can teach others in the use of combat oriented magic such as destruction magic, illusions and enchantments, he also knows a good thing about weapons and their enchantments.

I also gave a few additions to his Bio to give more reason for him joining the main character.
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Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Sat May 28, 2011 8:54 am

I feel Larth will probably be good as far as "Soldering" is concerned. He seems to be the only person with experience in a combat environment/gorilla combat. I guess you don't need to be a Founder to do that, though. At any rate, let's just have fun :foodndrink:
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Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Sat May 28, 2011 10:05 am

Being a spellsword, tucharon id probably quite knowledgeable on warfare - at least the theory of it (spellsword being a lighter, general purpose cousin of the battemage, some military formation seems likely).

but I grand you that Thal would probably be more suited to gorilla warfare - as a nord he comes closer to the required bulk and reach. Some might say in intelligence too. (joke aside, you're probably thinking guerilla warfare. Or you spellchecker played a joke on you)
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sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Sat May 28, 2011 9:56 am

I'll join Korroded, if and only if you don't mind. This is an interesting concept that I've been looking for on the forums. I'll send you my character sheet shortly.
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Yvonne
 
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Joined: Sat Sep 23, 2006 3:05 am

Post » Fri May 27, 2011 7:26 pm

I believe I'll join. This sounds interesting; I only need to make an appropriate character.
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rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Fri May 27, 2011 7:13 pm

awesome, i think we have more than enough characters to start here, and that doesnt mean im cutting off more people joining yet as i imagine this will at least end with a fair amount of characters. (side note: due to the nature of this RP it will be easy to snuff out a character if u find it hard to RP them and just as easy to bring a replacement in, any secondary characters should be run by me first as i will be moderating amounts of characters being played.)

all that said, i may still need a day or so to clean up stuff like my char sheet and the opening, also my first post and where to start. most of that i can do today and tomorrow (tho am a bit hungover and about to drink again, and also being at my girlfriends till tomorrow night) i think its very possible that i will be making the official RP thread on monday when im back home. and as i currently have no week-life or job i will be on the forum all week maintaining it and keeping up with everyones posts. of course when it comes to friday eve ill be with my girlfriend again so will be less active on forum during weekends.


just to let you all know the situation and when to expect the RP thread, sorry for the wait but hopefully patience will pay off and we can get down to it :P


a couple questions i would like to ask you all first though are:

1:where would you like to start? keeping in mind it makes more sense to be in cyrodiil or close.

2:would you prefer us to just be in the same place at the same time and meet up, or be gathering for something like a sign up expedition or a town meeting etc... or maybe we were summoned (all of which have been done many times before)

3:how complex do you want the first "mission" to be, that being to find out about the khajiit and what he is doing etc... because that will affect how rapidly the story will unfold and is something i will need to know so i can keep on top of things (note: the guild will not form as soon as we find him, its not that simple)

and also any questions any of you have are welcome as i have a bad habit of not explaining things right first time and may have left gaps
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StunnaLiike FiiFii
 
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Post » Fri May 27, 2011 8:16 pm

Name: Acerbus Occisor
Race: Imperial/Vampire
Age: 382, but looks like he is in his early sixties
Gender: Male
Birthsign: The Thief

Focus: Stealth
Main skills: Hand-to-hand, Short Blades, Light Armor, Speechcraft
Class: Martial Artist
Class Description: Calm well-spoken people and masters of martial arts. Flexibility is key to success in martial arts, being able to contort your body to dodge an incoming attack.

General appearance: He is of medium build, muscular arms and legs. His flesh is pale and his face is gaunt due to his 'condition'.
Hair: Natural. Shoulder length, jet black
Eye Colour: Bright Red
Height: 6'0"
Tattoos/Scars: A long scar that runs diagonally down his back

Primary weapon: Hands and feet
Secondary weapon: Silver shortsword
Clothing/Armor: A sapphire blue cape and hood which is constantly covering his face (because of his eyes, mind you) and a full suit of tight black leather armor; no helmet.

Inventory: Map, Compass, Small pouch full of gold, Quill and Ink, and a Lute

Misc:
-- Acerbus began practicing with a lute several years ago and has become quite good at it.

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Felix Walde
 
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Post » Sat May 28, 2011 10:35 am

awesome, i think we have more than enough characters to start here, and that doesnt mean im cutting off more people joining yet as i imagine this will at least end with a fair amount of characters. (side note: due to the nature of this RP it will be easy to snuff out a character if u find it hard to RP them and just as easy to bring a replacement in, any secondary characters should be run by me first as i will be moderating amounts of characters being played.)

all that said, i may still need a day or so to clean up stuff like my char sheet and the opening, also my first post and where to start. most of that i can do today and tomorrow (tho am a bit hungover and about to drink again, and also being at my girlfriends till tomorrow night) i think its very possible that i will be making the official RP thread on monday when im back home. and as i currently have no week-life or job i will be on the forum all week maintaining it and keeping up with everyones posts. of course when it comes to friday eve ill be with my girlfriend again so will be less active on forum during weekends.


just to let you all know the situation and when to expect the RP thread, sorry for the wait but hopefully patience will pay off and we can get down to it :P


a couple questions i would like to ask you all first though are:

1:where would you like to start? keeping in mind it makes more sense to be in cyrodiil or close.

2:would you prefer us to just be in the same place at the same time and meet up, or be gathering for something like a sign up expedition or a town meeting etc... or maybe we were summoned (all of which have been done many times before)

3:how complex do you want the first "mission" to be, that being to find out about the khajiit and what he is doing etc... because that will affect how rapidly the story will unfold and is something i will need to know so i can keep on top of things (note: the guild will not form as soon as we find him, its not that simple)

and also any questions any of you have are welcome as i have a bad habit of not explaining things right first time and may have left gaps


1: Definately in Cyrodiil. Seeing as this is a guild going against the current Empire, I would suggest somewhere quite secluded and quiet. Definately not a major town or even a settlement - I think a camp should be the maximum local area it could start in.

2: Summoned. Again, if this is against the Empire, something in a large town would be too noticable. Seeing as your Khajiit is fairly magical, I'd say he could use psychic ability to lure in whoever he wants. I don't mean like 'hands of fate' style, and absolutely not mind control, just small messages saying life could be better and stuff, like the letter you get about joining the Thieves Guild. That could be a possiblity, too - Use the Thieves Guild style of recruiting, but seeking out people who can see how corrupt the Empire has become.

3: Well, these people, or founders, evidentally want something done about the Empire even before the Guild is formed, since there would be no other incentive to form it, and knowing the Empire they'd have a problem with that. That means that it should be 'fairly' difficult to find the Khajiit. We want allies, but not the Imperial Watch along with them.
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katsomaya Sanchez
 
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Joined: Tue Jun 13, 2006 5:03 am

Post » Sat May 28, 2011 8:26 am

1) either in teh back of beyond or in a large town : in the first case there's nobody around to see you, in the second in you have a somewhat decent excuse, a few more faces in the crowd won't draw attention (in villages and small towns, new faces tends to get noticed)

2) I'd rather go with the gathering options, it leaves a bit more room for everyone to get the feel of his character. Having everyone invited in one form or another would be the simplest way to do it.

3) In my opinion it shouldn't be too long - something like gathering a few clues, shaking a few pursuers off and maybe a nice ending fight with bounty hunters or the like to end up the first chapter should work right.
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Carlos Vazquez
 
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Joined: Sat Aug 25, 2007 10:19 am

Post » Sat May 28, 2011 1:51 am

1: Definately in Cyrodiil. Seeing as this is a guild going against the current Empire, I would suggest somewhere quite secluded and quiet. Definately not a major town or even a settlement - I think a camp should be the maximum local area it could start in.

2: Summoned. Again, if this is against the Empire, something in a large town would be too noticable. Seeing as your Khajiit is fairly magical, I'd say he could use psychic ability to lure in whoever he wants. I don't mean like 'hands of fate' style, and absolutely not mind control, just small messages saying life could be better and stuff, like the letter you get about joining the Thieves Guild. That could be a possiblity, too - Use the Thieves Guild style of recruiting, but seeking out people who can see how corrupt the Empire has become.

3: Well, these people, or founders, evidentally want something done about the Empire even before the Guild is formed, since there would be no other incentive to form it, and knowing the Empire they'd have a problem with that. That means that it should be 'fairly' difficult to find the Khajiit. We want allies, but not the Imperial Watch along with them.


1: i personally agree cyrodiil myself, and i like your idea on possibly a secluded camp much like the littered bandit camps u find.

2: the secluded camp may only work under this circumstance because the likely hood of a load of like minded people meeting at a secluded camp without being told to go there is pretty slim. but also just to make a note, my first character isnt a leader, he's just a curious fellow in the same boat as everyone else, and the magical khajiit you suggested using mind control/influence, is the person we have to track down, so if he could do that then he would be t the camp and then we wouldnt have to find him, entirely skipping the first mission. but i see your point and it has been noted as a suggestion though i would likely tweak it to fit

3: and very true, i personally think it should be quite difficult to find him but again i wouldnt want the rp to have 10 threads of trying to find him as that would likely get boring, hopefully once we get started it will become clear how and when we shall find him.



also i realise i just answered my own questions but as this will be as much your guys RP as it is mine, i value everyones input and if possible cater to everyones wishes within reason
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Rachel Cafferty
 
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Joined: Thu Jun 22, 2006 1:48 am

Post » Fri May 27, 2011 6:26 pm

1) either in teh back of beyond or in a large town : in the first case there's nobody around to see you, in the second in you havea soemchat decent excuse, a few more faces in the crowd won't draw attention (in villages and small towns, new faces tends to get noticed)

2) I'd rather go with the gathering options, it leaves a bit more room for everyone to get the feel of his character. Having everyone invited in one form or another would be the simplest way to do it.

3) In my opinion it shiuldn't be too long - something like gathering a few clues, shaking a few pursuers off and maybe a nice ending fight with bounty hunters or the like to end up the first chapter should work right.



1: another good point with the only downside being towns have guards, but easily avoided if we use like a large house/basemant, warehouse as our meeting place

2: a 2nd vote for the being summoned/ gathered and yes as long as everyone arrives there with speed it does make for a good opening for an RP, only danger being if we end up having to wait for people to progress, but i guess we start it when we start it and if someone doesnt arrive by the end then they missed out and wil have to join up after the meeting

3: agreed and the stuff i had planned does have a similar order of events along with my already hinted twists
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Lady Shocka
 
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Joined: Mon Aug 21, 2006 10:59 pm

Post » Fri May 27, 2011 10:12 pm

Name: Heinrich Plauen
Gender: Male
Race: Breton (Wayrestian)
Age: 30
Birthsign: The Ritual

Height: 5'5
Build: Rather stocky; a good amount of muscle on his hands due to the amount of work he has to do.
Eye Colour: Dark green
Hair: Dark brown, tied into a ponytail that reaches slightly past his shoulders.
Skin Colour: Rather pale, due to his race more than anything as he spends a good amount of his time under the sun.

Class: Yeoman
Focus: Archery
Skills: In the way of combat, Heinrich is very skilled with a longbow or a staff, also being quite a wrestler, although he lacks technique. He also knows how to work in and manage a farm, having been a quite wealthy yeoman back in High Rock and thus having the luxury of hiring helping hands.

General appearance: Heinrich's looks correspond to his personality and place in society ? he looks like the kind of 'jolly farmer' you would expect to find somewhere in the farms of Cyrodiil, although being a Breton, he's paler than one would expect from a man who spends nearly the whole day outdoors. Rather short and stocky, he has a good deal of physical strength, particularly in his arms. He's not much of a runner, though.

Heinrich's face is nothing special. His eyebrows are lush, rather protracted; there's not much of a gap between them and his dark green, medium sized eyes. His nose is big and slightly snub, lips are quite fat and wide, usually smiling. A short but lush beard is his only facial hair, as the yeoman chose not to grow a moustache.

Tattoos/Scars: Some bruises and several small scars, mostly on his left hand.

Clothing: http://www.dkimages.com/discover/previews/932/55080545.JPG

Weapon: Heinrich's primary weapon is a yew longbow slung over his back, where can also be found a simple leather quiver with 30 iron-tipped arrows. In his hand he usually carries a long staff, usually acting as a walking cane (even though he doesn't have much need for it), which can quickly double as a weapon for close combat.

Pack/Pockets: In his pack Heinrich carries a couple of apples, two loaves of bread and a flask of water.

History: Born not too far away from the city of Wayrest in High Rock, Heinrich inherited his father's farm, where he had worked for the majority of his childhood, and along with it the rank of a yeoman, a free farmer. He lived and worked in the farm for most of his life, until being forced to sell it to a noble by a corrupt Imperial officer, who was bribed to force him out of there. Why exactly was he forced out Heinrich didn't know, nor care; he suspected the noble wanted to build himself another manor or something of the sort. What the yeoman knew, however, was that he hated Empire the way it was right now, and that there would be no life for him in High Rock. So, for the money he got from the farm's 'selling' he bought passage to Cyrodiil via a ship, where he was forced to turn to banditry after failing to find a place for himself.

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Marta Wolko
 
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Joined: Mon Aug 28, 2006 6:51 am

Post » Sat May 28, 2011 12:06 am

1. Cyrodiil sounds the best bet.

2 I like the idea where either they're summoned or are somehow given hints on where to go.

3. I was thinking of a situation where the candidates are somehow sent messages with limited information on the meeting place, and if they can find it in time, they've passed the first test.
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Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Fri May 27, 2011 7:28 pm

1, a small Cyrodillic camps sounds idyllic, RPing with lots of NPCs can bog you down.

2, summoned, but not us in particular. A vague clue which somehow is spread around, ensuring those looking to undermine the Cat Man don't find him, and that those who find him are "worthy". This is because although "summoning" is the most practical it seems almost all adventure RPs just gather people in one location, even if they are of next to no repute.

3, we should have to "prove our worth" to the Cat. Anything from getting him Skooma and dropping it at a location or giving it to a courier, too way-laying Imperial patrols and town guards/guild workers whom are working to undermine him. (i.e. slow an advancing patrol down via some distraction so his agents have time to clear up business in town and escape).

The final one could be retrieving a valuable item his right-hand man has. The catch? He's in jail (not the Imperial City jail, though, that shouldn't be anywhere near the beginning), if you don't like the idea of an NPC 2nd then, well, have him killed in the chase that ensues (thus why rather than freeing him the objective is to get the McGuffin).

And you can NEVER have too many McGuffin's :talk:
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Nina Mccormick
 
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