A revision of my old RP

Post » Sat May 28, 2011 4:35 am

Hold onto your britches, Moroni is back! I'm not sure if constant internet access will be possible for me for a while, but if it is, you can definitely count me in!

And as for your questions...

1. Honestly, I think there shouldn't be a single starting point. A lot can be said about a character by him starting wherever, and what his reply to the call is. Maybe a character can decide to work against the guild instead of joining.

2. I am also a follower of the "summoned" idea. Olny's suggestion sounds great to me.

3. I think the first mission/missions should be helping the guild get started. Stuff like finding a location, gaining funds/equipment, recruiting members, etc. In fact, a whole "recruitment" arc would be a great way to cultivate character relationships, loyalties, etc.
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Chris Duncan
 
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Joined: Sun Jun 24, 2007 2:31 am

Post » Sat May 28, 2011 6:08 am

Name: John
Nickname: John
Gender: Male
Race: Imperial
Age: 24
Birthsign: The Warrior
Height: 6' 6''
Weight: 210 lbs
Build: Averagely muscular for his race.
Eye Colour: Green
Hair Style: Long messy hair going past his shoulders
Skin color: Pale white skin


Class: Barbarian
Focus: Stealth with aspects of combat.
Skills: Dual Blade fighting, Sneak, Security, Acrobatics, Athletics, Mercantile.

General Appearance: A tall scruffy looking imperil with messy long blond hair and a thin beard. He's dirty and smells of alcohol and sweat.

Height: 6' 6''
Tattoos/Scars: N/A

Clothing: Black plants with a black shirt.

Armor: None
Weapon: A long silver long sword.

Pack/Pockets: Just pockets on his pants.
Magic: N/A

Mentality: Is calm but can be easily angered.



History: Was borne in the imperil city his parents were rich and his father was a shop owner who sold jewelry He had one older brother who his father favored. John was always told to be more like him: a gentlemen who followed the laws and the nine. John eventually grew tired of being reminded of how much better a person his brother was John left his family for a life of crime as a skooma dealer and bandit. He lives in the roxy iin in cydrodil.
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Latino HeaT
 
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Post » Sat May 28, 2011 3:44 am

Name: Alkhillion (pronounced All-kill-yun)
Nickname: Alkhil (pronounced all-kill)
Gender: Male
Race: Imperial
Age: 25
Birthsign: The Thief

Height: 5'6
Build: Lean, not very muscular, but the muscles he does have are very defined and are quite powerful for their size.
Eye Colour: Grey-ish blue
Hair Style: Rogue knot
Skin Colour: Darker than most of his race, but no where near as dark as a Redguard.

Image: (N/A)

Class: Assassin
Focus: Close-up assassination missions and Infiltration
Skills: Short Blade, Marksman, Light Armor, Security, Sneak, Illusion, Alteration, Hand-to-Hand

General Appearance: Alkhil stands about five feet and six inches, which is more on the shorter side of average for the height of the Imperial Race. However, his body isn't stocky, like many of the shorter Imperials, for he has kept his musculature lean, yet strong. Atop this body sits a head that is always calculating, yet rarely seen, as it's usually covered by a cowl, but on the rare occasion that it's not, the light brown hair is pulled back and tied in a knot, which is known as a Rogue Knot. Below the hair sits a pair of eyes that have enraptured many people before they were killed. They have a peculiar, grey-ish blue color, but when they are looked directly into, the irises seem to be swirling, as if a massive hurricane raged within each. However, when Alkhil walks among the public, he slips on a small ring which is enchanted with a small, illusion enchantment, which hides these unique eyes and show's the general public just a regular set of blue eyes.
Tattoos/Scars: A long tattoo, which resembles a thorny vine, twists around his left arm and disapates at the wrist, so not many see it. It is one of the only reminders he has of where he came from and the family which thrust him onto a path he had no intention or want of following.

Clothing: Under a dark red robe and cowl, Alkhil hides a cuirass of Mithril and a matched pair of greaves to go along with it. On his feet, he usually wears a pair of black moccasins.

Armor: Mithril Cuirass, Mithril Greaves
Weapon: An Elven dagger, which he uses for every assassination mission, other various fine steel daggers, a Black Bow(if allowed), and twenty(20) Silver arrows in a quiver on his hip.

Pack/Pockets: Multiple potions of healing, several poisons of varying strengths, a flask of water, and approximately twenty feet of rope.

Magic: Particularly skilled in the schools of Illusion and Alteration, but knows a few particular Destruction spells and can use them very effectively.

Mentality: Is disgusted by what the Empire has become, and see's it as his duty as an Imperial to do whatever is possible within his power to restore an Emperor, chosen by the Nine, to the throne and have a peaceful Tamriel once again.

History: Alkhillion was born as Varrus Mercurius and to a family that was well-known for producing legendary Knights of the Imperial Legion. As soon as he was born, the duty was placed upon him to follow in his family's footsteps and take up the mantle of the Imperial Legion. He never liked it, but he was forced to train to be the best soldier to ever walk the face of Nirn, just as his father, his father's brothers, and every male-child of the Mercurius family before him had. Alkhil hated this with a passion, but did it anyway, to please his mother, who was one of the only people to ever understand why he disliked what he did. He even joined the Legion itself, and served in three outposts, the final one near the Valenwood. It was there that he learned of his mother's death. She had been the one thing keeping him in the Legion, so when she was gone, he shocked his whole family and every person living he had ever known, and he deserted into the Valenwood, where he was captured by a roving patrol of Bosmer. At this time, he had only seen about nineteen(19) years pass, so he was fairly young by human standards, and almost a baby by Mer standards. Having shed himself of the trappings of the Imperial Legion upon desertion, he was clad only in a few simple garments when he was picked up by the patrol, which was probably a good thing, considering the dislike of the Legion by the local Bosmer, who were subject to much verbal abuse by the soldiers. After two(2) full years in captivation, he was released by the Bosmer who held him, and upon his release, he was taken in by a Bosmer who was almost old enough to be considered an elder and had been a well-known thief and assassin during his days. The Bosmer gave him the name Alkhillion, and taught Alkhil almost every thing he knows pertaining to stealth and the skills that fall into that category. Less than half a year ago, the old Bosmer was assassinated while he slept. Alkhil and most of the Bosmer's associates have placed blame upon the Dark Brotherhood, but the actual assassin has never been found, due to the total chaos in Tamriel, and it sticks like a thorn in the back of Alkhil's mind, as he wanders the country-side, attempting to find a way to save Cyrodiil from itself and to find the killer of his master and true friend, who had bequeathed to him not only most of his material possessions, such as the Mithril cuirass and greaves, and the Elven dagger, but many immaterial things, such as memories, skills, and even principles, which he follows to the utmost, even now.


Well, I agree that we should start in an encampment near Cyrodiil, but not within sight of the city. Maybe near the Ayleid ruins nearby? Or the abandoned Fort Urasek? I also agree that the ones who form the guild should be summoned in some form or another by this mysterious Khajit. And as for the first quest, it definitely should NOT take long, because that would decimate the ranks of roleplayers, as some roleplayers these days just want the face-paced, everything-happens-right-now roleplays. But not too short, as that would limit in-game character development. In the end, it's really up to you, but those are my suggestions/answers to the questions.

EDIT: Sorry for how long everything is, at the moment. XD
I get random spurts of muse and this happened to be one of them.
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stevie critchley
 
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Post » Sat May 28, 2011 9:23 am

Name: Gurn gro Bok
Gender: Male
Race: Orc
Age: 19
Birthsign: The Lady

Height: 6 ft 3
Build: Muscular but not overly so.
Eye Colour: Blue
Hair Style: Bald
Skin color: Dark green, almost grey

Image: Don't have one

Class: Adventurer
Focus: Combat with a pinch of stealth/bush survival
Skills: Battle axes, medium armor, cooking, marksman, armorer, speechcraft.

General Appearance: Being an orc, Gra-Bok has harsh features and a big build
Tattoos/Scars: Has scars placed here and there all over his body.

Clothing: Wears old pants and a sleeveless shirt that have been turned very soft by wear under his armor, with the dual purpose of having a layer between his armor and his skin as well as having something underneath when he wants to take off his armor, either for repairs or because he is in town.

Armor: Orcish boots, greaves and cuirass. Keeps his head and arms uncovered, for both fighting and light travel purposes.
Weapon: A short bow, silver arrows and a steel battle axe.

Pack/Pockets: Carries a small pouch with the little gold he owns on his belt, keeps his weapons on his back and has a small pack hanging from his shoulders in which he keeps food and a hammer for minor repairs to his armor.

Magic: N/A

Mentality: Slightly misanthropist, Gra-Bok is not fond of other people and would rather keep to himself than live in a city. However, he has crossed other travelers with whom he got along and was saddened at having to part ways.Due to his birthsign, Gurn is very good around people, hence his fast bonding with the travelers he has given time to. To someone meeting him for the first time this would be seen as a "je-ne-sais-quoi" that makes people want to be around him.

History: Gra-Bok was the child of two traveling traders who made their living through operating a caravan. It was by moving from place to place that he got used to not getting attached to other people. His father was a blacksmith and his mother was an alchemist. His uncle, his father’s younger brother, also travelled with them, he was a hunter and caught most of the food they ate, leaving only seasoning and vegetables to be bought. Taking into consideration their nomadic lifestyle, they had access to quite a bit of luxury, even buying a skin of fine wine once a month. It was from his father and uncle that Gra-Bok learned his skills. It was on a rainy night as a young Gra-Bok was relieving himself in the woods that it happened. Brigands attacked the caravan and took as much as they could carry off with them. His father and uncle were slaughtered, his mother was left barely alive, the sixist men did not see the potential of women as orcs did. Gra-Bok tried to help her but she died before sunrise. Since then he has been wandering the wilderness, looking for a reason to carry on.

(I put edits in bold)
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Jerry Jr. Ortiz
 
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Post » Sat May 28, 2011 10:03 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. The best place I can think of would be somewhere empty and vacant without any Imperial presence nearby so that no spys etc would be able to find out what is happening. The best place for such a large group could be in an olod abandoned fort in the Cyrodill wild such as the Imperial Reserve in the west. The place could be well defended and large enough to hold such a large group and due to most forts positions you would be able to see far and wide to see if anyone is coming.

2. This depends on how you would want the story to go and how long it would take to really get started. The most easiest would be to have been summoned somehow by this Khajiit and if he is magical then it wouldn't be too hard for him to do such a thing if he is powerful and mystical and somehow got a message to everyone.

3. Well this again depends on how long you would want this 'prologue' of sorts to take before meeting the Khajiit. Perhaps not too complex so it would take weeks to do. Something such as travelling to a location to meet him and maybe having to do some sort of puzzle to prove your worth but nothing too complex.

Founder: Also if you are looking for founder characters then mine could do as a magic based one. My character is most powerful in destruction and conjuration so as being a founder of those two magic schools or just one would be most appropriate.
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Crystal Clear
 
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Post » Sat May 28, 2011 1:03 am

I'd like to change my number 1 option,

A fort is just plain cooler to RP in, and we could work on fixing it up etc. etc., so it becomes an entity and a real part of the RP.

Also, laying siege to a camp is far easier than doing that to a fort, and we're looking to make some enemies.
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Neko Jenny
 
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Joined: Thu Jun 22, 2006 4:29 am

Post » Sat May 28, 2011 2:41 am

I'd like to change my number 1 option,

A fort is just plain cooler to RP in, and we could work on fixing it up etc. etc., so it becomes an entity and a real part of the RP.

Also, laying siege to a camp is far easier than doing that to a fort, and we're looking to make some enemies.


Yes, I second a Fort base.
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Sammygirl
 
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Joined: Fri Jun 16, 2006 6:15 pm

Post » Sat May 28, 2011 10:17 am

Well here's my thoughts on everyones decisions so far...

1: i for some reason imagined it would be in a town but from whats been said it appears out in the wilderness away from towns is quickly becoming a popular choice. A fort would be a good idea especially for a base of operations altho holding a meeting there may be a bit strange as initially no-one is meant to know that he is creating or thinking of creating a guild,

2: when i originally suggested being summoned/called as an option, i actually meant that someone that wants help finding the khajiit would be the one summoning us, not the khajiit himself but i guess that is flexible.. the point of having a short searching mission before having to setup the guild was to differ from my first attempt at this RP and to allow time to get into our characters before we have to start organising, as doing both at once is a large pain.

so in my mind we should have someone that has called us/directed us to this camp/fort, because they need help to find him, which had only a slight difference to what everyones been saying imo

3: In my opinion from whats been said there will be a small series of tests/challenges/short missions in which we find and help the khajiit and prove we have the drive to help him accomplish what he has set out to do.


i'm trying to stay vague as alot depends on how things play out and what each persons personal reason for finding him is, so ill be thinking on it today/tonight and tomorrow morning i will write up the RP and get it ready for posting, also when i post it up ill make the second post and put every character sheet ive been given or that has been posted in this thread and put it in there, so dont bother posting your sheets into the thread along with your first post, just go ahead and start posting once ive given the go ahead. and anyone who wishes to join once its started that hasnt given me their sheet should PM it to me and wait for it to be posted into the second post to start RPing

but yes... it shall all fall into place very soon, and any addition ideas are still welcome as nothing is set in stone until i post the RP up
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Amy Masters
 
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Post » Fri May 27, 2011 6:09 pm

This is looking to be great! I can't wait for it to start.
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Alan Whiston
 
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Post » Fri May 27, 2011 11:36 pm

I can't wait for it, either! And also, as far as Founders go, I offer up Alkhil to instruct in the ways of the Assassin, since they'll be needed should we end up attempting to overthrow the current, chaotic form of government or having to take out certain figures who would stand in the way of reforming the Empire.
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kevin ball
 
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Post » Fri May 27, 2011 8:57 pm

Well, I guess if you think about it being a "founder" doesn't mean you're an instructor, nor vice versa.
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Jonathan Egan
 
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Post » Fri May 27, 2011 10:10 pm

True, but I was going on precedence.
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john page
 
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Post » Sat May 28, 2011 6:54 am

True, but I was going on precedence.


Korroded Korpse is deciding the founders based on roleplaying ability. I hope to be one myself.
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Melis Hristina
 
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Post » Sat May 28, 2011 1:49 am

ok people, am working on the opening post and character sheets ive received along with my first post so expect it up very soon (couple hours tops)
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Gavin boyce
 
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Post » Sat May 28, 2011 3:12 am

Okay, due to that fact, I have elected to take my laptop with me on a very short(duration) trip that takes place today and tomorrow. So I'll start posting today, rather than tomorrow! Sweet!
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Shannon Marie Jones
 
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Post » Sat May 28, 2011 6:22 am

ive been held up a little bit by trying to choose a fort/ruin by running round in game looking at them, ive narrowed it down to a few which ill list and link to UESP in a bit, see what others think
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Ross Zombie
 
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Post » Fri May 27, 2011 10:18 pm

SO...

i've chosen a couple of places, all for different reasons, and if i dont get a unanomous decision i'll just choose

my possible favourite is [http://www.uesp.net/wiki/Oblivion:Rockmilk_Cave] mainly because its first area has lots of large open rooms that could be put to different uses, and the inner area "rockmilk haven" has a huge open flat plane with plenty of room for a full sized encampment of either tents or shacks. another good feature of this is that most people i know who plays oblivion knows this cave well and so it will be a familiar place to work in. I realise this is a cave and not a fort but it is still up in my top 5 choices.

My second choice is another well known dungeon, [http://www.uesp.net/wiki/Oblivion:Fort_Blueblood], i've always liked this fort because its in-game use shows that it is fully suited to being base of operations of a small gang/guild, and the vault room at the back will serve its purpose well with what i have planned. :P

yet another well known dungeon and yet another cave, [http://www.uesp.net/wiki/Oblivion:Barren_Cave], yes the one most of us found our first lot of vampires. altho another cave it may serve well as at least a starting base even if we move onto a bigger one at a later date.

The only Ayleid ruin i explored in my search along the west. [http://www.uesp.net/wiki/Oblivion:Ondo], is possibly a bit small if you look at the livable level, the first level is mainly full of traps such as a entrapment square wall, and poison gas, with a secret hidden tunnel to the back that bypasses the traps. a very defensive structure so a good place to hide within.

Lastly a rather large fort. [http://www.uesp.net/wiki/Oblivion:Fort_Doublecross] has 2 large levels within the fort and a 3rd that runs through caverns below the fort. a varied base with alot of room to live in.

cast your vote
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Allison C
 
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Post » Sat May 28, 2011 7:40 am

My second choice is another well known dungeon, [http://www.uesp.net/wiki/Oblivion:Fort_Blueblood], i've always liked this fort because its in-game use shows that it is fully suited to being base of operations of a small gang/guild, and the vault room at the back will serve its purpose well with what i have planned. :P

This, IMO.
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Hayley Bristow
 
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Post » Sat May 28, 2011 4:45 am

WaaaGH! Fort Blueblood? Unless I'm mistaken that was the dungeon that RUINED Oblivion for me.

So I smashed through the main quest as a Nord Barbarian and saved the world, and then thought I'd give it another try.

My level 11 Redguard knight was running through the wilderness, boning people in his usual fashion. I found a fort, and decided to investigate. Once I got inside, I encountered a troop of vampires. After slaying them, I noticed I had some weird disease. Maybe if it was called vampirism I would have bought the hint, but I didn't. Three days later I'm a vampire, and I was to level to have the bigger soul-gems spawn.

After a bit of wandering, I just stopped playing.

Blueblood is cool, but I hold bad memories of the place.
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Elizabeth Falvey
 
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Post » Sat May 28, 2011 1:32 am

I vote Rockmilk caverns, located conveniently close to the road and the small docks of the village Water's Edge (can be improved IC due to change of scale between ingame world and lore)
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danni Marchant
 
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Post » Sat May 28, 2011 1:41 am

Fort Doublecross for me. That's the best one I would think.

But I was thinking of another fort. Fort Pale Pass. Yes I know it is way off to the north but it looks as though it could support a large number of people and it could be easily defended. I believe it could work.
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Tom Flanagan
 
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Post » Sat May 28, 2011 12:30 am

WaaaGH! Fort Blueblood? Unless I'm mistaken that was the dungeon that RUINED Oblivion for me.

So I smashed through the main quest as a Nord Barbarian and saved the world, and then thought I'd give it another try.

My level 11 Redguard knight was running through the wilderness, boning people in his usual fashion. I found a fort, and decided to investigate. Once I got inside, I encountered a troop of vampires. After slaying them, I noticed I had some weird disease. Maybe if it was called vampirism I would have bought the hint, but I didn't. Three days later I'm a vampire, and I was to level to have the bigger soul-gems spawn.

After a bit of wandering, I just stopped playing.

Blueblood is cool, but I hold bad memories of the place.

I don't know, I think you might be mistaken; last time I ran through it with my spellsword on the Leyawiin recommendation quest, there were no vampires there. Only marauders and some monsters at the end.
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Setal Vara
 
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Post » Sat May 28, 2011 1:37 am

You could always make a Fort up, I can't see why you have to base it upon whats in game. Anyways out of them all I would pick Fort Blueblood or Rockmilk cave as the base of operations.
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Prisca Lacour
 
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Post » Sat May 28, 2011 12:21 am

hmm... as my top two were blue blood and rock milk, and both of them are winning with 2 votes each, so... arghles.... i need a decider vote from someone so i can finally finishe the first post and get it up there

argh make that 2.5 votes each not including my own


and i'd rather use an existing base at least to begin with to save the hassle of designing a map, which I WILL HAVE TO... because of the person i am
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Rachell Katherine
 
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Post » Sat May 28, 2011 12:22 am

I shall vote Rockmilk Cave. Plain and simple, we will need a couple things that Rockmilk Cave does better.

For one, it is not out in the open, but it is still near a road. This would make it much easier to travel to and from destinations, as well as move large amounts of supplies. However, it is in an isolated-enough area that, were we to need a quick escape, we could scatter into the forest and choose a new base of operations.

Admittedly, I would find it a little easier to defend a cave than a ruined fort because the close quarters and lack of alternate entry are preserved. With a ruined fort, you have all kinds of places where the enemies can seep in, but in a cave, you only have the one entrance (unless we make another one, I guess). Though that makes it easy to block, it also makes it easy to defend.

I also am personally much more familiar with the cave, as I raided it all the time. XP
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Sebrina Johnstone
 
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