Season's End, Sign-UPOOC Thread

Post » Sun Jan 27, 2013 10:18 pm

SEASON'S END
An Elder Scrolls Roleplay

GM's:
August Kohr1993
The Pompous Altmer
Ra'Bassa

It has been three long years since the Helgen Incident. Three long, bloody years for Skyrim. The country has been wracked with war, destroying more homes and families every day. But all that was coming to an end, at last. With a fresh legion from High Rock, and more and more conscripts in the Western Holds, The Empire began winning battles. After the battle of Whiterun, Imperial troops began pushing farther and farther into Ulfric's holds. A year after Whiterun, Dawnstar also fell, and it's port once again became a safe haven for the Imperial Navy. With the year after that, General Alain Weyler, a skilled tactician from High Rock, led his legions through the ruins of Helgen and directly into the Rift, taking Ivarstead and soon Riften as well.

The Stormcloaks were on the brink of collapse. The taigas north of the Rift were constantly falling between Imperial and Stormcloak power, while Winterhold was cut off from most of the supplies it had once received from friendly Holds. Either through attrition, or conquest, Skyrim would soon be a stable, if damaged, Imperial Province once again.

However, such success was not present in other parts of the Empire. Cyrodiil's border with Valenwood and Elsweyr's kingdoms had become quite unsafe, with constant border disagreements and skirmishes resulting. Thalmor diplomatic relations were quickly failing as well, as many Thalmor believed that Talos worship was still going strong throughout the Empire. A petty claim for war, some would say. But the Thalmor were nontheless insistent that the White-Gold Concordant was being breached.

In the waning months of 4E 203, the Aldmeri Dominion demanded that Cyrodiil cede the city of Anvil and the majority of the Gold Coast to them, as reparations for alleged damages to border settlements in Valenwood. The Empire adamantly refused, hoping that a show of backbone would dissuade the Dominion from any rash moves. Unfortunantly, the Aldmeri Dominion invaded Cyrodiil for the second time, and took Anvil once again. Fighting erupted throughout southern Cyrodiil, and war was declared soon after. While the Empire was not as ill-prepared for this second war, it still proved terrible. The entire border of the Imperial Province became host to battles between Legions and Thalmor armies, each trying to take a foothold in the other's lands, while hold onto their own.

It was only two months after the war broke out that the unthinkable happened. A Dominion Fleet, larger than any ever seen in past battles with the Thalmor, attacked Skyrim. Some believe that while the Empire's troops and attention was focused on it's southern borders, the Dominion sailed completely around Argonia and Morrowind, a massive undertaking that would have taken months of planning and arranging beforehand. Others are convinced that Aldmeri Wizard-Lords opened portals straight to Alinor's ports in the vast sea north of Skyrim, giving the fleets a fresh supply route after they attacked. Theories mattered little, when compared to the actual invasion.

The Thalmor fleet first attacked Dawnstar, with such ferocity that only a handful of runners could escape the Massacre of Dawnstar. The Imperial Fleet there was completely destroyed, most ships burned down before the deckhands could even wake. A massive Dominion army then moved south to occupy Fort Dunstad, and block off any and all movements into the Pale. The fleet then split off into two more groups, with a strong siege force attacking Solitude, and a second group of smaller, troop-transports filling into the White River to take Eastmarch.

Skyrim, already weak and battered from years of civil war, now faces an even more powerful enemy then itself. Tired, weather-worn Legions face fresh, eager Dominion armies, wielding weapons, magics, and even soldiers that the Empire has hardly faced before. The Stormcloaks are shattered with the Sack of Windhelm, with some fleeing south to join the Empire to fight a common enemy, and others fleeing north, namely Ulfric Stormcloak himself, to find safe haven in Winterhold, whose steep cliffs and harsh climate deterred an immediate Thalmor invasion.

This is where you come in.



The Roleplay Itself:

It has been four days since the Aldmeri Dominion invaded Skyrim. You can start in or near one of two places, where will we focus the story for now;

The Siege of Solitude
Solitude has been placed under a vicious siege by the Thalmor, who seem intent on disrupting Imperial power as early as possible in the invasion. Siege camps dot the swamps to the east, firing artillery at Solitude's Arch. Several heavily-armed camps surround the city, regularly making charges on the gates, and attempting to scale the walls with ladders and ropes. The city proper was attacked before the gates were shut, and many civilians and soldiers alike are dead or wounded. General Tullius himself was lost in that battle, leaving the command of Solitude's defenses to a younger officer. Will you be an archer on the walls, or a healer in the streets? A brave knight looking for a battle, or a blacksmith overwhelmed with repairs and the horrors of actual war?


The Refugees' Path
Windhelm was lost almost immediately. The Dominion surged through the city from the docks, cutting down everyone in their path in what became known as the Sack of Windhelm. The City of Kings now lies in ruin as the Fortress of Elves. During the sacking, many people were able to escape south out of the gates, just before the Dominion troops took the bridge and gatehouses. While Dominion cavalry soon slaughtered most of the survivors on foot, a few groups ran southeast instead of straight south, knowing that cavalry would have trouble chasing them into the foothills of the Velothi Mountains. Most of these survivors have enough ties to the Stormcloaks to avoid moving south to the Rift, for fear of Imperial jails. So the only ways left are north, or east, both being dangerous enough to consider prison a better option. Eventually, the only option is to flee north, across the mouth of the White River, and hope that Winterhold is a safe haven for the Stormcloaks. Will you be a wounded craftsman, or a Stormcloak officer? Will you flee north because of fear of the Empire, or to protect a headstrong loved one?

BASIC RULES:
-Whatever a GM says, goes. Simple as that. We'll try not to be Nazi's though. :tongue:
-This is NOT a war sim. While I can see one or two players commanding some troops, do it as a story, not as statistics and constant combat. This story is about the character, not the armies.
-Start with one of the groups listed above. While I do hope to eventually bring the two groups together towards central Skyrim, that won't be for some time, so avoid making a character in Whiterun or something. I mean, he can be FROM Whiterun, and that'd even make for a good tale. But we won't be going too far out of Solitude or Eastmarch for a little bit.
-Any basic RP rules and manners that I didn't mention in specific.
-Let's not do one or two sentence posts. I can understand a post being short if you're having a conversation with other players, but don't milk it. I prefer quality to quantity.
-Every player can have a few NPC's if they want, just include a very brief detail about them in your character sheet. But let's not have massive groups here gang. :tongue:
-NO. THALMOR. PLAYERS. I have alot of ideas in mind for the Thalmor's intentions, and don't want them to be revealed any time soon. I'm strict about this.
-Have fun, and let's all try to weave one great story here. This is my first roleplay I've ever GM'd, so I'm pretty pumped. :D

Some Helpful Information;

These are the Theatres of War in Skyrim right now. I will try to include most of these places at some point in the story, but this is mostly for you to get an idea of how Skyrim fares in the war so far. Suffice it to say, not very well.


WESTERN THEATRE;
Haafingar: The city of Solitude is under siege by a Dominion Army, and cut off from any outside help. The mountains west of the city are dotted with Thalmor camps as well. The Hold is considered lost for now.

Hjaalmarch: After sacking the village of Morthal, the Dominion mostly ignored this hold. A handful of siege camps are in the parts of swamp nearest Solitude, but the only parts of this Hold considered lost are those nearest the river.

The Reach: The Dominion isn't foolhardy enough to send an army into the Reach, but several smaller raiding parties will occasionally harass the settlements, always giving Markarth a wide berth. With Solitude besieged, Markarth has become the center of Western Imperial power and resistance to the Thalmor.


CENTRAL THEATRE;
The Pale: Communications with Dawnstar have been lost, aside from the initial riders who were able to escape the Dominion's Army. It is believed that the town was massacred, and the port made into the Thalmor's center of military power in Skyrim. No scouts have been able to proceed north of Fort Dunstad, which is now home to a massive Thalmor garrison. It's from Fort Dunstad that the Thalmor constantly launch small-scale attacks on Whiterun Hold. The Pale is considered out of all the Holds right now to be the least likely to be taken back from the Dominion's grasp.

Whiterun Hold: Thanks to reinforcements from Falkreath Hold, Whiterun stands strong against the Thalmor's invasion. War parties are constantly going back and forth between the northern plains and farms of the hold, and cavalry clashes make up the majority of the fighting. Neither side really has enough power at the moment to force any footholds into either one's territory, and fighting between Dominion forces and the Empire is fierce and constant. Whiterun's forces will soon grow tired though, and many fear that if it fell, so too would the rest of Skyrim.

Falkreath Hold: Not threatened directly by the Thalmor at all presently, but now overrun with refugees from neighboring holds. Camps dot the Hold, and the tensions strain between natives of Falkreath and refugees being forced south by warfare.


EASTERN THEATRE;
Winterhold: The Thalmor seemed to have diverted either few or no troops to take this Hold, knowing that it's harsh winter-time climate would prevent an easy victory, and that it's seaside cliffs were too steep to attack. When Windhelm fell, many Stormcloaks fled to Winterhold, including Ulfric himself, and it is now the only place they control to any degree. Communications with Winterhold are almost non-existent, apart from reports that magical barriers now surround the city itself, and many consider the Hold lost simply by proximity to other lost Holds.

Eastmarch: A large Dominion fleet poured into the White River, taking both sides of it quickly. Windhelm fell in a single night, and is now a bastion of Elven power. The taiga south of the city itself is slowly being overrun, but Imperial and Stormcloak forces in the region have united to face a common foe, forcing the elves to fight for every inch of ground they want. Even with the harsh resistance by the Empire and Stormcloaks, the Hold is considered a lost cause by most.

The Rift: Before the Thalmor Invasion, Imperial Legions were gathering in the Rift for an invasion of Windhelm, fortifying it heavily along its northern natural border with Eastmarch. Once the Thalmor invaded, Imperial riders immediately rode north to help evacuate the southern settlements of Eastmarch. Troops from the Rift are now fighting a losing rearguard battle in Eastmarch, but will hold fast at the mountains in the north of the Rift, preventing the Dominion from climbing them anywhere. Riften has become more of an Imperial Fortress than a city now, and this has caused much resent with the city's nobles, who are rumored to be Thalmor supporters. However, the Rift is nontheless the Empire's most powerful hold in Skyrim currently, with it's Legions there being at their largest.

SIGN-UP:
As people post their character sheets, I'll try to keep them organized here. I'll have my own up here soon, once I get this posted and saved. As for the sheet layout, just use the basic one you find in the "So You Think You Can RP" thread. Great stuff in there, btw. :smile:

August Kohr1993:
Uther Elf-Blood, Nordic Warden

Spoiler
Name: Uther Vidarrson, Uther Elf-Blood
Race: Nord
Age: 36
Birthdate: 3rd of Sun's Dusk, 4E 167
Birthsign: The Atronach
Class: Warden

Class Description: A Warden is an older, Nordic take on the Battlemage. When humans first settled Skyrim, they often battled with the native elf races, who were naturally proficient at magic. While some men learned to throw fireballs and summon daedra like their foes, others chose a different path. They learned to shield themselves from spells, and how to use magicka purely to disrupt others' flow of power. These first few Wardens would charge into battle headfirst at wizards, absorbing frostbolts, deflecting bolts of lightning, and walking right through walls of magical flames, swords-swinging at the throats of their foes. These early Wardens were seen as heroes to simpler folk, men who balanced out the magic the elves would bring to battle.A Warden's first advantage comes from his understanding of Restoration magic, specifically in avoiding damage itself. They use powerful shield spells, and sometimes even passive wards, to act as a first line of defense against spellcasters. More experienced Wardens can bring forth barriers just large enough and for a just enough time to deflect a single spell, saving magicka costs greatly.
The Warden's second advantage is in his usage of Alteration magic. A Warden, just like any other magic-user, only has so much magicka to begin with. Using Alteration, the Wardens learn not only to passively resist basic spells, but to absorb the energy in them as well. This enables a Warden to do what he does for a longer time before burning out.The Warden's final advantage is his weapon. After closing between him and his foe, the Warden shows great dexterity with whatever weapon they have chosen, and make short work of mages without actual weapons training.
Some Wardens also make use of basic destruction spells for distance-based battles, and often wear thick heavy armor in battle. Their weakness however, lies in their role in battle. A Warden is deployed in war only for one reason: to slay a powerful spellcaster on the other side. The skillset Wardens use make for a perfect mage-slayer, but against a handful of swordsman, the Warden is as vulnerable as any other similarily-armed man. Wardens have also been known to fall against a barrage of spells, usually when the casters outnumbed the Wardens greatly. All in all, Wardens are great one-on-one fighters, but fail to shine on the field of battle.

Skills: Blade, Restoration, Alteration, Heavy Armor, Block, Destruction
General Appearance: Built like a bear, Uther takes after his father physically. One look at him would suggest a barbarian, dues to his lowbrow, large nose, and warrior's jaw. His eyes have a natural shadow beneath them, from so many nights spent reading tomes in low light. His eyes are a deep green, like his mother's. His hair is sandy blonde, and is more or less straight, reaching down his neck and to his shoulders. He often keeps his hair in a braid behind his neck for battle or formal occasions.

Personality: Uther is loyal to a fault, going so far as to serve a cause that he doesn't fully believe in just for his family's sake. His personality reflects the way he fights, somewhat. He is mostly withdrawn, preferring to protect his feelings and trust at the sake of not making friends as quickly. He can handle large loads of stress without losing his head usually, and tries to take the smartest path out of any bad situation. His sense of humor is a bit uplifted, thanks to his years at the College, and he sometimes has trouble getting along with the simpler minded folk he is often around. That isn't to say that he's hostile to them - he just tries not to get too involved with them. While he doesn't feel like a natural leader, he often tries to take the reins of any situation he's involved in, if only to help the group better get through it. This can be seen as him being controlling at times.

Clothing/Armor: For clothing, Uther wears a thick fur cloak, with a simple tunic and pants dyed in deep, earthen colors. He also wears a pair of thick leather gloves, and similar boots. Uther's armor is the standard steel style worn in Skyrim, with his fur cloak draqed over his pauldrons, and a plain, unadorned steel helmet.

Weapons: A nordic longsword, made of steel and quicksilver. Shaped with a straight back, but a thicker curved tip. The blade was forged a foot longer than most of it's style, and more length was added to the hilt, making it an efficient hand-and-a-half sword.

History: Uther was the third son of Vidarr, a powerful Thane of Eastmarch. While both of his brothers and father went off to be young heroes in the Great War, Uther was too young to leave Skyrim. So, the nine-year-old Nord was sent north, to live with his Aunt in Winterhold, at the College. Uther's aunt had never gotten along with Vidarr, and the siblings' relationship had at times been borderline abusive, but she was a decent woman and held no resent to Uther for his father's actions. She was unable, or unwilling, to bear children, and Uther quickly became the son she never had. A mage of great power, she molded the young child into an inquisitive, quick-to-learn teenager. Uther took to learning of magic with much gusto, having never been exposed to such things in Windhelm.

When his father and only one brother returned from the war, they sent for Uther's return as well. He came back to Windhelm as a different person, but soon discovered he also now had a different family. His father had once been a loud, happy man(if somewhat close-minded), but turned to drinking when Uther's oldest brother fell in battle to the elves. Uther's living brother, Svaniir, had earned much accolade as a hero in the south, and allowed it to fill his ego. Uther would endure much torment from his family for the next few years.

His father became abusive, both emotionally and physically at times, and if he hadn't already been a Thane and war hero, his antics in the Palace of Kings would have had his head on a spike. He constantly pushed Uther to become a great warrior like Svaniir, and to forget the foolishness he had learned in Winterhold. He soon even made magic in his presence a crime, worthy of quite the beating.

Svaniir wasn't much better. He and Uther would train with the Jarl's men in the yard, and though Svaniir had experience in battle, it soon became apparent that Uther was a natural with a sword. Out of jealousy and spite, Svaniir soon took to publicly embarassing Uther at every chance, making his younger brother the talk of the city, "Thane Vidarr's useless son." Svaniir, after discovering his brother reading about magic and practicing in private, even went so far as to spread it out that Uther was a bastard, born of his father and an elf-[censored] he had won. Combine this with Uther's skill with magic, and the nickname "Uther Elf-Blood" soon became more common than his actual name.

When he came of age, Uther returned to Winterhold to continue his learning. He spent nearly five years there, only leaving when his aunt passed from age and illness. On his return, he became involved in Ulfric's Rebellion against the Empire, out of some unhealthy loyalty to his father, not loyalty to Ulfric or his ways. Having learned more of the Warden's craft, Uther soon became a well-known Stormcloak officer. After several engagements with Imperial troops, he gained fame with his soldiers as a skilled mage-slayer. This fame also garnered him a large bounty in the Empire, and his nickname, "Uther Elf-Blood", soon became a feared title to Imperial battlemages.
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Sun Jan 27, 2013 10:11 pm

In my opinion you are mistaken. I can defend the position. Write to me in PM, we will discuss.
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Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Mon Jan 28, 2013 2:55 am

August your CS is messed up. Could I play a blacksmith in Solitude, and his brother who would be with the Stormcloaks?
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Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Sun Jan 27, 2013 4:16 pm

Oh sorry dude, today was the first time I've ever used the spoiler thing. I think it works now, can you check and see for me please? And the blacksmith and knight things I mentioned above were only examples, you can be basically anything you want to be. So I guess yeah, if you want to be a blacksmith in Solitude, you can. :D
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Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Sun Jan 27, 2013 10:48 pm

Until I can figure out the spoiler thing correctly, just post your characters sheets here. Here's mine. :tongue:


Name: Uther Vidarrson, Uther Elf-Blood
Race: Nord
Age: 36
Birthdate: 3rd of Sun's Dusk, 4E 167
Birthsign: The Atronach

Class: Warden
Class Description: A Warden is an older, Nordic take on the Battlemage. When humans first settled Skyrim, they often battled with the native elf races, who were naturally proficient at magic. While some men learned to throw fireballs and summon daedra like their foes, others chose a different path. They learned to shield themselves from spells, and how to use magicka purely to disrupt others' flow of power. These first few Wardens would charge into battle headfirst at wizards, absorbing frostbolts, deflecting bolts of lightning, and walking right through walls of magical flames, swords-swinging at the throats of their foes. These early Wardens were seen as heroes to simpler folk, men who balanced out the magic the elves would bring to battle.

A Warden's first advantage comes from his understanding of Restoration magic, specifically in avoiding damage itself. They use powerful shield spells, and sometimes even passive wards, to act as a first line of defense against spellcasters. More experienced Wardens can bring forth barriers just large enough and for a just enough time to deflect a single spell, saving magicka costs greatly.

The Warden's second advantage is in his usage of Alteration magic. A Warden, just like any other magic-user, only has so much magicka to begin with. Using Alteration, the Wardens learn not only to passively resist basic spells, but to absorb the energy in them as well. This enables a Warden to do what he does for a longer time before burning out.

The Warden's final advantage is his weapon. After closing between him and his foe, the Warden shows great dexterity with whatever weapon they have chosen, and make short work of mages without actual weapons training.

Some Wardens also make use of basic destruction spells for distance-based battles, and often wear thick heavy armor in battle. Their weakness however, lies in their role in battle. A Warden is deployed in war only for one reason: to slay a powerful spellcaster on the other side. The skillset Wardens use make for a perfect mage-slayer, but against a handful of swordsman, the Warden is as vulnerable as any other similarily-armed man. Wardens have also been known to fall against a barrage of spells, usually when the casters outnumbed the Wardens greatly. All in all, Wardens are great one-on-one fighters, but fail to shine on the field of battle.

Skills: Blade, Restoration, Alteration, Heavy Armor, Block, Destruction

General Appearance: Built like a bear, Uther takes after his father physically. One look at him would suggest a barbarian, dues to his lowbrow, large nose, and warrior's jaw. His eyes have a natural shadow beneath them, from so many nights spent reading tomes in low light. His eyes are a deep green, like his mother's. His hair is sandy blonde, and is more or less straight, reaching down his neck and to his shoulders. He often keeps his hair in a braid behind his neck for battle or formal occasions.


Personality: Uther is loyal to a fault, going so far as to serve a cause that he doesn't fully believe in just for his family's sake. His personality reflects the way he fights, somewhat. He is mostly withdrawn, preferring to protect his feelings and trust at the sake of not making friends as quickly. He can handle large loads of stress without losing his head usually, and tries to take the smartest path out of any bad situation. His sense of humor is a bit uplifted, thanks to his years at the College, and he sometimes has trouble getting along with the simpler minded folk he is often around. That isn't to say that he's hostile to them - he just tries not to get too involved with them. While he doesn't feel like a natural leader, he often tries to take the reins of any situation he's involved in, if only to help the group better get through it. This can be seen as him being controlling at times.

Clothing/Armor: For clothing, Uther wears a thick fur cloak, with a simple tunic and pants dyed in deep, earthen colors. He also wears a pair of thick leather gloves, and similar boots. Uther's armor is the standard steel style worn in Skyrim, with his fur cloak draqed over his pauldrons, and a plain, unadorned steel helmet.

Weapons: A nordic longsword, made of steel and quicksilver. Shaped with a straight back, but a thicker curved tip. The blade was forged a foot longer than most of it's style, and more length was added to the hilt, making it an efficient hand-and-a-half sword.

History: Uther was the third son of Vidarr, a powerful Thane of Eastmarch. While both of his brothers and father went off to be young heroes in the Great War, Uther was too young to leave Skyrim. So, the nine-year-old Nord was sent north, to live with his Aunt in Winterhold, at the College.

Uther's aunt had never gotten along with Vidarr, and the siblings' relationship had at times been borderline abusive, but she was a decent woman and held no resent to Uther for his father's actions. She was unable, or unwilling, to bear children, and Uther quickly became the son she never had. A mage of great power, she molded the young child into an inquisitive, quick-to-learn teenager. Uther took to learning of magic with much gusto, having never been exposed to such things in Windhelm.

When his father and only one brother returned from the war, they sent for Uther's return as well. He came back to Windhelm as a different person, but soon discovered he also now had a different family. His father had once been a loud, happy man(if somewhat close-minded), but turned to drinking when Uther's oldest brother fell in battle to the elves. Uther's living brother, Svaniir, had earned much accolade as a hero in the south, and allowed it to fill his ego. Uther would endure much torment from his family for the next few years.

His father became abusive, both emotionally and physically at times, and if he hadn't already been a Thane and war hero, his antics in the Palace of Kings would have had his head on a spike. He constantly pushed Uther to become a great warrior like Svaniir, and to forget the foolishness he had learned in Winterhold. He soon even made magic in his presence a crime, worthy of quite the beating.

Svaniir wasn't much better. He and Uther would train with the Jarl's men in the yard, and though Svaniir had experience in battle, it soon became apparent that Uther was a natural with a sword. Out of jealousy and spite, Svaniir soon took to publicly embarassing Uther at every chance, making his younger brother the talk of the city, "Thane Vidarr's useless son." Svaniir, after discovering his brother reading about magic and practicing in private, even went so far as to spread it out that Uther was a bastard, born of his father and an elf-[censored] he had won. Combine this with Uther's skill with magic, and the nickname "Uther Elf-Blood" soon became more common than his actual name.

When he came of age, Uther returned to Winterhold to continue his learning. He spent nearly five years there, only leaving when his aunt passed from age and illness. On his return, he became involved in Ulfric's Rebellion against the Empire, out of some unhealthy loyalty to his father, not loyalty to Ulfric or his ways.Having learned more of the Warden's craft, Uther soon became a well-known Stormcloak officer. After several engagements with Imperial troops, he gained fame with his soldiers as a skilled mage-slayer. This fame also garnered him a large bounty in the Empire, and his nickname, "Uther Elf-Blood", soon became a feared title to Imperial battlemages.
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Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Sun Jan 27, 2013 11:18 pm

Oh sorry dude, today was the first time I've ever used the spoiler thing. I think it works now, can you check and see for me please? And the blacksmith and knight things I mentioned above were only examples, you can be basically anything you want to be. So I guess yeah, if you want to be a blacksmith in Solitude, you can. :D
It's working now. I noticed you didn't include a personality section, but is it alright if I do?
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saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Sun Jan 27, 2013 3:06 pm

Oh crap, I didn't, did I? Sorry, it's really late over here and I'm trying to get this up already. I'll try to update that. And yes, feel free to do so.
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Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Sun Jan 27, 2013 7:57 pm

Oh crap, I didn't, did I? Sorry, it's really late over here and I'm trying to get this up already. I'll try to update that. And yes, feel free to do so.
No worries :) I'll get working on my CS right now.
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stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Sun Jan 27, 2013 5:33 pm

Okay, I added personality in there. And are you sure the spoiler thing is working? It won't pull down for me when I click it, although that might be my browser acting up.
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sas
 
Posts: 3435
Joined: Thu Aug 03, 2006 8:40 am

Post » Sun Jan 27, 2013 11:42 am

Okay, I added personality in there. And are you sure the spoiler thing is working? It won't pull down for me when I click it, although that might be my browser acting up.
Pulls down for me. Must just be your browser.
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sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Sun Jan 27, 2013 10:33 pm

Ugh, I'll try to figure that out sometime then. :P
Anyways, just post your character sheet here whenever you're ready, and then I'll copy it into the sign-up sheet. :D
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His Bella
 
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