The Nightmares We Whisper

Post » Fri Oct 08, 2010 7:17 am

Word from the creator

Seems the forum has been getting pretty sleepy. But that's okay, it means we have a bunch of rested people who can let the creativity go if one provides the right arena to do so. I hope that i'll be able to do that with this RP. Some people reading this may know me from the forum, others not. In either case my technique in RP making is to make a simple plot with guidelines to help focus the creativity of the writers, and let them do pretty much as they please within reason. This is just a basic outline of the RP I am thinking of posting up but I want to get your input in first. It's very much a skeleton build.

The story before the plot

With the death of the Emperor the Empire was thrown into war, first with Mehrunes Dagon who was narrowly defeated with the help of the Champion of Cyrodiil. Even though the moment of victory was celebrated it did little to lessen the realities of the border provinces of the Empire. Within weeks the Summerset Isles expelled all non Elven people from their lands and proceeded to attack the Legion garrison and naval shipyard. The Imperial forces, being caught off guard were decimated after months of hard fighting. The armies of Dagon had exhausted the Empire's Military and every upstart throughout Tamriel knew it taking advantage of the situation. The Empire sued for peace in exchange for handing Valenwood to the newly re-created Aldmeri Dominion.

Due to crop failure in Skyrim, thousands of Nords had migrated into Colovia and Hammerfell raiding as far as Sentinel where Prince Hauron lead the defense of his city in defiance of the Empire's assorted armies. After thousands dead in the deserts, on the seas, in the mountains and on the walls of the city itself the Legions withdrew from most of Hammerfell leaving behind only token garrisons in the loyalist cities.

In Highrock old rivalries flared up as the Aldmeri Dominion offered political backing to the city of Daggerfall against the newly united Breton Empire of Queen Elysana. With a brief but powerful incursion of the Nords against Wayrest which was repelled the balance had reset the situation into a newly appointed stalemate. The Aldmeri Dominion finding itself bogged down in war on the borders of Valenwood would not allow them to support their client Kingdom of Daggerfall allowing for the shifting borders of Tamriel to finally rest in an uneasy truce.

The plot itself

Throughout all the turmoil of the past three years the most stabilizing force has been the Mages Guild which has guarded itself by whatever means necessary against both political and idealogical opponents. One such method was the use of ex Blades, Legion veterans and exceptional students in the schools of magic for investigative and preemptive uses to dissuade conflicting parties from raising up against the Mages Guild or the Empire.

What you'll be doing

You'll be RPing a Mages Guild member, you could be a student or a teacher or just someone who managed to get in. You'll receive a letter from Alexander Ignatius informing you that your specialty (whatever it may be) would be useful in an up coming investigation concerning an issue in Skyrim and to come to the Arcane University to discuss the possibility of forming an investigative team with a handful of other specialists as yourselves. Successfully completing the mission can net you to better pay, influence, a good word in with the higher ups and whatever else you pick up along the way.

It would run as an adventure RP although I am not limiting it to just that with a group of around six or so people RPing the First Grade characters (meaning the coregroup, people who can put in time and will not vanish) and a numberless amount of Second Grade characters (people who are unsure of their schedule, would like to contribute but are unsure how much they can do.) I'll be RPing the antagonists for the first case as well as two other characters that will act more as support roles for the core group than anything else.

The theme will be fairly serious exploring the underground political landscape, the paranormal and will arouse conflicting moral and ethical choices for you and your friends to make. I hope to touch upon all virtues and sins as if they were the keys of a piano.

Your thoughts?
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K J S
 
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Post » Fri Oct 08, 2010 5:28 am

Sounds good, provided everyone does their part.
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Queen Bitch
 
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Post » Fri Oct 08, 2010 7:21 am

It sounds good - I'm interested in joining and will PM you character sheet soon
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Steven Hardman
 
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Post » Thu Oct 07, 2010 7:34 pm

I like it, can you post us a character sheet outline to PM or post?
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Fluffer
 
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Post » Thu Oct 07, 2010 6:43 pm

Name:

Personal Description: (Race, age, six, physical mannerisms, personality etc)

History: I don't need a novel.

Specialty: What makes you so great that you'd be asked to help the investigation? One of my characters for example is a very capable alchemist and is an expert on Dwemer history and artifacts.

So long as you have these 4 things you'll be fine. Don't rush to make the sheets too fast. The RP won't be put up for a few days regardless. I want people to discuss.
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Lovingly
 
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Post » Fri Oct 08, 2010 4:16 am

Course, wanted to try elderscrolls rp for a long time so this is my first real crack, and honestly this looks like a perfect thread and setting to get your feet wet.

Do you recommend we base said specialty off ingame skills or be real creative?
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Elizabeth Lysons
 
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Post » Thu Oct 07, 2010 10:40 pm

This is the more detailed thread of what you had posted up earlier?
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Paula Ramos
 
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Post » Thu Oct 07, 2010 6:05 pm

I'm in. I'll do my sheet soon.
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YO MAma
 
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Post » Thu Oct 07, 2010 10:18 pm

I'll be typing out a character sheet to send in for approval today.
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Rachel Cafferty
 
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Post » Thu Oct 07, 2010 6:11 pm

Alright Immortal, well, do we get to know what this thing in Skyrim is going to be yet?

I think it would be helpful if we would know, so that we would know what specialties would be helpful.

So, I assume there are going to be scholars and guild members, and possibly mercenaries/guards to follow them along?
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Georgine Lee
 
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Post » Fri Oct 08, 2010 6:11 am

This is the more detailed thread of what you had posted up earlier?


Yes. Somewhat.


I'll be typing out a character sheet to send in for approval today.


I'm having some issue with my PM box for some reason...

Alright Immortal, well, do we get to know what this thing in Skyrim is going to be yet?

I think it would be helpful if we would know, so that we would know what specialties would be helpful.

So, I assume there are going to be scholars and guild members, and possibly mercenaries/guards to follow them along?


Yea I do but not much of a mystery/investigation if I tell you is it?

Course, wanted to try elderscrolls rp for a long time so this is my first real crack, and honestly this looks like a perfect thread and setting to get your feet wet.

Do you recommend we base said specialty off ingame skills or be real creative?


Don't make it out to be such a major aspect of your character, this specialty thing. For example my character's specialty is Alchemy, some Enchantment and Dwemer artifacts/history. Maybe these things come in handy maybe not. You can mix and match. But as you can see most of this character's abilities are more of a support role. The important thing for everyone is that these characters can interact with one another. I don't much care for the "lone spellsword with a dark brooding past that makes him quiet all the time" for example because that doesn't get much interaction.
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N3T4
 
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Post » Fri Oct 08, 2010 12:25 am

Well, if you have MSN, I could send you the .txt file over there. Or, I could post the character sheet out openly here, but that would also encourage everybody else to do so, and given that the sheet wouldn't yet be approved...

Could also confer over e-mail, if your PM box seems to be acting all fudgy. I'm working on the sheet now, though, so should be done within the next half an hour or so.
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Alberto Aguilera
 
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Post » Fri Oct 08, 2010 1:24 am

I am definately in, and very interested on joining the core group. If that's alright, let me know so I can make the character sheet. If not, I'd still like to be a strong contributor, so any advice on how to work into the plot that way would be appreciated.

Sounds like a hell of an idea, though. Really looking forward to where this one goes. I have the feeling I'll get more in touch with this character than any I've made in the TES universe.
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Lexy Corpsey
 
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Post » Fri Oct 08, 2010 8:34 am

Well, if you have MSN, I could send you the .txt file over there. Or, I could post the character sheet out openly here, but that would also encourage everybody else to do so, and given that the sheet wouldn't yet be approved...

Could also confer over e-mail, if your PM box seems to be acting all fudgy. I'm working on the sheet now, though, so should be done within the next half an hour or so.


Yea you can post it here if you want to do that. I was thinking everyone should anyway.

I am definately in, and very interested on joining the core group. If that's alright, let me know so I can make the character sheet. If not, I'd still like to be a strong contributor, so any advice on how to work into the plot that way would be appreciated.

Sounds like a hell of an idea, though. Really looking forward to where this one goes. I have the feeling I'll get more in touch with this character than any I've made in the TES universe.


I'm glad you feel that way.
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Anthony Diaz
 
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Post » Thu Oct 07, 2010 8:27 pm

Alright, so you don't want me to send it to you for pre-approval, then? I can post it right up once I finish typing out the personal details of the character.
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Darren
 
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Post » Thu Oct 07, 2010 9:51 pm

I guess I'll be the first to submit. If any needed information's missing, just tell me.

Name: Tucharon
Nickname: None
Gender: Male
Race: Altmer
Age: 45

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


Clothing: Russet Felt outfit with rough leather shoes
Accesories: "Amulet of Cooling", a jade amulet enchanted by Tucharon to keep his body at a comfortable temperature while encased in heavy armor.

Armor: Full set of Dwarven armor, including a Cave Diver's Helmet (Dwarven Helm with Water Breathing enchantment)
Weapon: Dwarven longsword and shield

Provisions: Satchel containing a few pieces of food, a scroll of Bound Sword (for an emergency), and an inactive Dark Welkynd Stone.

Personality: Still quite young for an Altmer, Tucharon is eager to learn all he can about Ayleid magic, in particular the glowing stones that they left behind. Understandably, few would fund an Altmer's research into Ayleid magic, especially given recent developments regarding the Altmer. And given the dangers of exploring Ayleid ruins alone (not to mention how nerve-wracking it is), Tucharon finds the need to earn money to fund his research (mainly in the form of mercenaries as well as food and provisions). Although he will talk endlessly regarding magic and his research, he isn't very sociable.

Mannerisms: He's shy and reserved around other people, but would much rather be in a group than alone. He doesn't like to remove his armor in anything less than a safe place, and even then can't stand to be in a dangerous place alone. He knows that he could live a very long time if he plays his cards right, and he intends to spend that long life learning all that he can about magic and enchanting. However, his armor is more than just a lifespan extender for him; he often finds himself hiding inside his armor, so to speak, keeping anyone at a sword's distance and never looking people in the eyes unless his own are hidden by his helmet. Because he isn't keen on eye contact, he forgets faces easily, often relying on identifying people by their magicka signatures instead.

Specialty: Tucharon is a spellsword of average power, but his real skills lie in his knowledge of enchanting. His research of Varla and Dark Welkynd Stones, as well as long hours spent in the Arcane University, have given him unparalleled skills in examining enchantments. He can tell whether or not an item was enchanted at a Guild altar and identify who enchanted it by matching their magicka signature to the object's enchantment. He can also alter or destroy enchantments. In addition, he has become very sensitive to magicka signatures; once he recognizes one, no mundane disguise can hide it. Aside from this he also has detailed knowledge of the Ayleids' more mundane traps and gadgets.

Combat-wise, Tucharon is versed with a sword and shield, as well as the school of Destruction. Because Altmer are typically physically weaker and more vulnerable to magic than the other races, Tucharon resorts to Illusion magic to balance this out, in particular with spells of silence, paralysis, and invisibility. He is not as versed in Alteration and Restoration, but he still knows how to make good use of them. Finally, he is experienced in wearing and fighting in heavy armor.

History: Tucharon's family fled Summerset to Cyrodiil for political reasons. He joined the Mages Guild as soon as he was able, and after hard work, gained access to the Arcane University. He took part in research in Ayleid ruins, although he was never satisfied with it, feeling they should focus less on researching the ruins themselves and more on researching their magic, such as the stones. Although the Mages Guild did not fund his research, it allowed him to carry it out on research sites.

From this, after having suffered countless frost and electrical burns, and reading some more recently-published works on Dwemer enchanting, he learned much about enchantments and magicka signatures. Wishing to research other ruins but lacking the funding to do so, Tucharon became an investigator for the Guild for extra money, his knowledge allowing him to discern illegally-enchanted items and identify the offending enchanters. These missions are how he gained his dwarven armor, although, ironically, the only part that is enchanted is the helmet. His duties also earned him both a reputation as an efficient (or to some, ruthless) enforcer of the Mages Guild's control over enchanting as well as the money he needed to fund his research. Recently, he has been saving up for a research expedition to Miscarcand and given the danger of the ruin, he'll need a lot of money.

EDIT: Added additional information.
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cosmo valerga
 
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Post » Fri Oct 08, 2010 3:54 am

*Disregard*
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stevie critchley
 
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Post » Thu Oct 07, 2010 9:26 pm

- CHARACTER PROFILE -

Name: Aril Larov
Nickname: Ari or Aril
Race: Altmer



- PERSONAL APPEARANCE -

Age: 73 (Appears 31)
Gender: Female
Eye Colour: Auburn
Hair Colour: Mahogany
Skin Tone: A soft bronze, like many Altmer
Height: 5'11"
Weight: Such an impetuous question, so early in the conversation!

Image: http://i129.photobucket.com/albums/p204/HK-50/Oblivion2007-06-3011-30-21-92.jpg



- PROFESSION - -

Current Occupation: Guild of Mages Security Associate
Allegiance: Imperial Guild of Mages
Rank: Captain of the Guard
Character Class: Paladin of the Nine
Training and Abilities: Aril's training is extensive in the use of heavy armour, as is befitting of a Nine worshiping paladin. Skilled with the sword and glaive, Aril's weaponry training was originally to fight against Daedra and other foul demons, but soon encompassed blade to blade combat and field warfare in traditional Imperial styles. While her bladesmanship is more traditional, her Glaive is a stark counterpoint. The Akaviri training to use the exotic weapon makes her an unpredictable foe. In stark contrast to her militaristic skills is her abilities as a trained Restoration Healer. (See religion and biography for more information)



- INVENTORY -

Clothing: Usually, Aril wears clothing of simple design. Plain, homespun and loose fitting brown clothing are usually what one would see Aril wearing. Her necklines are high, and her skirts are low. Aril lives a life of restraint, and her wardrobe reflects it accurately.
Armour: Aril's armour was taken with her when the Knights of the Nine disbanded, shortly after their deformation after the Oblivion Crisis. Emblazoned with the emblem of Akatosh, Aril's patron god, her armour is best classified as a Medium Armour.
http://i129.photobucket.com/albums/p204/HK-50/Oblivion2007-06-0816-51-04-78.jpg
Weapon(s): Aril carries only two weapons with her.
---Sielvhel; A sturdy, well made Nordic silver shortsword is sheathed to the hip. The blade is engraved with the phrase "To pierce the heart of injustice".
---Eyliehm; An Akaviri glaive rests strapped to Aril's back. The blade bears an engraving: "To ward the strikes of evil". The wood is enchanted so that it will never crack or shatter.
Miscellaneous: Aril bears very few other possessions. A small, gold pendant hangs around her neck, bearing the emblem of Akatosh with a small ruby in the center. A purse of gold sits comfortably within her small satchel, hidden beneath layers of nondescript clothing.



- PERSONAL DETAILS -

Personality: Aril is respectful and kind -- or so she would have people believe. On the outside, in public, she portrays a generally 'good' appearance and makes all attempts to avoid starting undue conflict. In actuality, she is impatient and quirky, and tries to hide it behind a serene mask. An almost ever present smirk of amusemant touches her lips. As a defensive mechanism, Aril seeks to find the humor in tense situations. This is a defense that hides her own hidden sense of uncertainty and her fear of death.


Religion: Aril is a firm believer in the power of the Nine. From an early age, she was a member of services and worked for the local chapel. Her trust in the Nine, in Akatosh in particular, has not been shaken. Throughout the Oblivion Crisis, her religion held fast against the Daedric beliefs. Her faith in Akatosh has given her a dual view of the world around her. She is a firm follower of the Cosmic Balance - that for an extreme good to exist there must also exist somewhere an evil of perfect synchrony. As such, she performs acts of both good and evil, but never anything contrary to the teachings she grew up with in Firsthold. Even those acts of 'evil' she performs are merely acts such as violence, killing, turning the other way when something is being committed... and even then, only to those deserving of it. Justice holds a strong place in her life, and at times she has been known to take it to an extreme.


Personal Relationships: Aril's family are all still alive and well in the Summerset Isles, and she writes to them regularly. Her father and mother both once worked in the Chapel of Akatosh, in Firsthold, before the Aldmeri revolution. Now they are religious scholars in Skywatch, still secretly following the ways of the Nine. Her brother, Dymitr, is in Valenwood, practicing his alchemical skill. Her younger sister Elim lives in Narsis, in Morrowind, where she works in a Guild of Mages chapter house. Aside from her family, Aril has had many friends and acquaintances over the years, but never has she had an intimate or romantic relationship. Although the times come and go where her body has longed for the touch of another, her devotion to Akatosh has kept her chaste, and, she believes, has kept her life uncluttered by the complications of intimate relationships.


Biography: Aril was born in the countryside of the Summerset Isles, but was not raised there. She was raised in the port city of Firsthold, and it was there that she learned the art of Restoration from the local Guild of Mages Preparation School. The school was a comfortable place for Aril. She had the opportunity to learn many different types of magick, but she only displayed a heavy interest in the arts of Restoration. Her parents both worked in the local Chapel of Akatosh, and Aril was raised to abhor unneeded violence or aggression. Despite her peers insistence that she learn some spells in Conjuration or Destruction or Alteration, as were favored by that generation, Aril refused to learn a single spell from any other family of spellcraft.

In the end, she graduated from the Preparation School with less than marginal grades because of her refusal to study other forms of magick. Encouragement from her family was little consolation for being rejected in her application to enter a Guild of Mages advanced charter school of spellcraft. The local Aldmeri mages were not interested in healers. They wanted wizards and conjurers and alchemists. To them, Restoration was a weak and secondary school of magick.

Aril eventually entered into the field in which her parents both served. She became a chapel warden in Firsthold. For ten years, she served alongside her mother and father in caring for the building and grounds, but in the process, she used the skills of Restoration she had learned to offer free services to the locals. Word of mouth spread, and it soon became known that if one needed healing from injury or disease, one only had to go to the Chapel of Akatosh and ask for Aril Larov. Aril's prowess with Restoration and her willingness to help those in need came as a curious thing to the Chapel preachers. Not every person who came asking for a healing would walk away cured of their ailments. Aril would only heal those who were down on their luck, or those who were not in good shape to begin with. The rich or wealthy or successful were all turned away, and told that their ailments were merely Akatosh's way of balancing with them their other successes by taking away from their health.

Even with her choices in healing, Aril's name reached Reykin Dravis, a Nordic man in charge of overseeing all of the local chapels in Firsthold, difficult though that task was. Aril was offered a chance to go to a new school. Not a chapter school from the Guild of Mages, but a school that catered specifically to those skilled in the arts of healing. A school that would prepare her to become a full healer in the names of the Nine. Aril jumped on the opportunity, and within two months found herself at the chapter school, in the forested mountains of Colovia.

Ten years. Ten years Aril spent at the advanced charter school. She learned tricks and skills with Restoration she hadn't thought of on her own. But not only was her skill with Restoration increased - but she was also given the marginal skills of self defense given to any traveling healer for the Nine. She learned how to wield a short sword, in self defense, and took to it with surprising ease. It was fortunate that she did. Word came to the school of a village that was stricken with illness, and had frantically called for healers.

The teachers at the school saw it as a marvelous opportunity to give the advlts studying there some real field experience doing what they would be doing for the Imperial Cult - traveling where they were needed and bringing the healing power of the Nine... along with their skills of Restoration when the Nine didn't show up (which was the case, most of the time).

It was a two week journey across Cyrodiil for the caravan of healers, and Aril had almost begun to think that they would arrive too late when they reached the village in the Velothi mountains. The healers and their escort entered the small settlement, but realized too late what it was. The settlement was a trap. Dunmer Daedric cultists had planned the ambush, and had designed it to take out the new generation of Imperial Cult healers. The healers had only a token guard of four warriors, and were quickly overwhelmed in the ambush. The group of healers were left to fend for themselves against the aggressive Dunmeri cultists. Few made it out alive, but those who did was because of a forty-two year old Altmer who took charge when the guards were slaughtered.

Most of the healers who had gone to the village died, but Aril and six others managed to escape, thanks to their training in self defensive combat techniques. However, it wasn't just those techniques that had allowed them to escape. Aril had played a major part in fighting off the Daedric cultists long enough for them all to escape. Her actions did not go unnoticed. Although Aril did not like having to have fought and killed that day, she recognized the need for it, and knew that to reject her apparent skill with a blade would be to waste a potential service she could offer her gods. With a hidden reluctance, Aril agreed to be taken north, near Bruma, to a training facility for the guardians of the Imperial Cult.

There, she learned to fight with short blade and the odd choice of a glaive. She refused to use the larger bladed weapons preferred by her companions. To her point of view, the glaive was just as much a weapon of peace as it was of war, as it was primarily a staff, and the short sword was a defensive weapon. She spent the next twenty-eight years in the service of the Nine as both healer and guardian for those unable to protect themselves. Her skill with blade and glaive grew, as did her healing abilities, and her compassion and kindness kept her sane in a profession where many give in to their lust for violence and bloodshed.

The Oblivion Crisis came and went. Aril spent the majority of the crisis behind the lines, serving as healer for the Imperial Legion. Her time during the crisis was uneventful, and she never saw direct combat against the Daedra.

It was after the Oblivion Crisis when the Champion of Cyrodiil approached her and asked her to join the newly reformed Knights of the Nine. Her name had spread along with many other distinguished healers for her work during the Oblivion Crisis, but it wasn't only her healing capabilities that had attracted the Champion to her, but also her ability to hold her own in heated combat. She gracefully accepted the offer, and within two months wore armour emblazoned with the emblem of her patron god, that two-headed god of duality, Akatosh.

Her time with the Knights of the Nine was brief. During her short stay, however, Aril proved herself with distinction to be a brave and honourable soul. She received the two enchanted weapons Seilvhel and Eliehm from a Nordic smith and enchanter living outside of Bruma, after saving his son from an outbreak of fleshrot in the area. The movement of the Empire to war spoke against her morality, and Aril refused to march on the warpath. Protecting civilians was one thing, but waging a war over a power vacuum was another. Aril resigned from the Knights of the Nine. She traveled Cyrodiil, and finally found herself work for a Guild of Mages chapter house, not as a mage, but as the chief of security. Even then, she sent out word to surrounding villages that the destitute and poor need not bring anything but themselves should they ever be sick or wounded.
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My blood
 
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Post » Fri Oct 08, 2010 2:53 am

Interesting sheet, HK :)

I apologize, Immortal, I probably won't be able to put a sheet together until Wednesday at the soonest. My schedule will be clearing up very soon, but for now I'm still a bit busy on weekdays. Once again sorry, I'll do my best to have that done soon. Thanks :D
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Phillip Brunyee
 
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Post » Fri Oct 08, 2010 3:05 am

I'd like to play a second grade character, I would attempt a first grade character but I have a shaky living schedule and I have dropped out of the timeline more than I can count and I apologize. Depending on which group I can assosciate (caravan guards, support roles, a killable antagonist etc) with. I'm actually pretty interested on being a skilled war mage or something...I never play magical characters for any who know.

EDIT:

Perhaps if the expedition has some sort of mercenary guard force I will play an ex legionaire.
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Skrapp Stephens
 
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Post » Fri Oct 08, 2010 5:51 am

Here's my character sheet - I'd like to god for a first grade character

Name: Ashag Gro Durgol
Age: 60 (looks in his 40's thanks to magic)
Gender: Male
Race: Orc
Birthsign: The mage

Class: combat healer
Class description: A more belligerent cousin to the ordinary healer, his job is to support troops in the field with mundane and magical healing. To stay alive in such environment, he supplements healing skills with armor, blunt weapons and a touch of combat magic
Profession: Mage guild investigator

Hair: dark grey
Eyes: brown
Height: 6'6"
Weight: 220 lbs
General appearance: A rather tall and muscular orc ? which makes him an imposing brute by human standards. His greying hair and lined face show some of his age, but he has retained an impressive physique. He has several ritual scars and tattoos on his face and arms (which means he's from the Skull Breakers clan, a bachelor, a Malacath shaman and has killed). Usually wearing sturdy leather pants and linen shirt, with heavy boots and leather bracers. He always carries a steel and silver bound quarterstaff and a large beggar"s bag of healing supplies.

Equipment: Legion lamellar cuirass (worn when he's expecting troubles), leather bracers with a steel core, 'mage' staff (seven feet of sturdy oak, bound with steel and silver rings. The staff is enchanted to store magicka to supplement his own), surgeon's kit, simple alchemy kit

Personality: Ashag has a rather calm and caring personality that contrast with his somewhat fierce appearance. But it don't makes him soft or weak ? as a combat medic and a former Malacath shaman he know the best way to keep bullies away is to out-bully them. Thanks to his Legion past and confidence in his abilities, he's about as unfazable as a mortal can.

Background: Once a tribal shaman from the wrothgarian mountains, Ashag followed his clansmen when they enlisted in the Legion thanks to king Gorthwog's deal with the Empire. There he seized the opportunity to improve his magic, especially in restoration. Which let him gain some protection against aging. As he retired from the Legion he followed some others healers into the Mage's guild. As much to protect the well-meaning fools from themselves as out of concern for the needy. When one of his friends was murdered in Bravil for trying to cure skooma users from their addiction, he tracked her murderers and their boss to send them to Malacath.
His successful investigation, combined with his skills and overall reliability have landed him a position amongst the Guild's investigators. But also, though it's left unvoiced, to bring some down-to-earth practicality and common sense to the investigations.

Abilities: He's a surprisingly good mage, being mostly skilled in restoration magic, but no slouch with destruction and knowing some alteration and mysticism. He's a decent alchemist. But he's also quite good with blunt weapons and unarmed fighting. Despite his age, he has kept most of the strength of his youth, and while not exactly nimble, he's more agile than one would expect from a big, old orc. On the investigation side, his service as a healer makes him an expert in forensincs - finding out how womeone got killed.
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Hussnein Amin
 
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Post » Thu Oct 07, 2010 5:59 pm

With my work on pirates RP don't except me to be first grade.




Name: Staron Hickim
Age: 27
six: Male
Race: Redguard
Born in: Hammerfell

Physical appearance: Dark skin with corn row styled hair. Big lips and big nose, he is also very well built and has big rippling muscles. He's about 6'2''

Abilities: Staron is extremely skilled in Destruction magic.
Weakness: Addicted to skooma

Weapons: A sword enchanted with fire damage.
Spells: Mostly high caliber area damage fire spells, along with a few lighting spells.

Clothes: Dark green shirt along with sack clothed pants.
Armor: N/A
Misc.: A few bottles of skooma that he keeps around in his bag.

Personality:
Staron is an extremely outgoing man. Using his huge ego he really likes to interact with people and has allotted of friends in the mages guild. That aside he does know there’s a time to be serious. Acting more like solider than a mage when faced with a foe he really steps it up in his tactics. Doing such things as finding cover when attacking or trying to outflank his enemy. As well as all of this he also has a darker side to him, focusing more on his criminal life and his involvement in the wrong people. He doesn't mind getting his hands dirty and he's been to jail before. He really likes to play the bad boy.


History:

Staron was born in Hammerfell to a large family of Nobles. As he grew up in hammefell he became quite infamous among the people living there. Getting involved with skooma rings and gangs he spent a lot of time in the city jail. While he spent his time in these gangs he eventually took a high interest in magic, almost to an obsessive point. When he told his parents that he wanted to go out and join the mages guild they immediately disowned him. His family sadly considered magic to be for cowards and found his interest in it brought shame to their family.

After being kicked out of his family’s home for his shameful interest in magic he wandered the streets.... alone. His work in gangs and illegal skooma rings soon started to grow worse. And he even started to form an addiction to skooma as well. Soon on the city streets he became known as a teen that enjoyed setting fire to people’s houses. Him and his friends on the street found fun in him "practicing" his magic on the poor town’s people of hammerfell.

This eventually led to the death of an entire family one night after they couldn't escape from their burning house. Staron then had to immediately leave the province in fear that he would be hanged as punishment for his crime. That’s when he headed down to Cyrodil in escape from hammerfell and lived as refugee there.

During his time in Cyrodil he eventually enlisted in the imperial army where he graduated top of his class. But this only lasted for a short time as he was kicked out after being caught doing skooma. After this shocking change in events he eventually joins the mages guild. This is where he now remains, practicing his skills with people that welcome him.


Specialty: Due to his strong abilities in Destruction magic and his experience in the army he has been picked as a prime candidate. This is mostly likely due to his natural ability in fire spells.
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Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Fri Oct 08, 2010 8:37 am

Name: Llathras Valyon
Age: 117, Appearance around late 40's.
six: Male
Race: Dunmer
Born in: Morrowind

Physical appearance: He is a tall dunmer of a dark, somewhat golden complexion. Long, black locks of hair fall from the back of his head, tied back behind his shoulders. He usually keeps his facial hair trimmed clean, but almost always keeps a small black goatee. Behind his eyes rest experience, and his face mimicks that of a hawk.

Abilities: Valyon is well-versed in many areas of magic, and while he can summon tools from all the schools, he is most well educated and experienced in Destructive, Mystic, and Illusive magic.
Weakness: None too detrimental, but he can grow tiresome of those below him under too many failures.

Weapons: Wizard's Staff. Silver with ten arches at the top.
Spells: A vastly wide array of spells are at his disposal. After a hundred years of study and practise, it is not what spells he has that is the question, but whether or not they can be effective enough to help him. There is few he cannot find the ability to cast, but certain areas he has not studied enough can come out useless.

Clothes: A dark blue, almost black robe with red and gold decor.
Armor: None
Misc.: A few coins and potions.

Personality: Valyon is aged and wise through experience. As an old wizard, he can sometimes come off all to close to those of his homeland Telvanni. However, he is mostly kind and gentile. He enjoys teaching that which he knows to people who would seek to learn, though grows tired quickly of incompetence. His students have been the finest in the land, so he is used to being around prodigies. Aside from this, he always seems to have a suggestion as to how to answer the current problems, and even if he is wrong, he would always assure people that his solutions are thorough.


History: Llathras Valyon was born in Almalexia, where he spent most of his youth studying magic in the city that bore the same name. In Mournhold, the "City of Magic," he flourished being taught by some of the finest minds of the Morrowind mainland. As he grew older, he took a boat across the seas to Vvardenfell, where he studied magic in the finest establishment of that trade in Morrowind, under the Mages Guild in Vivec. He was always so impressed that the magic of one man could keep a meteor afloat in the air. Mehrunes Dagon, a Daedric Prince, hurled the rock at Vivec, and he froze in in the air using magic from the School of Alteration.

He found the temple of Vivec City to be his favorite place to study. The architecture was phenominal, and above him was the monument he admired. He drew on the magic Vivec was contributing every day, he could feel it. However, he was not a follower of the Tribunal, despite spending his entire life in the cities of two of the three gods. He knew they were alive, but never heard any news of good merit from them. The Nine Divines were there, that much was known, and praying to them could see plentiful reward depending on the situation. The Daedra were known to be real as well, but Llathras was not crazy enough to worship them as his gods. He saw no religion to be righteous, really, and only looked to the inner makings of things instead of what god he thought could help the most. For this, he was frowned upon in Morrowind.

After years of careful study and precise practice, he gained rank in the Mages Guild, and eventually ranked up to Wizard, and got his own staff constructed. He was becoming a valuable member, and was given the special task to teach the youngest and most talented minds of Morrowind the arts of magic. Of all the schools of magic, he was skilled most in Destruction, Illusion, and Mysticism, while also finding alot of talent in Alteration. He never spent much time with worrying about alchemy, as such a skill took too long to master and would take him away from other studies.

After many years serving the Guild with this task, he was called to the Imperial City, where he continued as a teacher. During the Oblivion Crisis, he used his magic to help keep the Arcane University safe from invasion. Afterwards, during the crisis that saw the nations of the Empire collapse, he was chosen to take part on an investigation into Skyrim. His days as a teacher had come to an end, and for the first time in a long time his wisdom would be called on for some fieldwork.

Specialty: His specialization is in all things magicka, and while he may specialize more in one area or another, his skills could be vital for the completion of the mission. He is wize and aged with experience that saw ages of man pass, and his 'always right' mentality, the group could possibly maneuver through tricky situations quite quickly.
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Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Thu Oct 07, 2010 11:19 pm

I think i'll give playing a mage type a crack, hopefully there's room.

Name: Fir-hess
Race: Argonian
Gender: Male
Age: 38

Physical look: About 5' 10" with dirty green scales, and an average lengthed snout, carries horns that twist around the sides of his head and look dulled at the ends by a file, of average strength and out of shape when it comes to endurance.

Stuffz: A hooded red robe with....questionable looking holes or stitches as if jury rigged to fit an argonian. A bronze ring with no enchantments or arcane residue, though it does have a small quartz gem in it, and a stave with an ice based projectile enchantment on it of decent strength.

Personality: approachable, very respectful not quite outgoing, Very eager to talk to educated and tactful people. Avoids and often does not make eye contact with those taller or more burly than him, though more than happy to be or hide behind them...so long there's not an arm wrestling match.

History: The fourth Child out of a clutch of five, Fir-hess was one of the most intelligent of his brothers and sisters, He was born and lived in Leyawinn county and easily got along with the citizens there, of course that's easy enough when most of your community is some beastfolk or another.

Like most of his siblings he took temporary jobs in the seasons either as an assistant or crop worker to help support his family, mother and father keeping their ear out for people who could use a hand. Though in his off time he was one for reading whatever he could get his hands on and often borrowed books from the local mages guild library.

Around his mid twenties he applied to the mages guild and moved into their dorms. happy as ever studying or practicing magika.

Talent: Daedra conjuration, Of all schools and skills Fir-hess easily took into summoning lesser daedra for prolonged periods of time, though weapons and armor he treats as more a hobby than anything, an axe doesn't mean much when you lack the skill and arms.
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Samantha Mitchell
 
Posts: 3459
Joined: Mon Nov 13, 2006 8:33 pm

Post » Fri Oct 08, 2010 7:09 am

I have two exams in the two coming days and behind on some stuff. Don't expect me to really read through these before wednesday. From what i've glanced at though everything looks really good.
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Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

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