Valton: The New Hold OOC & Sign Up Thread VII

Post » Thu May 03, 2012 2:13 pm

I'm going to sleep now, then get up and travel across London to clean an oven. Pray for me.

(Still would be madly in love with someone who could post an RP recap..) ;)
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Ladymorphine
 
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Post » Thu May 03, 2012 8:12 am

I have a quick question. Are side plots going to be included in the RP? Even though this isn't an adventure RP I was thinking maybe it would be cool to group together some of the more adventurous characters and have them go scouting through Valton Hold and through the Rift. I have a feeling after a while milking cows, shooting deer, and forging random things in every other post will become rather boring. The trek through the hold to assess the situation and state of the Jarl's lands would offer a reprieve from the mundane tasks for a while and spice things up a bit.

Surprisingly, mundane tasks are the most interesting of events. They keep your mind whittled to brewing up new happenings within the average life.

But on the point of side plots: I'm ironing out the details for a flood in Valton Hold, that'd go towards the farm and south eastern road.
This would lead to a raid on a cave full of land-dreugh, mudcrabs, slaughterfish... with perhaps something a little scarier in wait.
As well we have an on-going 'bandit investigation' happening at the moment, I'm sure that will end up in a somewhat rather gruesome battle.
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HARDHEAD
 
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Post » Thu May 03, 2012 1:10 pm

@Sleeper

The Rper went AWOL. If you want, you can take over the inn. Just say Jal got sick :smile:. Really, we need a new Inn Keeper, or even just a bartender, as soon as possible.
Hmm, thats gonna take some effort.
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carley moss
 
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Post » Thu May 03, 2012 9:26 pm

And if anyone is ever itching for some action, Tippen's gang that he just left could come looking to set up shop and cause trouble as well. So, there seems to be plenty to distract people from their boring, everyday lives.
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Chenae Butler
 
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Post » Thu May 03, 2012 11:10 am

And if anyone is ever itching for some action, Tippen's gang that he just left could come looking to set up shop and cause trouble as well. So, there seems to be plenty to distract people from their boring, everyday lives.
In addition to this, my character is being tracked by a large cult of Necromancers who are itching to get their kill on and retrieve a certain artifact. That is, if my sheet gets accepted.
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Angela
 
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Post » Thu May 03, 2012 9:33 pm

Also, are there any maps of the hold/city?
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Claudz
 
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Post » Thu May 03, 2012 1:30 pm

Also, are there any maps of the hold/city?
There is always in game Valton... go to the Skyrim mods section or it might be in the OP...
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Rachel Hall
 
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Post » Thu May 03, 2012 8:12 am

There is always in game Valton... go to the Skyrim mods section or it might be in the OP...
Woah. That's pretty cool.
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Ice Fire
 
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Post » Thu May 03, 2012 9:00 pm

Haha, I love Alguidar's "Bloody lizards" line in Smig's new post. Makes me feel like Jormaw will be having difficulties with his new neighbours. :sweat:
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matt oneil
 
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Post » Thu May 03, 2012 3:39 pm

I think an RP is more interesting when there is some drama going on between characters instead of having everyone get along perfectly.
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courtnay
 
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Post » Thu May 03, 2012 9:19 pm

I think an RP is more interesting when there is some drama going on between characters instead of having everyone get along perfectly.
No one truly gets along perfectly in real life.
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Thomas LEON
 
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Post » Thu May 03, 2012 6:04 pm

Because of past affiliations, he might have a rough time with Tippen too. I might start a fanfic to flesh out the the Black Skull Bandits.

On a non-rp note, don't smoke guys. I just spent 45 minutes looking for some Djarum Blacks, and since I'm at my parents' for Spring Break, I can't even smoke at home. Quitting is hard, and I think tonight proved I should.
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Barbequtie
 
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Post » Thu May 03, 2012 6:47 pm

Surprisingly, mundane tasks are the most interesting of events. They keep your mind whittled to brewing up new happenings within the average life.

But on the point of side plots: I'm ironing out the details for a flood in Valton Hold, that'd go towards the farm and south eastern road.
This would lead to a raid on a cave full of land-dreugh, mudcrabs, slaughterfish... with perhaps something a little scarier in wait.
As well we have an on-going 'bandit investigation' happening at the moment, I'm sure that will end up in a somewhat rather gruesome battle.

Sounds like some fun. Roland probably wont be healed by then though. I plan on having him out for about a week, maybe a bit longer. I'll have him wake up current day during the evening.

As for the bandit thing I think we should hold that off for a while. We could build on the story line a bit and have the guards lose track of the bandit guy or get ambushed. Then maybe a week later we could have Roymund and Roland try their hand at tracking them down? It would extend the side-plot and give us more stuff to do for a longer period of time instead of going after the bandits right away. The survey side plot could come after that as a way to make sure there's no more trouble in the hold. :shrug:

Haha, I love Alguidar's "Bloody lizards" line in Smig's new post. Makes me feel like Jormaw will be having difficulties with his new neighbours. :sweat:

Just be glad Aryon Llethri isn't in this RP. :P

He's the nephew of Councillor Garisa Llethri of House Redoran and General of the Northern forces in Morrowind. He's a very hard and proven nationalist and militarist and wouldn't take too kindly to the Argonians invading his homeland. In all honesty he would probably challenge Jormaw to a duel and attempt to kill him out of spite. Man, I haven't RP'ed Aryon in over two years. I miss Circlet Ignited; it was such a good RP. :confused:
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Genevieve
 
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Post » Thu May 03, 2012 10:29 am

[b]Name:[/b] Zalabek "Zal" Mirshimammu
[b]Age:[/b] 231
[b]Race:[/b] Dunmer Ashlander
[b]Gender:[/b] Male
[b]Height:[/b] 5'11"
[b]Birthsign:[/b] The Steed
[b]Appearance:[/b] Zal is fairly average by Dunmer standards. His build is slender, almost lanky, though he is nigh weak. Hair is ashen gray, like the burnt leavings after a roaring fire. Eyes are white as Skyrim's snows, and seem to pierce a soul like a Daedric arrow through Dreugh Wax. His face is tattooed in the traditional Ashlander fashion - a dark hand 'pon his left cheek, a splash of red 'round his right eye. A deep scar tears a horizontal valley across his stubbled chin; a relic of the life he's left behind.
[b]Class (what would you describe your character as?):[/b] Loremaster/Bookseller
[b]Skills and known spells (if any):[/b]
Skills:
Archery - Adept
One Handed - Apprentice
Alchemy - Apprentice
---
Misc Skills/Descriptions
Zal has spent much of his life collecting tomes and volumes of any literature he could reach, and as such he may well have been one of the best educated Ashlanders in Vvardenfell before Red Mountain erupted.
---
Spells/Powers:
Summon Ancestral Guardian, Firebolt.
[b]Clothing / armor:[/b] Zal wears simplistic clothing made from roughly patched Netch leather and Chitin. His waist is bound with multiple belts, bearing satchels and flasks filled with alchemical ingredients, simple potions, and often a few pinches of Moon Sugar. About his neck he wears an amulet bearing the likeness of Azura's Star - a gift given to him by his mother in his youth, and one of his most prized posessions.
[b]Weapons:[/b] Zal carries a glass dagger on his person at all times. For hunting purposes he owns a weathered Chitin longbow, and the arrows to accompany it.
[b]Miscellaneous items:[/b] Due to his Ashlander background Zal has accumulated a decent collection of odds and ends. Though most of his trinkets are quite useless he is in the posession of a journal, the very journal used by the Nerevarine in the Third Era while on his journey to defeat Dagoth Ur.
[b]Personality:[/b] Though he carries himself with the usual pomp of a Dunmer, and oft barks out belittling comments without cause, Zal is a fairly softhearted individual. He has come to realize just how short one's life is, and sees no point in souring what is left of it.
[b]Major flaw:[/b] Zal is fairly reclusive, being from a small tribe to the north of Morrowind and having not eperienced life around large crowds. He prefers to keep to his own affairs, and can often become farly shy and silent in stressful situations.
[b]Background:[/b]Zalabek was born and raised in the old Ashlander camp of Urshilaku in Morrowind's north, on the Sheogorad coastline. He was raised with tales of the Nerevarine, who had visited their camp in 3E 427, and as such has always held a fascination for lore of all kinds. On his seventeenth birthday his mother and father presented him with two gifts - the Amulet of Azura, and the Nerevarine's journal - and was subsequently told to leave his home and explore the world.
For fourteen years young Zal explored Morrowind; from Dagon Fell to Vivec, Gnisis to Sadrith Mora...
Upon returning to his home in Urshilaku he found the place destroyed, raided by bandits from beyond the Ghostgate. Zal spent a week amongst the rubble, sleeping in his own bedroll near the bodies of his slain parents. Something had broken within the Dunmer, something that may nevere fully heal.

While he slept one night, there in the shadow of Red Mountain, Azura came to him in a vision. She told the Dark Elf to flee Morrowind - to let his past lay, and to travel West to Skyrim. The mountain was to burn the province, she said, and he listened. As Azura's star sparkled in the dawn's sky Zalabek buried his parents in shallow pits, gathered what scraps he could to travel with, and began his Westward journey...

((Edit: Why do the bolds hate me... ? :())
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STEVI INQUE
 
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Post » Thu May 03, 2012 7:14 pm

Sounds like some fun. Roland probably wont be healed by then though. I plan on having him out for about a week, maybe a bit longer. I'll have him wake up current day during the evening.

As for the bandit thing I think we should hold that off for a while. We could build on the story line a bit and have the guards lose track of the bandit guy or get ambushed. Then maybe a week later we could have Roymund and Roland try their hand at tracking them down? It would extend the side-plot and give us more stuff to do for a longer period of time instead of going after the bandits right away. The survey side plot could come after that as a way to make sure there's no more trouble in the hold. :shrug:

Oh don't you worry, the flooding event won't be happening for in another in-RP week at the very least.
Roland should be up and well by then. No doubt Jormaw will be in the opposite circumstances, though..

By the way, Gorbad seemed pretty intent on having the bandit thing happen soon though, so you just might lost out on that one.
But that's not to say you couldn't use it to follow up your survey side plot. Actually, it'd give pretty good reason for the Jarl to send out a survey group.

Just be glad Aryon Llethri isn't in this RP. :tongue:

He's the nephew of Councillor Garisa Llethri of House Redoran and General of the Northern forces in Morrowind. He's a very hard and proven nationalist and militarist and wouldn't take too kindly to the Argonians invading his homeland. In all honesty he would probably challenge Jormaw to a duel and attempt to kill him out of spite. Man, I haven't RP'ed Aryon in over two years. I miss Circlet Ignited; it was such a good RP. :confused:

How a bloodthirsty general from Morrowind would come to meet a humble fisherman living in a small hold in Skyrim, I would not know.
But if such a collision did occur, the argonian would merely go underneath water untill the dunmer got bored of waiting. Hehehe. :spotted owl:
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He got the
 
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Post » Thu May 03, 2012 6:30 am

@Vincent, of what I know of what happened this IC day, Roland showed up in town, fell off his horse wounded and passed out-like, got brought to the tavern for healing. There were some orders placed in the forge, then Jormaw terrorized the local farm for a bit. Leandra showed up in town and is currently negotiating with the guards of the Jarl's keep to let her see the bigwig with her steamy arm still on.

Why do i get the feeling you read the OOTS comic's? :wink:
Maybe because I do :tongue:

Also, any OTTness in terms of Leandra's personality is intentional; she is, after all, slightly mad (you don't set off on a romantic demon hunt right from the start of your mature life without it messing with you in the head, after all). 'Benign emotional instability' is the fancy pants way I choose to say that she's inconsistent.
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Evaa
 
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Post » Thu May 03, 2012 7:29 am

I'm going to sleep now, then get up and travel across London to clean an oven. Pray for me.

(Still would be madly in love with someone who could post an RP recap..) :wink:
Ahem, ok recap:
The mine business went well. Tsavani didn't join them, but instead three guards, nellis, elarian and gorbad went there. One of the guard was brutally killed by an unknown creature, a chaurus, but they managed to defeat it thanks to elarians skill and speed. The mine is pretty big and has plenty of iron and corundum ores. In the very bottom area, which looks like a flamer cave with glowing mushrooms, there's orchalium and moonstone as well. The plot of digging deeped into it is still open, but currently the mine is being reinforced by the mason so the guards have a comfortable place to live in. Like a second barack outside the city.

Bandits situation: A guy was killed and a horse ran into valton. A bandit followed shortly after to see how things were in Valton. He was arrested for attacking a high elf, but was soon connected to the bandits because of the questions he asked and the things he did. Now, the capitain of the guard will follow him back the hide-out with quite a lot of guards who can sneak with him.
And this:
@Vincent, of what I know of what happened this IC day, Roland showed up in town, fell off his horse wounded and passed out-like, got brought to the tavern for healing. There were some orders placed in the forge, then Jormaw terrorized the local farm for a bit. Leandra showed up in town and is currently negotiating with the guards of the Jarl's keep to let her see the bigwig with her steamy arm still on.


And there's quite many char-sheets to put into the OP and many to accept too... :ohmy:

________________________
Note: An in-game week could be in real-life 6 months. So I kindly want everyone who mentioned waiting a whole week for something to happen to re-think that. :wink:
________________________

Here be Skarpi, my half crazy bard and inn keeper
Spoiler



Name:Scarpaius Otavius (Skarpi for short)

Age:72

Race:Imperial

Gender:Male

Height:5’ 11’’

Birthsign:The Thief

Appearance:Scarpaius is an old man, but generally well fit for his age, taking time to work out daily and preform manual labor. Standing at roughly 5’ 11’’, he is a handsome man even in his old age, with high cheekbones and full lips, his looks wooed many women back in his day. http://cache.ohinternet.com/images/thumb/2/2d/Trollface_HD.png/618px-Trollface_HD.png now, and his shaggy head of hair is fringed with grey, but his eyes are still the color of pristine blue water, which seem to sparkle when he is telling a story. He enjoys portraying himself as a weak old man (which, in a way, he is), but it is only a fa?ade used to fool potential enemies, and a technique used to awe his audience.

Class (what would you describe your character as?):Ex-Sailor, Innkeeper and Bard

Skills and known spells (if any):Skarpi was once a brilliant swordsman and thief, talented with one handed weapons, stealth, lockpicking, and pickpocketing. While he has retained much of his knowledge and ability in his old age, his talent can be considered lack-luster at best. The two skills that he still uses to great effect are Alteration and Speechcraft. Skarpi used [and uses] alteration to create magical shields, fiddle with matter and the physical composition of materials, as well as further his own abilities. In combat, this is used in creative and unique ways, though more recently in his life, he has just been using it to help accomplish tasks, or for show-boating. His tongue and wit are sharp as steel, which is very useful when persuading a highway robber or a group of children listening to one of his stories.

Clothing / armor:Skarpi usually wears his old duster (http://hiltonstentcity.com/images-prod/filson-465-duster-lg.jpg), with common clothes underneath. He owns a simple pair of boiled leather boots, and he keeps an old suit of armor locked in his special chest, which hasn’t been put to use in several years. In addition, an innocent looking ring of coral resides on his right ring finger, though the sailor refuses to comment on its origin.

Weapons:Skarpi usually just keeps a simple dagger of steel on his person, as well as a small volcanic stone that has been enchanted to cast a weakish lightning spell, though it is unknown whether he discovered this trinket on his adventures or made it himself. In his special chest, he has a silver longsword, though it hasn’t been moved or used in several years.

Miscellaneous items:Skarpi has several books packed in what little luggage he has, as well as a few pairs of simple clothing. He also has a chest of lacquered redwood with him, that contains and old suit of armor, silver longsword, potions, and a few other odd trinkets from his adventuring days.

Personality:The old sailor is rather optimistic, cheerful, wise, and can be described as “a little loony”. On the outside, Skarpi seems rather open and happily willing to share his advice, wisdom, and tales of adventure, he is truly angry and world-weary from his persuer’s efforts to bump him off, but is far too stubborn and faithful to give up just yet.

Major flaw:Skarpi is old, thus hindering his combat abilities (ya know, cause he’s slower and such). Due to an old wound on his right leg, he has a slight limp.

Background:Skarpi was born in Bravil, and lived on the streets until he was about twelve years old until a friendly, wise Innkeeper paid for passage to Stormhold where he would procure an education at the Synod Enclave.

Skarpi took keen to the school of Alteration at the school, as well as your average subjects like arithmetic and lore. When he reached the age of 19, Scarpaius was weary of the Synod’s flawed system of education and greedy politics, and left the school behind in search for adventure, his ego brimming with arrogance. Leaving his friends and mentors in his wake, he got a job, raised enough money to procure some essential supplies, and ventured into the world in search of adventure.

His first attempt at an adventure, the plundering an ancient ruin will a small band of mercenaries, ended in utter disaster, to say the least, and opened the young man’s eyes as he narrowly escaped the vicious maw of Deadroth. He became far more cautious after that, and his ego slowly began to deflate.

A few years later, with a broadened knowledge of the world, he signed onto a crew of a cargo ship in Hammerfell, and worked as a sailor, moving goods from Skyrim to Morrowind and even to Elyswer. During these times, the crew encountered strange occurrences, and had a few brushes with the supernatural.

It wasn’t until Skarpi, now succumbing to the hands of becoming old, stole an artifact from a cult of Necromancers, in hope that its powers would help him retain his youth. The occultists discovered his heist, and nearly killed him, but he escaped. The mages of death hired and “created” minions to pursue Skarpi across the globe for many years.

During said time, Skarpi had an epiphany that almost crushed his spirit, caused by the deadly Necromancers that chased him. He gave up adventuring, and turned to being a traveling bard, poet, and inn keeper, still hailing that old man from Bravil as his hero. Skarpi kept moving around, growing old and more eccentric by the year, until he found the new hold of Valton. It is unknown if the old bard disposed of the artifact already, or if he still keeps, or if it even does anything. But one thing is for certain- those pesky necromancers are still after it, and the loony sailor who stole it.
Char-sheet looks good. You are accepted.



Name: Zalabek "Zal" Mirshimammu
Age: 231
Race: Dunmer Ashlander
Gender: Male
Height: 5'11"
Birthsign: The Steed

Appearance: Zal is fairly average by Dunmer standards. His build is slender, almost lanky, though he is nigh weak. Hair is ashen gray, like the burnt leavings after a roaring fire. Eyes are white as Skyrim's snows, and seem to pierce a soul like a Daedric arrow through Dreugh Wax. His face is tattooed in the traditional Ashlander fashion - a dark hand 'pon his left cheek, a splash of red 'round his right eye. A deep scar tears a horizontal valley across his stubbled chin; a relic of the life he's left behind.
Class: Loremaster/Bookseller
Skills and known spells:
Skills:
Archery - Adept
One Handed - Apprentice
Alchemy - Apprentice
---
Misc Skills/Descriptions
Zal has spent much of his life collecting tomes and volumes of any literature he could reach, and as such he may well have been one of the best educated Ashlanders in Vvardenfell before Red Mountain erupted.
---
Spells/Powers:
Summon Ancestral Guardian, Firebolt.

Clothing / armor: Zal wears simplistic clothing made from roughly patched Netch leather and Chitin. His waist is bound with multiple belts, bearing satchels and flasks filled with alchemical ingredients, simple potions, and often a few pinches of Moon Sugar. About his neck he wears an amulet bearing the likeness of Azura's Star - a gift given to him by his mother in his youth, and one of his most prized posessions.
Weapons: Zal carries a glass dagger on his person at all times. For hunting purposes he owns a weathered Chitin longbow, and the arrows to accompany it.
Miscellaneous items: Due to his Ashlander background Zal has accumulated a decent collection of odds and ends. Though most of his trinkets are quite useless he is in the posession of a journal, the very journal used by the Nerevarine in the Third Era while on his journey to defeat Dagoth Ur.

Personality: Though he carries himself with the usual pomp of a Dunmer, and oft barks out belittling comments without cause, Zal is a fairly softhearted individual. He has come to realize just how short one's life is, and sees no point in souring what is left of it.
Major flaw: Zal is fairly reclusive, being from a small tribe to the north of Morrowind and having not experienced life around large crowds. He prefers to keep to his own affairs, and can often become farly shy and silent in stressful situations.


Background: Zalabek was born and raised in the old Ashlander camp of Urshilaku in Morrowind's north, on the Sheogorad coastline. He was raised with tales of the Nerevarine, who had visited their camp in 3E 427, and as such has always held a fascination for lore of all kinds. On his seventeenth birthday his mother and father presented him with two gifts - the Amulet of Azura, and the Nerevarine's journal - and was subsequently told to leave his home and explore the world.
For fourteen years young Zal explored Morrowind; from Dagon Fell to Vivec, Gnisis to Sadrith Mora...
Upon returning to his home in Urshilaku he found the place destroyed, raided by bandits from beyond the Ghostgate. Zal spent a week amongst the rubble, sleeping in his own bedroll near the bodies of his slain parents. Something had broken within the Dunmer, something that may nevere fully heal.

While he slept one night, there in the shadow of Red Mountain, Azura came to him in a vision. She told the Dark Elf to flee Morrowind - to let his past lay, and to travel West to Skyrim. The mountain was to burn the province, she said, and he listened. As Azura's star sparkled in the dawn's sky Zalabek buried his parents in shallow pits, gathered what scraps he could to travel with, and began his Westward journey...


Old dunmers seem to be quite popular. But the class is something Valton can accept, a bookseller. I don't know much about mer-lore, but isn't 17 a bit young for them to go out into the world? (correct me if when I'm wrong, but wouldn't that be like sending a 9 year-old imperial out in the world?)
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Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Thu May 03, 2012 6:00 am

Sod it, since everyone else is having a dark past, Roymund will too.
Back in his youth, he was out hunting deer and, long story short, only injured his target. Years later the Buck is back for revenge, and this time i'm personal.
Come to a cinema near you..

Deer Roymund; The one that got away.

On a serious note, I'd also consider re-thinking the leaving thinks for a week as we're currently only just starting the third day and the RP's been going like.. 2 months?
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Ebou Suso
 
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Joined: Thu May 03, 2007 5:28 am

Post » Thu May 03, 2012 8:25 pm

I will make a post soon. Should I just start in the inn and mention how Jal is very ill, and staying in Riften? Or something similar?
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luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Thu May 03, 2012 9:19 am

Haha, I love Alguidar's "Bloody lizards" line in Smig's new post. Makes me feel like Jormaw will be having difficulties with his new neighbours. :sweat:

Probably... life takes many turns though, you never know ;)

I will make a post soon. Should I just start in the inn and mention how Jal is very ill, and staying in Riften? Or something similar?

Up to you I guess. I just think that, an explanation on Jal's absence would be useful.
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neen
 
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Post » Thu May 03, 2012 8:03 am

Up to you I guess. I just think that, an explanation on Jal's absence would be useful.
I'll have an explanation. Just trying to think of something logical that will allow him to come back in later.
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Andrew Lang
 
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Joined: Thu Oct 11, 2007 8:50 pm

Post » Thu May 03, 2012 8:40 am

________________________
Note: An in-game week could be in real-life 6 months. So I kindly want everyone who mentioned waiting a whole week for something to happen to re-think that. :wink:
________________________

Challenge accepted.
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Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Thu May 03, 2012 11:45 am

[b]Name:[/b] Zalabek "Zal" Mirshimammu
[b]Age:[/b] 231
[b]Race:[/b] Dunmer Ashlander
[b]Gender:[/b] Male
[b]Height:[/b] 5'11"
[b]Birthsign:[/b] The Steed
[b]Appearance:[/b] Zal is fairly average by Dunmer standards. His build is slender, almost lanky, though he is nigh weak. Hair is ashen gray, like the burnt leavings after a roaring fire. Eyes are white as Skyrim's snows, and seem to pierce a soul like a Daedric arrow through Dreugh Wax. His face is tattooed in the traditional Ashlander fashion - a dark hand 'pon his left cheek, a splash of red 'round his right eye. A deep scar tears a horizontal valley across his stubbled chin; a relic of the life he's left behind.
[b]Class (what would you describe your character as?):[/b] Loremaster/Bookseller
[b]Skills and known spells (if any):[/b]
Skills:
Archery - Adept
One Handed - Apprentice
Alchemy - Apprentice
---
Misc Skills/Descriptions
Zal has spent much of his life collecting tomes and volumes of any literature he could reach, and as such he may well have been one of the best educated Ashlanders in Vvardenfell before Red Mountain erupted.
---
Spells/Powers:
Summon Ancestral Guardian, Firebolt.
[b]Clothing / armor:[/b] Zal wears simplistic clothing made from roughly patched Netch leather and Chitin. His waist is bound with multiple belts, bearing satchels and flasks filled with alchemical ingredients, simple potions, and often a few pinches of Moon Sugar. About his neck he wears an amulet bearing the likeness of Azura's Star - a gift given to him by his mother in his youth, and one of his most prized posessions.
[b]Weapons:[/b] Zal carries a glass dagger on his person at all times. For hunting purposes he owns a weathered Chitin longbow, and the arrows to accompany it.
[b]Miscellaneous items:[/b] Due to his Ashlander background Zal has accumulated a decent collection of odds and ends. Though most of his trinkets are quite useless he is in the posession of a journal, the very journal used by the Nerevarine in the Third Era while on his journey to defeat Dagoth Ur.
[b]Personality:[/b] Though he carries himself with the usual pomp of a Dunmer, and oft barks out belittling comments without cause, Zal is a fairly softhearted individual. He has come to realize just how short one's life is, and sees no point in souring what is left of it.
[b]Major flaw:[/b] Zal is fairly reclusive, being from a small tribe to the north of Morrowind and having not eperienced life around large crowds. He prefers to keep to his own affairs, and can often become farly shy and silent in stressful situations.
[b]Background:[/b]Zalabek was born and raised in the old Ashlander camp of Urshilaku in Morrowind's north, on the Sheogorad coastline. He was raised with tales of the Nerevarine, who had visited their camp in 3E 427, and as such has always held a fascination for lore of all kinds. On his seventeenth birthday his mother and father presented him with two gifts - the Amulet of Azura, and the Nerevarine's journal - and was subsequently told to leave his home and explore the world.
For fourteen years young Zal explored Morrowind; from Dagon Fell to Vivec, Gnisis to Sadrith Mora...
Upon returning to his home in Urshilaku he found the place destroyed, raided by bandits from beyond the Ghostgate. Zal spent a week amongst the rubble, sleeping in his own bedroll near the bodies of his slain parents. Something had broken within the Dunmer, something that may nevere fully heal.

While he slept one night, there in the shadow of Red Mountain, Azura came to him in a vision. She told the Dark Elf to flee Morrowind - to let his past lay, and to travel West to Skyrim. The mountain was to burn the province, she said, and he listened. As Azura's star sparkled in the dawn's sky Zalabek buried his parents in shallow pits, gathered what scraps he could to travel with, and began his Westward journey...

((Edit: Why do the bolds hate me... ? :())
Love the sheet man! :thumbsup:

All that talk of the Nerevarine and the Urshilaku is bringing back memories from Morrowind.

I have a soft spot for pre-Red Year Dunmer. I'm attempting to bring in my favorite Dunmer character, but I have to find a place for him to fit before I can. :P

________________________
Note: An in-game week could be in real-life 6 months. So I kindly want everyone who mentioned waiting a whole week for something to happen to re-think that. :wink:
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Old dunmers seem to be quite popular. But the class is something Valton can accept, a bookseller. I don't know much about mer-lore, but isn't 17 a bit young for them to go out into the world? (correct me if when I'm wrong, but wouldn't that be like sending a 9 year-old imperial out in the world?)

I suggest going by weeks at a time for times when we're in between plots. Have people post recaps of the last few days and then coordinate character interaction OOC. Instead of having Morning/Midday/Evening/Night as we do now we could change it to Morndas, Tirdas, and so on. We could decide the time of the interaction or post within the post as well. For instance Morndas, Early Morning.

It would make things go mufh faster. I have a hard time believing that all of these plots would unfold in a matter of one week. If I were a citizen of Valton and I had to clear an infested mine, kill some badits at their camp, clear out a dreugh lair, and do my normal everyday tasks, I would leave in a heartbeat. That's a ton of stuff happening in a very very short time and to me it feels extremely rushed.
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neen
 
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Post » Thu May 03, 2012 5:14 pm

I'll let Vincent RP the Jarl as he wanted, so PFA, you might have to wait a few hours or maybe a day :smile:

As for long-term looking RP and looking at time from a realistic perspective, that's something we haven't thought about yet. Of course time-warping could happen at some points and everyone just say what they character was doing the "fast traveled" weak. And yes, adding correct days to the RP like that would be good for clarification and such. So it's middas now.. Month would be... What is the starting month of Skyrim, since that's according to some sources the Valton time of the year..


Edit: The inn already has a customer, prisoner six's character asked for a mug of.. mead?
And the inn has no free rooms anymore, they've all been taken by a misc group of characters. So you need to contact a mason and build the place a bit bigger at some point :)
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Del Arte
 
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Post » Thu May 03, 2012 3:47 pm

Edit: The inn already has a customer, prisoner six's character asked for a mug of.. mead?
And the inn has no free rooms anymore, they've all been taken by a misc group of characters. So you need to contact a mason and build the place a bit bigger at some point :smile:
Bah! Okay, i'll take care of that.
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Markie Mark
 
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