Valton: The New Hold OOC & Sign Up Thread VII

Post » Thu May 03, 2012 1:46 pm

He's an Argonian Fisherman with a past and a quick tail. She's a woman with a mean steam-powered right hook. Together, they fight crime :tongue:

Where precisely is the farmhouse in relation to the main body of the town? I gathered it's a bit further off, is it north-west or north-east, or some other direction altogether?

Hahaha. :sweat:

I'm not really sure myself. The layout for the farmhouse has been changed a couple of times, I've heard. But yeah, it's quite far away from the
main town. That's not to say your character couldn't already be travelling that way though. She looks to be quite unconvential, so how would
be going from the wrong direction to enter town be so different to her? heh. It could explain the arm's crankiness, what with going through the river's water..
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Trista Jim
 
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Post » Thu May 03, 2012 3:25 pm

Hmm, Daroska, in future "PvP" situations like that.. Don't make so many moves at the same time. It's like both jack and Alguidar went into a time-stand-still there while your character made a million moves in one second. Not that it matters in this situation, since it's actually more of a conversation than a combat situation.. But it's worth thinking about either way. :smile:

Edit: I'll be leaving for the night, but before that I'll post a new RP Thread just to make sure you don't run out of a place to post at if the current one reaches the limit. Remember to post in the current, number 3, Rp thread until it reaches the limit of 200 posts before continuing over to the new thread. :)
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James Wilson
 
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Post » Thu May 03, 2012 9:08 pm

The labor is the three guards at the mine, they'll help julius with the building. As for the wood, there's a huge pile already there so no more trees need to be brought down: the guards already did that earlier. :wink:

But how long should the building of the fortification both at the entrance and the very inner area of the mine take, in addition to creating the somewhat comfortable living area in the first room of the mine? I think the next RP-days evening would be too soon, but we don't want to keep Julius locked in one place for too long. So I think the next RP-days evening will be a good time to have the buildings done. But what do you others think?


Edit: May I ask how the bandits situation is going, Gavril and "What is that"? Have you decided how the battle will go and when it will happen, etc?
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Kirsty Collins
 
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Post » Thu May 03, 2012 8:29 am

Not a problem for me and my chisel Mwahahaha :devil:

... so about three in game days
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Devils Cheek
 
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Post » Thu May 03, 2012 7:13 am

Not a problem for me and my chisel Mwahahaha :devil:

... so about three in game days
Hmm, be sure to visit Valton ever now and then and say hello to the rest of the players :D Otherwise you'll have three lonely in-game days on the way.
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Kristina Campbell
 
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Post » Thu May 03, 2012 2:01 pm

I will now allow me to leave the town in style... by not letting anyone see me.
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Kate Murrell
 
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Post » Thu May 03, 2012 7:38 pm

Hmm, Daroska, in future "PvP" situations like that.. Don't make so many moves at the same time. It's like both jack and Alguidar went into a time-stand-still there while your character made a million moves in one second. Not that it matters in this situation, since it's actually more of a conversation than a combat situation.. But it's worth thinking about either way. :smile:

Edit: I'll be leaving for the night, but before that I'll post a new RP Thread just to make sure you don't run out of a place to post at if the current one reaches the limit. Remember to post in the current, number 3, Rp thread until it reaches the limit of 200 posts before continuing over to the new thread. :smile:

I considered as many possible actions to the event, but decided that due to my character having a larger amount of expertise then the
two characters, after years of mercenary work, he'd no doubt work quickly against the two. And to be fair, I didn't go to the extent of character
controlling. Giving both Alguidar and Jacqueline a chance to respond / designate their own reaction afterwards. But yeah, that was a one time thing.

:angel:
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Tiffany Holmes
 
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Post » Thu May 03, 2012 3:29 pm

The labor is the three guards at the mine, they'll help julius with the building. As for the wood, there's a huge pile already there so no more trees need to be brought down: the guards already did that earlier. :wink:

But how long should the building of the fortification both at the entrance and the very inner area of the mine take, in addition to creating the somewhat comfortable living area in the first room of the mine? I think the next RP-days evening would be too soon, but we don't want to keep Julius locked in one place for too long. So I think the next RP-days evening will be a good time to have the buildings done. But what do you others think?


Edit: May I ask how the bandits situation is going, Gavril and "What is that"? Have you decided how the battle will go and when it will happen, etc?
It's going well. I will post on the new thread about Rolaf heading to the cave.
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Hilm Music
 
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Post » Thu May 03, 2012 8:58 pm

Here is the CS of the 'iron chef' :tongue:
Spoiler

Name: Sarynetta Vycomte (Sarya for short)
Age: 42
Race: Imperial
Gender: Female
Height: 5'4"
Birthsign: The Tower
Appearance: Her face carries the typical regal features of fullblooded Imperial women. A soft but strong nose, a gaunt jaw, sharp eyebrows and a slightly tall forehead. Her eyes are emerald green with a hint of grey around the iris. Faint wrinkles have begun to appear in the corner of her eyes and lips. Her black hair falls to her waist in long, soft curls.
Her body is curvatious and lean with wide hips and generous briasts, though it has lost its youthful bounce and vigor.
Class/profession: Baker/cook/merchant
Skills and known spells (if any): Cooking, reading and writing, haggling and shopkeeping. She has no knowledge of magic.
Clothing: Sarya only wears dresses, and prefers a simple and practical style while working. Most of the time she will wear her favorite work dress. It is moss green with a brown underskirt that shows when she walks or moves around. It reaches her ankles and has long, snug sleeves that are folded up to stay out of her way while preparing food. Around her waist is a soft brown leather corset made only for fashion purposes. On her feet she wears simple doeskin shoes.
Weapons: None. She is not a fighter.
Miscellaneous items: She carries her little bag of money tied to her corset along with a keyring.
Personality: She is friendly and polite, and always enjoys a good conversation. She has a weak spot for children, and she absolutely loves parties. All the dancing and music brings a feeling of bliss to her aging heart.
Major flaw: She can sometimes be too trusting, and it often results in people taking advantage of her kindness and generousity.
Background: She was born and raised in Skingrad where she lived with her parents her entire life. Her parents were running a very successful business selling food and drink from both local farms and by importing from all the corners of the continent. The shop had been passed down through generations and made quite a name of the Vycomte family in the upper class society.
When Sarya was 40 years old she and her younger brother made the desicion to leave Skingrad and find a new place to set up shop in order to spread the Vycomte name and success. Her brother traveled west and Sarya went north. They both took with them goods and gold for the journey, and left their younger sister and parents to take care of the shop in Skingrad. Sarya traveled for months with a heavily guarded convoy headed for Skyrim.
Edit: I won't get mad if you say no :)
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Lynette Wilson
 
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Post » Thu May 03, 2012 5:45 pm

Wouldn't it make more sense to have more shops? I don't think a general goods owner would want the hassle of keeping and replacing fresh produce as well as managing all the other stuff they sell. And how will the people living in the town have food on their table each day if they can't afford eating dinner at the inn every day?
Come on, give me a chance :tongue:

I say let her take a shot at it. What harm could it do? I think it would be rather beneficial to the RP to have more characters.

That's right, we prefer if you focus on one.. However we do need a shopkeeper and an innkeeper more than we want players to focus on just one character.
Grumble.. mumble.. Hrmmphh....

Thing is, it'd be your second character. If it was your first, I'd say go for it. But it isn't. My point of view is no, but there's other ways you can introduce a second character. I know you might disagree with me and that even Vincent might disagree with me, so I'll let him have the final say in this. Fair enough? :wink:

May I ask why there's such a problem with RP'ing more than one character? I think this is the first RP I've ever been in that's discouraged multiple characters. I think RP'ing multiple characters is actually better than just one character. It allows for character interaction and development without the need of other RP'ers who sometimes don't show up or post.

I don't think there should be a limit on how many characters someone can RP, just my two cents on the matter.
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Jacob Phillips
 
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Post » Thu May 03, 2012 5:34 pm

Sorry about that, guys. I will submit my sheet soon.
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Chloe Yarnall
 
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Post » Thu May 03, 2012 4:03 pm

Might I suggest an alternate means of currency for the RP? I feel that having even 50 solid gold coins would make someone rather rich. Gold goes for almost $2000 an ounce at the moment.

I was thinking something along the lines of a "Copper < Silver < Gold" currency system.

100 Coppers would be 1 Silver, and 100 Silvers would be 1 Gold.

To give an idea of the pricing:

1-10 Coppers = A loaf of bread, a few pieces of produce, or a tankard of ale.
1-10 Silver = A very good fine steel longsword, a well made bow, or mediocre weapons for the low range.
1-20 Gold = Low range being a small house, upper range being a rather large and well furnished upper-class house.

Just an idea. I find handing over 70 pieces of solid gold to be a TON of money for something like a wooden pole with a steel spear tip. Something more like 1 silver would be more sufficient. The 1000 gold pieces used to buy the houses (using historical medieval coin weights) would be worth $55,000 in today's money. Meaning that the 70 gold used to buy the spear would be about $3850. That seems like a hefty price for a shaft of wood and a steel spear tip.

Again, just my two cents on the matter.
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ShOrty
 
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Post » Thu May 03, 2012 8:17 pm

Agree with ASAP, gold is rather rare, even in Tamriel.
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Wayne W
 
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Post » Thu May 03, 2012 6:45 am

Absolutely. I always imagined Skyrim's coins to be called 'gold' like Cyrodiil's septims, and actually having very little gold in them, being made from mostly copper and other cheap-ish precious metals.

Edit, And Smig, Y U NO POST? :P
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joseluis perez
 
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Post » Thu May 03, 2012 11:42 am

Flaky free wi-fi is flaky. Seems I've got it vaguely working right now though, hopefully it will appear for a few minutes tomorrow too. Quickly skimmed the thread. A few thoughts (and then bed):

A second character who sells food is okay, as long as you remember a Character is For Life Not Just For Christmas. If you are willing to put the hours in and not leave other Rpers behind while they interact with you, I see nothing wrong with having two characters at once in principle. That said, it is far, far better to have one fully fleshed out character. Basically my advice is that: stick to one and make it work. But if you really really want a new char and think you can make it work, then that is okay.

Secondly (I really just skimmed this, the free wi-fi near my new place goes off an on constantly), the currency we are using is drakes. Full stop. It is referred to as gold in the games, so you can call it that. If that isn't to your taste, call them septims or drakes, it makes no odds to me. If you can't abide by it being gold, take the label not so literally, maybe only very slightly gold in content, or maybe that name harkens back to a time when fully gold coins were used, but now it is just a name. Either way, make peace with the lore in your own way. We are using the same system as in all the TES games.
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Jade Muggeridge
 
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Post » Thu May 03, 2012 4:43 pm

Secondly (I really just skimmed this, the free wi-fi near my new place goes off an on constantly), the currency we are using is drakes. Full stop. It is referred to as gold in the games, so you can call it that. If that isn't to your taste, call them septims or drakes, it makes no odds to me. If you can't abide by it being gold, take the label not so literally, maybe only very slightly gold in content, or maybe that name harkens back to a time when fully gold coins were used, but now it is just a name. Either way, make peace with the lore in your own way. We are using the same system as in all the TES games.

Fair enough. I've just never been a big fan of using "game mechanics" in RP's, so I suggested my favored form of currency.
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Quick draw II
 
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Post » Thu May 03, 2012 8:42 pm

Edit, And Smig, Y U NO POST? :tongue:

Oh, the pressure! The humanity!
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Jah Allen
 
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Post » Thu May 03, 2012 3:14 pm

Oy, I'll have Jack beat you to a pulp if you don't post soon!

Alright, so I guess I won't bring my second character into the game now.
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CYCO JO-NATE
 
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Post » Thu May 03, 2012 5:15 pm

Sorry about that, guys. I will submit my sheet soon.

Ooooo! The Ascended Sleeper.. joining? wow, we're getting more members in this RP than a hobo gets fleas on his head.
But yeah, The Ascended Sleeper! the person that's posts I like to stalk secretly in RP forum threads. *cough* Yeah! great to see you here, hope you get your sheet accepted. :banana:
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Latino HeaT
 
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Post » Thu May 03, 2012 1:53 pm

Here be me sheet. Is the position for the hold's alchemist/enchanter taken yet?
Spoiler



Name:Varth

Age:About 300 years old.

Race:Dark Elf

Gender:Male

Height:6’ 2’’

Birthsign:The Mage

Appearance: Varth is tall (6’ 2’’) and lean, with a hawk like features and crimson eyes. His skin has the ashen pallor that is common among his race. He is often clad in black, billowing robes and a large hood that conceals his features.

Class (what would you describe your character as?):Sorcerer-Assassin (Alchemist and Enchanter)

Skills and known spells (if any):Varth is skilled in one handed weapons, as well a stealth. While these skills are often used, his forte lies in the use of magic, mainly the schools of Destruction, Conjuration, Alteration, and some Illusion. In the school of destruction, Varth knows your basic blow em up and lightning spells, but he also has some unique ice based spells. In the school of Conjuration, he can summon all sorts of unique Deadra, and is well versed in the sub-school of necromancy. In the school of Alteration (Varth’s favorite school), he is a master, using the school to preform unique spells that alter matter and rip enemies apart, though it is costly in magicka. He is not very skilled in Illusion, and his spells often go haywire. As utility skills, he is also quite well with Alchemy and Enchanting. At this moment in his life, Varth just wants to avoid conflict if he can.

Clothing / armor:Varth usually wears dark black robes and a cloak (with hood), or his duster (http://hiltonstentcity.com/images-prod/filson-465-duster-lg.jpg) pending on the weather. Underneath these clothes, he is clad in simple clothing. He wears no armor.

Weapons:Varth carries a few daggers on his person (one steel, two orcish), and a few vials of corrosive acid. In addition, he has a small talisman that has been enchanted to fire a weak lightning spell.

Miscellaneous items:Some gold, first aid supplies, alchemical ingredients, black soul gems, and the occasional dusty tome are not uncommon in his pack.

Personality: Personality – It is difficult to pinpoint Varth’s personality. He seems very quiet and distant, but he is really just sitting back anolyzing everything that is said or done. He is often extremely paranoid, but once you get him to open up, you have made friend who is loyal and discreet. Varth is very witty and sarcastic, once you get him talking, and can laugh in the face of anything, whether it’s a goblin warrior or Mehnrunes Dagon himself. He is the kind of person, however, who will save his own skin and leave you to die, but Varth is sometimes known to fall to the folly of pride and honor.

Major flaw:Varth was born as a frail individual, and almost died in infancy, but recovered. This frailty still sticks with him, even to this day, causing him to lose his stamina faster than others. In addition, a certain Deadric Prince wants to skin him alive for his treachery.

Background: Varth grew up in an orphanage with no parents, and at a young age, he decided to venture out into the world. He joined the Tribunal Temple very early on, yearning for spirituality and knowledge. After many years, he raised high into the ranks due to his cunning and intellect, and use of magic. He became an inquisitor at Vivic’s Hall of Justice. His duties under said title were to kill under the name of the Temple due to his natural skills as an assassin, as well as interrogate those in the Ministry of Truth. He burned out many ashlander cults, Neravine impersonators, dissident priests, and other civilians.
But, as he got to an even higher rank, Varth discovered the truth behind the Tribunal’s power. He felt betrayed and lied too, and all of the assassinations he performed for the Temple were against innocent citizens. Varth quickly pack up his belongings and fled Morrowind in a rage, but his exit was not as crafty as preferred.
He ended up killing three Temple personnel to escape, and was branded a heretic. Varth ran from the Temple assassins for many years, and in said time, he joined the Thieves Guild and a few mercenary groups. Varth was finally able to stop running when the Neravine completed his quest and killed Dagoth Ur, and the number of assassins who hunted him finally trickled down to only one or two.
Varth then ended up traversing Tamriel aimlessly, searching for power, profane and otherwise, and ended up falling into the Dark Brotherhood, The Thieves Guild, and even a coven of Necromancers, though he did not stick around for long. It wasn’t until he joined a Deadric cult that something meaningful in his life happened.
The Cult of Boethia summoned their prince, with Varth assisting in the ritual. The Deadric Prince slew all of her followers, and asked Varth (whose resume was rather extensive), who was weakened by the ritual, to become her enforcer. Knowing that a refusal probably meant death, he agreed, and was taken into her realm, where he worked under her bidding.
It was a few decades until Varth realized how similar Boethia was to the Tribunal, and how he truly disliked the work he did. The Sorcerer didn’t take long to figure out how to escape her realm, but before he left, he decided to steal a precious artifact from the Deadra Prince. Just as Varth was about to make his escape, Boethia discovered his treachery. She and her lesser Deadric minions nearly slew him, but he escaped into Nirn, artifact in hand.
Wounded and in possession of a powerful and unknown artifact, Varth traversed into Skyrim, looking for a place to hide the now unwanted article, hoping to settle down and blend in with a local populace, hoping to avoid Boethia, who is rather displeased, to say the least.

Tell me what you think.
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Jeff Turner
 
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Post » Thu May 03, 2012 6:36 pm

Ooooo! The Ascended Sleeper.. joining? wow, we're getting more members in this RP than a hobo gets fleas on his head.
But yeah, The Ascended Sleeper! the person that's posts I like to stalk secretly in RP forum threads. *cough* Yeah! great to see you here, hope you get your sheet accepted. :banana:
Woah. I never knew I had stalkers D: Thats pretty cool. And I dont even put much effort into my posts *feels special*
Well thanks. Hell, theres even a dancing banana man. This just makes my day :happy: well, evening.
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Christine Pane
 
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Post » Thu May 03, 2012 8:11 pm

The thought of RP'ing Rithe keeps popping back into my head over and over again. He could fit in easily, and the purpose of having him would just be the intrigue of having an almost 400 year old Dunmer who lived long before the Red Year in Valton, as well as the mystery of his past and personality.

I'm just having trouble finding an occupation for him in Valton. I was thinking maybe an adviser to the Jarl, or maybe a tutor for anyone who wanted to learn magick? I'm seeing him as a kind of sage-like character at the moment. Kinda like Brom from "Inheritance". He plays dumb for a long time and never truly shows his power or who his is/was, but instead rather just fits into his own quiet little niche.

I would think that after 200 years his problems with Mephala would have subsided and he would have moved on to other things. Possibly tried to settle down and stop all the madness that his life has been enveloped in for centuries.

What do you guys think? How do you think a 386 year old Dunmer would fit into the RP?
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Latino HeaT
 
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Post » Thu May 03, 2012 3:02 pm

I think a tutor or adviser would work best.
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Jeff Turner
 
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Post » Thu May 03, 2012 1:41 pm

Also, I think Roland might be interested in the new lumber mill once it gets rolling. Or perhaps he and Jormaw or Roymund could work something out and do a partnership kind of business thing for fishing/hunting. Making the occasional trip to Riften or Ivarstead to sell some of their catch/quarry would set up a nice little "outing" kind of thing to change the scene for a bit. It could possibly even open up new avenues for adventure and expansion of Valton?

What do you think Mhund? Daroska?
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Matthew Barrows
 
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Post » Thu May 03, 2012 7:38 pm

You could always open up a trophy lodge within one of the inoccupied buildings. Get both Jormaw and Roymund on board,
then simply open a business which has access to both markets. The trophy lodge itself could serve as a sort of private bar area, trophy hall,
a storage area in the basemant and an upstairs apartment for Roland. This could allow Roland access to explore and still have interaction.

I'm not sure, just an idea. But I'm happy to participate in whatever you've got planned.
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CHangohh BOyy
 
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