Valton: The New Hold, OOC & Sign-Up Thread #XIII

Post » Fri May 04, 2012 3:50 am

This sheet was clearly written before the umm... Other smuggler and other thieves guild came into Valton. Having two smuggling operations compete against other, while at the same time having the thieves guild stealing sutff in Valton would be the outcome if this sheet was accepted. Basically, you're stepping on the toes of Athell's characters and Glass Argonian's character...


Edit: If you'd make your group of smugglers smaller, say only your main character in addition to two others, then perhaps you could co-operate with the other smuggler who's in Valton. Or, you could be rivals. However, I don't like the idea of such a large group of smuggler being present, in addition to another group of smugglers. Two small groups is OK, but not more than that.

Maybe I should have put "Trader", along side Smuggler to clear things up better, but I felt it would be a little redundant? To clarify, Ulfgar for the most part is a legitimate river trader, going up and down the river ways, trading goods with people and places. The point in the bio where it talks about the deceit, backstabbing, etc. is to show that the business of a trader isn't necessarily upfront and honest all the time, and that because it's such a competitive/demanding market, people will sometimes try to get their ways by other roads. The smuggling Ulfgar does, is more of a back room/ every now and again deal, but Ulfgar doesn't go looking for the jobs, the smuggling world and the things that entails, comes to him. Rarely is it the other way around, unless there's need of serious money.

I wasn't actually planning on playing out the smuggling side of things to such an effect as those who focus solely on it, but I don't see why having a bit of competition in the RP would be a bad thing? It would add to the market side of the world, that most RP's don't have at all. The point of the smuggling though, was meant to be something I could fall back on, to make things a little more interesting for Ulfgar every now and again if I needed to (like I couldn't think of something to write, so I start by saying someone comes to give him a seedy job or whatever?) What I was actually planning on focusing on, was the legitimate side of his business, among other things like possibly having Ulfgar and crew act as another means for people to get to and from Valton, if they don't want to go the typical land route. Which is why I have the five others mentioned, and not just Ulfgar or a couple others. They're there to act more as the crew of the boat Ulfgar and them work and live on. I figured five was a good number, and would do a good job to rounding out a small boat crew, giving them all independent jobs on the boat to keep things running.
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Roisan Sweeney
 
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Post » Fri May 04, 2012 12:34 am

AyumiFan, you should so make your character a nephew of Skarpi's. It'd make for a funny encounter between the two. :biggrin:
Mmm. Skarpi? The missing innkeeper skarpi? The skarpi we won't be seeing anymore?

Maybe I should have put "Trader", along side Smuggler to clear things up better, but I felt it would be a little redundant? To clarify, Ulfgar for the most part is a legitimate river trader, going up and down the river ways, trading goods with people and places. The point in the bio where it talks about the deceit, backstabbing, etc. is to show that the business of a trader isn't necessarily upfront and honest all the time, and that because it's such a competitive/demanding market, people will sometimes try to get their ways by other roads. The smuggling Ulfgar does, is more of a back room/ every now and again deal, but Ulfgar doesn't go looking for the jobs, the smuggling world and the things that entails, comes to him. Rarely is it the other way around, unless there's need of serious money.

I wasn't actually planning on playing out the smuggling side of things to such an effect as those who focus solely on it, but I don't see why having a bit of competition in the RP would be a bad thing? It would add to the market side of the world, that most RP's don't have at all. The point of the smuggling though, was meant to be something I could fall back on, to make things a little more interesting for Ulfgar every now and again if I needed to (like I couldn't think of something to write, so I start by saying someone comes to give him a seedy job or whatever?) What I was actually planning on focusing on, was the legitimate side of his business, among other things like possibly having Ulfgar and crew act as another means for people to get to and from Valton, if they don't want to go the typical land route. Which is why I have the five others mentioned, and not just Ulfgar or a couple others. They're there to act more as the crew of the boat Ulfgar and them work and live on. I figured five was a good number, and would do a good job to rounding out a small boat crew, giving them all independent jobs on the boat to keep things running.
I think the class section would benefit from only having Sailor / Trader there, instead of adding all those other things in there as well. Makes it more clear. However, a small enough both to fit the river wouldn't need a 5 man-crew. Even three would be pretty much on a small boat; they'd just be in the way of eachother.

I like the idea though, of a river-trader. I think your character should focus on importing and exporting goods to and from Valton, instead of dealing with the in-Valton business (the general shop-keeper handles that part). There's plenty of RP opportunity for this kind of a character. Note: The only thing that I'd change is the size of the crew (5 + 1 is unnecessarily big, 2 + 1 is fine) and the class of your character. (practical difference of what is written in the class-section is 0, however, it should be as clear as possible).

Makes sense?
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..xX Vin Xx..
 
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Post » Thu May 03, 2012 10:35 pm

Mmm. Skarpi? The missing innkeeper skarpi? The skarpi we won't be seeing anymore?

Well we don't have a reason why Skarpi is gone and it'd be poor roleplay for us to just whisk Ascended Sleeper's character away like that.

A family relation taking over the business while Skarpi goes about doing other business or going ill could solve a lot of things.
The jarl could be offering one of the remaining houses to Sarynetta and she could come to find Skarpi running the inn, you know.

AyumiFan could make a little story like I did for Urgoc as an introduction for the character, as well as giving point to why Skarpi had to go.
You could make a resolution to this point by having Sarynetta move into the inn after a day and give back the house deeds to the Jarl.
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phillip crookes
 
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Post » Fri May 04, 2012 9:19 am

Since it appears the innkeeper is missing, is there a chance I can rewrite my char to run the inn? If not ill stick to the stables
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Nancy RIP
 
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Post » Fri May 04, 2012 1:11 am

It is kinda difficult for me to find a believable reason for Sarya and Skarpi to be related. Sarya's family all live in Skingrad amd are merchants. None of them were of the adventuring sort.
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Flash
 
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Post » Fri May 04, 2012 1:14 am

Well we don't have a reason why Skarpi is gone and it'd be poor roleplay for us to just whisk Ascended Sleeper's character away like that.

A family relation taking over the business while Skarpi goes about doing other business or going ill could solve a lot of things.
The jarl could be offering one of the remaining houses to Sarynetta and she could come to find Skarpi running the inn, you know.

AyumiFan could make a little story like I did for Urgoc as an introduction for the character, as well as giving point to why Skarpi had to go.
You could make a resolution to this point by having Sarynetta move into the inn after a day and give back the house deeds to the Jarl.
Since it appears the innkeeper is missing, is there a chance I can rewrite my char to run the inn? If not ill stick to the stables
It is kinda difficult for me to find a believable reason for Sarya and Skarpi to be related. Sarya's family all live in Skingrad amd are merchants. None of them were of the adventuring sort.
AyumiFan's character runs the inn.. As soon as the transaction is complete,

@Daroska: Vincent is working for a story involving skarpi. So I wouldn't add anything else into the mess that could contradict what he's cooking up. Saying that skarpi just moved away from Valton is going to contradict the solution Vincent is coming up with.
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barbara belmonte
 
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Post » Fri May 04, 2012 2:59 am

If Skarpi returns he can run the inn together with Sarya.
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He got the
 
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Post » Fri May 04, 2012 5:16 am

At this rate, we should just rename the inn "The Missing Innkeeper." :laugh:
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Wayne W
 
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Post » Fri May 04, 2012 1:22 am

Mmm. Skarpi? The missing innkeeper skarpi? The skarpi we won't be seeing anymore?


I think the class section would benefit from only having Sailor / Trader there, instead of adding all those other things in there as well. Makes it more clear. However, a small enough both to fit the river wouldn't need a 5 man-crew. Even three would be pretty much on a small boat; they'd just be in the way of eachother.

I like the idea though, of a river-trader. I think your character should focus on importing and exporting goods to and from Valton, instead of dealing with the in-Valton business (the general shop-keeper handles that part). There's plenty of RP opportunity for this kind of a character. Note: The only thing that I'd change is the size of the crew (5 + 1 is unnecessarily big, 2 + 1 is fine) and the class of your character. (practical difference of what is written in the class-section is 0, however, it should be as clear as possible).

Makes sense?

The reason there's Sell Sword there too, is because Ulfgar is a mercenary when he needs to be. I just didn't want people wondering where the hell I pulled being a mercenary all of a sudden, if/when I pull that card in the future. The same with smuggling. As for the business in Valton, I don't see how with the way Ulfgar's set up, he couldn't avoid them? Even the simple life of a river trader, has to deal with the general store of a place. Example being, it's always best to have more than one means of getting supplied (the general store that is,) especially if one of them is quicker than the other, which Ulfgar and the boat crew would be compared to land. Another would be, Ulfgar and the crew aren't looking to sell the stuff they move, themselves, they get paid by whoever to simply move it to where it needs to be sold. That involves in some cases, dealing with the general store.

As for the crew number, this is how I see, and why I went with six, rather than something larger or smaller, although I could have five in total? Four crew, and Ulfgar. Anyway, this is how I see the jobs divided on the boat.

First, Captain (Ulfgar): self explanatory.

Second, the First Mate: acts as the Captain when the Captain isn't around. Ulfgar, being as he is a drunk, might not always be in the condition to properly do business. He needs someone trustworthy and capable sometimes, to take his place.

Thirdly, Lookout: I figured two of the crew members could be put on this, seeing as it's dangerous traversing rivers, and you have to look out for rocks, etc. Why two though? Simply for each side, as you can't have a lookout just running back and forth, he/she might miss something. Although I could lower the crew number to 5 in total, having just the one lookout be at the top of the mast, watching over everything. (The mast would be collapsable when necessary.)

Fourthly, Deckhands: The simple job of making sure the boat stays afloat, and is in top order. Also would be making sure the cargo is properly secured during the trip, and isn't about to go anywhere in between Point A and Point B. Again, two would be set as Deckhands to round it out.

Fifthly, Protection/Defense: A 5/6 manned boat isn't as likely to be attacked as a 2-3 man boat would be, especially a trading boat with all sorts of possibilities on it.
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His Bella
 
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Post » Thu May 03, 2012 9:52 pm

If I address a guard who replies to it? I can avoid the conversation if it's easier?
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P PoLlo
 
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Post » Fri May 04, 2012 12:58 am

If I address a guard who replies to it? I can avoid the conversation if it's easier?

Gorbad can control the guards but if the conversation is short without anything groundbreaking, I think you should just control his side and keep things flowing.
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lilmissparty
 
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Post » Fri May 04, 2012 1:31 am

I just re-wrote my CS. Should I repost it or just leave it where it is?
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.X chantelle .x Smith
 
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Post » Thu May 03, 2012 8:42 pm

add it in your post with spoiler tags. (use the edit function :) )
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Gisela Amaya
 
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Post » Fri May 04, 2012 4:33 am

Oh Magus the Red, that was a bad idea to write that. You've seriously pissed off an angry, injured, racist orc now. :lmao:
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oliver klosoff
 
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Post » Fri May 04, 2012 9:26 am

excellent :blink:
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Stephani Silva
 
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Post » Fri May 04, 2012 2:24 am

Name: Erutáron (lit. "lofty God") (Air-oo-tar-onn)
Age: 45
Race: Bosmer
Gender: Male
Height: 5'6
Birthsign: The Steed
Appearence: Well fit Bosmer with long red hair with an overlaying back hanging ponytail. He is clean shaven and well kept.
Class:Archer
Skills and Known Spells: He is a Master Archer and Alchemist. He is an established hunter and handy with making good use of pelts for clothes and armor. He can command animals and is resistant to poison and disease. He uses no spells.
Clothing/Armor:He wears Hide Armor and hide boots when hunting. He wears belted tunics and fines boots in towns and cities.
Weapons: He has an Elven Bow and an assortment of arrows. He also has a huting
Misc Items: Enchanted Gloves of Archery, given to him by his father.
Personality: Laid back and easy going. Hard worker and lover of animals.
Major Flaw: Too trusting.
Background: Erutáron was born in Valenwood on the 17th day of the First Seed. He was raised by his father, Artoro, since his mother was brutally attacked and killed by a rouge vampire wandering the hills of Valenwood. Artoro hunted dwn the vampire and killed it with Erutáron in tow. Artoro taught Erutáron everything there was about being a great hunter. They hunted everyday and learned to live on what the world offered them. His mother ran the stable in town and favored the animals more than people. After her death, Artoro would never let Erutáron hunt the Big Game animals though. In fact, Artoro hung up hunting all together and took over the stables that his wife ran. He spent all his time at the stables and forced Erutáron to work along side him. He longed to hunt them. Erutáron considered himself the greatest hunter of all Tamriel and wanted, so desparately to prove it with the pelts of bears, sabre cats and whatever else roamed Tamriel.

Erutáron won every archery contest in his hometown but still had a strong pineing to tackle, what he considered his greatest challenge, and that was Big Game hunting. Erutáronworked the stables all day but hunted every morning before te stable opened. His father never came with him. Artoro was too protective of Erutáron and wanted to stay as safe as possible. He wanted him to run the stable after him. He already lost his wife, he could not bear to lose his son or worse, leave his son alone in this world. One day Erutáron left his home and set out alone to hunt the game of his life. If his father wouldn't take him, he would do it alone.He had gone out to the plains he had hunted as a boy and knew once he crossed the river to the south, the hunt would be on. It took him 2 days to reach the river and he crossed it. He wondered what his father was doing and if he would be mad at him. He shook those thoughts and focused on what was truly important, the hunt. he spent 2 more days south of the river and to much dismay, nothing to show for it but some fox skins and a slew of deer meat. No big game here. He decided to head home.

He was about a few hours from home when he first saw the smoke rising above where his village usually sits. The black smoke rose like a tower hundreds of feet in the sky. Erutáron's heart sunk as he raced towards his village, his father? Was he alive? Was he hurt? How could he have been so selfish to leave his father after all he has done for me? He never left me alone, he always kept me safe. Why did I have to leave? These questions circled Erutáron's mind until he reached the village.

He was not ready to see what lay ahead. His whole village lay dead in the streets, murdered by what? How? He started shouting for his father, but no answer. Was there nobody left? He reached his house but not in enough time, there lay Artoro in a puddle of blood with his bow in his hand and a claymore in his back. The whole town was desolated. Nobody was around. He saw a shimmering light off in the distance. It was coming from the woods where he and his friends played as children. He raced t the woods and found 10-12 Bosmer folks huddled in the trees. He recognized them from the village and they explained that the village was attacked by Daedra and that they were able to escape but nobody else survived. They told Erutáron that his father refused to leave his house and come to the woods for safety. He would not come without you they said. "He died waiting for you so that you would be safe."

Erutáron was sick to his stomach and now riddled with even more guilt. He was asked to stay and help rebuild the village with the 12 that survived. He declined and set out towards Skyrim. He could not stay in Valenwood. He needed to get away. He decided to head to Skyrim. He needed to get far away and he decided to give up hunting. the thought of it turned his stomach. He decided to take the 6 horses that remained in his father's stable and head north to reopen his family's stable in Skyrim. He had one Chestnut Horse, one Bay Horse, two Painted Horses and two Black Horses. He would follow in his other and father's footsteps and thrive in the horsetrade.

After arriving in Skyrim, it did not take Erutáron too long to realize that this country was worse off than Valenwood. It was in the middle of a civil war and dragons were attacking towns. Erutáron His life was empty and for the tried to open a stable in manyof the holds in Skyrim but found that most had a stable or did not have the desiree to open one. First time, he realized he was lonely.He felt very frustrated and a faliure. He heard of a new hold starting up called Valton and decided he would head there to settle down, open a stable there, since most of the other Holds already had a stable, but Valton did not. He hoped to also find a wife there and start a family of his own and possibly have a son and name him Artoto and never leave him alone and always keep him safe.
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IsAiah AkA figgy
 
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Post » Fri May 04, 2012 12:58 am

add it in your post with spoiler tags. (use the edit function :smile: )

I don't know how to do that.
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c.o.s.m.o
 
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Post » Thu May 03, 2012 7:49 pm

you can edit your posts. So instead of making two or three posts in a row you can simply add what you wanted to say in one post by editing it. it's the button next to multiquote and quote. :)
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Nicholas C
 
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Post » Fri May 04, 2012 5:56 am

I know how to edit just not how to use that spoiler tag
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Travis
 
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Post » Fri May 04, 2012 4:09 am

The reason there's Sell Sword there too, is because Ulfgar is a mercenary when he needs to be. I just didn't want people wondering where the hell I pulled being a mercenary all of a sudden, if/when I pull that card in the future. The same with smuggling. As for the business in Valton, I don't see how with the way Ulfgar's set up, he couldn't avoid them? Even the simple life of a river trader, has to deal with the general store of a place. Example being, it's always best to have more than one means of getting supplied (the general store that is,) especially if one of them is quicker than the other, which Ulfgar and the boat crew would be compared to land. Another would be, Ulfgar and the crew aren't looking to sell the stuff they move, themselves, they get paid by whoever to simply move it to where it needs to be sold. That involves in some cases, dealing with the general store.

As for the crew number, this is how I see, and why I went with six, rather than something larger or smaller, although I could have five in total? Four crew, and Ulfgar. Anyway, this is how I see the jobs divided on the boat.

First, Captain (Ulfgar): self explanatory.

Second, the First Mate: acts as the Captain when the Captain isn't around. Ulfgar, being as he is a drunk, might not always be in the condition to properly do business. He needs someone trustworthy and capable sometimes, to take his place.

Thirdly, Lookout: I figured two of the crew members could be put on this, seeing as it's dangerous traversing rivers, and you have to look out for rocks, etc. Why two though? Simply for each side, as you can't have a lookout just running back and forth, he/she might miss something. Although I could lower the crew number to 5 in total, having just the one lookout be at the top of the mast, watching over everything. (The mast would be collapsable when necessary.)

Fourthly, Deckhands: The simple job of making sure the boat stays afloat, and is in top order. Also would be making sure the cargo is properly secured during the trip, and isn't about to go anywhere in between Point A and Point B. Again, two would be set as Deckhands to round it out.

Fifthly, Protection/Defense: A 5/6 manned boat isn't as likely to be attacked as a 2-3 man boat would be, especially a trading boat with all sorts of possibilities on it.
A captain on a small ship is not needed. A look-out can look for rocks as well. The less folsk you have running around on the boat: the more you can load on it. (The ship isn't going to be big enough for a mast with a look-out, I think you've thinking of something way too big here).

So 3 member crew, + your character is more than enough to do everything on a small river boat. Preferably, for the sake of the RP, the number should be 2 + your character though. This way you might actually want to hire some of the mercenaries of Valton to accompany you.

But I think you misunderstood what I was talking about with the general store though. The ideal situation is where your characters deal with the general store, however, your river trader should be primarily the exporter and importer of Valton. This means, if something needs to be taken out of town to be sold, your character is the one looked up. In addition, if something that isn't in Valton needs to be fetched and taken to Valton, your character is the one looked for. However, most in-valton trading would be done by the general shop-keeper. This doesn't mean your characters won't interact with the shop-keeper, which you seemed to think. You clearly misunderstood what I meant.

As for the class... We can leave it as that big mess. I'm just trying to make it as clear for everyone as possible to know what your character does. For example, what stops the blacksmtih from suddenly becoming a mercenary? Nothing. However, since that's not what he's generally doing in Valton; it isn't in his class.

Spoiler

Name: Erutáron (lit. "lofty God") (Air-oo-tar-onn)
Age: 45
Race: Bosmer
Gender: Male
Height: 5'6
Birthsign: The Steed
Appearence: Well fit Bosmer with long red hair with an overlaying back hanging ponytail. He is clean shaven and well kept.
Class: Horse-Seller, archer.
Skills and Known Spells: He is a Master Archer and Alchemist. He is an established hunter and handy with making good use of pelts for clothes and armor. He can command animals and is resistant to poison and disease. He uses no spells.
Clothing/Armor: He wears Hide Armor and hide boots when hunting. He wears belted tunics and fines boots in towns and cities.
Weapons: He has an Elven Bow and an assortment of arrows. He also has a huting
Misc Items: Enchanted Gloves of Archery, given to him by his father.
Personality: Laid back and easy going. Hard worker and lover of animals.
Major Flaw: Too trusting.
Background: Erutáron was born in Valenwood on the 17th day of the First Seed. He was raised by his father, Artoro, since his mother was brutally attacked and killed by a rouge vampire wandering the hills of Valenwood. Artoro hunted dwn the vampire and killed it with Erutáron in tow. Artoro taught Erutáron everything there was about being a great hunter. They hunted everyday and learned to live on what the world offered them. His mother ran the stable in town and favored the animals more than people. After her death, Artoro would never let Erutáron hunt the Big Game animals though. In fact, Artoro hung up hunting all together and took over the stables that his wife ran. He spent all his time at the stables and forced Erutáron to work along side him. He longed to hunt them. Erutáron considered himself the greatest hunter of all Tamriel and wanted, so desparately to prove it with the pelts of bears, sabre cats and whatever else roamed Tamriel.

Erutáron won every archery contest in his hometown but still had a strong pineing to tackle, what he considered his greatest challenge, and that was Big Game hunting. Erutáronworked the stables all day but hunted every morning before te stable opened. His father never came with him. Artoro was too protective of Erutáron and wanted to stay as safe as possible. He wanted him to run the stable after him. He already lost his wife, he could not bear to lose his son or worse, leave his son alone in this world. One day Erutáron left his home and set out alone to hunt the game of his life. If his father wouldn't take him, he would do it alone.He had gone out to the plains he had hunted as a boy and knew once he crossed the river to the south, the hunt would be on. It took him 2 days to reach the river and he crossed it. He wondered what his father was doing and if he would be mad at him. He shook those thoughts and focused on what was truly important, the hunt. he spent 2 more days south of the river and to much dismay, nothing to show for it but some fox skins and a slew of deer meat. No big game here. He decided to head home.

He was about a few hours from home when he first saw the smoke rising above where his village usually sits. The black smoke rose like a tower hundreds of feet in the sky. Erutáron's heart sunk as he raced towards his village, his father? Was he alive? Was he hurt? How could he have been so selfish to leave his father after all he has done for me? He never left me alone, he always kept me safe. Why did I have to leave? These questions circled Erutáron's mind until he reached the village.

He was not ready to see what lay ahead. His whole village lay dead in the streets, murdered by what? How? He started shouting for his father, but no answer. Was there nobody left? He reached his house but not in enough time, there lay Artoro in a puddle of blood with his bow in his hand and a claymore in his back. The whole town was desolated. Nobody was around. He saw a shimmering light off in the distance. It was coming from the woods where he and his friends played as children. He raced t the woods and found 10-12 Bosmer folks huddled in the trees. He recognized them from the village and they explained that the village was attacked by Daedra and that they were able to escape but nobody else survived. They told Erutáron that his father refused to leave his house and come to the woods for safety. He would not come without you they said. "He died waiting for you so that you would be safe."

Erutáron was sick to his stomach and now riddled with even more guilt. He was asked to stay and help rebuild the village with the 12 that survived. He declined and set out towards Skyrim. He could not stay in Valenwood. He needed to get away. He decided to head to Skyrim. He needed to get far away and he decided to give up hunting. the thought of it turned his stomach. He decided to take the 6 horses that remained in his father's stable and head north to reopen his family's stable in Skyrim. He had one Chestnut Horse, one Bay Horse, two Painted Horses and two Black Horses. He would follow in his other and father's footsteps and thrive in the horsetrade.

After arriving in Skyrim, it did not take Erutáron too long to realize that this country was worse off than Valenwood. It was in the middle of a civil war and dragons were attacking towns. Erutáron His life was empty and for the tried to open a stable in manyof the holds in Skyrim but found that most had a stable or did not have the desiree to open one. First time, he realized he was lonely.He felt very frustrated and a faliure. He heard of a new hold starting up called Valton and decided he would head there to settle down, open a stable there, since most of the other Holds already had a stable, but Valton did not. He hoped to also find a wife there and start a family of his own and possibly have a son and name him Artoto and never leave him alone and always keep him safe.
Char-sheet looks good and makes more sense now as well :D I'll put in the Stable-thing in the class section as well, just to clarify that your character isn't a hunter (although he is, but that's not what he's doing). Welcome to Valton. :)
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Shae Munro
 
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Post » Fri May 04, 2012 6:29 am

[ spoiler] at the start and [ /spoiler] at the end, Both without any spaces in them.

Spoiler
Kitten
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cheryl wright
 
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Post » Fri May 04, 2012 6:48 am

haha, ne'ermind
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Hella Beast
 
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Post » Fri May 04, 2012 6:03 am

Thank you

Spoiler
Name: Erutáron (lit. "lofty God") (Air-oo-tar-onn)
Age: 45
Race: Bosmer
Gender: Male
Height: 5'6
Birthsign: The Steed
Appearence: Well fit Bosmer with long red hair with an overlaying back hanging ponytail. He is clean shaven and well kept.
Class:Archer
Skills and Known Spells: He is a Master Archer and Alchemist. He is an established hunter and handy with making good use of pelts for clothes and armor. He can command animals and is resistant to poison and disease. He uses no spells.
Clothing/Armor:He wears Hide Armor and hide boots when hunting. He wears belted tunics and fines boots in towns and cities.
Weapons: He has an Elven Bow and an assortment of arrows. He also has a huting
Misc Items: Enchanted Gloves of Archery, given to him by his father.
Personality: Laid back and easy going. Hard worker and lover of animals.
Major Flaw: Too trusting.
Background: Erutáron was born in Valenwood on the 17th day of the First Seed. He was raised by his father, Artoro, since his mother was brutally attacked and killed by a rouge vampire wandering the hills of Valenwood. Artoro hunted dwn the vampire and killed it with Erutáron in tow. Artoro taught Erutáron everything there was about being a great hunter. They hunted everyday and learned to live on what the world offered them. His mother ran the stable in town and favored the animals more than people. After her death, Artoro would never let Erutáron hunt the Big Game animals though. In fact, Artoro hung up hunting all together and took over the stables that his wife ran. He spent all his time at the stables and forced Erutáron to work along side him. He longed to hunt them. Erutáron considered himself the greatest hunter of all Tamriel and wanted, so desparately to prove it with the pelts of bears, sabre cats and whatever else roamed Tamriel.

Erutáron won every archery contest in his hometown but still had a strong pineing to tackle, what he considered his greatest challenge, and that was Big Game hunting. Erutáronworked the stables all day but hunted every morning before te stable opened. His father never came with him. Artoro was too protective of Erutáron and wanted to stay as safe as possible. He wanted him to run the stable after him. He already lost his wife, he could not bear to lose his son or worse, leave his son alone in this world. One day Erutáron left his home and set out alone to hunt the game of his life. If his father wouldn't take him, he would do it alone.He had gone out to the plains he had hunted as a boy and knew once he crossed the river to the south, the hunt would be on. It took him 2 days to reach the river and he crossed it. He wondered what his father was doing and if he would be mad at him. He shook those thoughts and focused on what was truly important, the hunt. he spent 2 more days south of the river and to much dismay, nothing to show for it but some fox skins and a slew of deer meat. No big game here. He decided to head home.

He was about a few hours from home when he first saw the smoke rising above where his village usually sits. The black smoke rose like a tower hundreds of feet in the sky. Erutáron's heart sunk as he raced towards his village, his father? Was he alive? Was he hurt? How could he have been so selfish to leave his father after all he has done for me? He never left me alone, he always kept me safe. Why did I have to leave? These questions circled Erutáron's mind until he reached the village.

He was not ready to see what lay ahead. His whole village lay dead in the streets, murdered by what? How? He started shouting for his father, but no answer. Was there nobody left? He reached his house but not in enough time, there lay Artoro in a puddle of blood with his bow in his hand and a claymore in his back. The whole town was desolated. Nobody was around. He saw a shimmering light off in the distance. It was coming from the woods where he and his friends played as children. He raced t the woods and found 10-12 Bosmer folks huddled in the trees. He recognized them from the village and they explained that the village was attacked by Daedra and that they were able to escape but nobody else survived. They told Erutáron that his father refused to leave his house and come to the woods for safety. He would not come without you they said. "He died waiting for you so that you would be safe."

Erutáron was sick to his stomach and now riddled with even more guilt. He was asked to stay and help rebuild the village with the 12 that survived. He declined and set out towards Skyrim. He could not stay in Valenwood. He needed to get away. He decided to head to Skyrim. He needed to get far away and he decided to give up hunting. the thought of it turned his stomach. He decided to take the 6 horses that remained in his father's stable and head north to reopen his family's stable in Skyrim. He had one Chestnut Horse, one Bay Horse, two Painted Horses and two Black Horses. He would follow in his other and father's footsteps and thrive in the horsetrade.

After arriving in Skyrim, it did not take Erutáron too long to realize that this country was worse off than Valenwood. It was in the middle of a civil war and dragons were attacking towns. Erutáron His life was empty and for the tried to open a stable in manyof the holds in Skyrim but found that most had a stable or did not have the desiree to open one. First time, he realized he was lonely.He felt very frustrated and a faliure. He heard of a new hold starting up called Valton and decided he would head there to settle down, open a stable there, since most of the other Holds already had a stable, but Valton did not. He hoped to also find a wife there and start a family of his own and possibly have a son and name him Artoto and never leave him alone and always keep him safe.
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Jennifer Rose
 
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Joined: Wed Jan 17, 2007 2:54 pm

Post » Fri May 04, 2012 4:46 am

May i just point out i the dead wolf i picked up was slain by the guards :nod:
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Rhysa Hughes
 
Posts: 3438
Joined: Thu Nov 23, 2006 3:00 pm

Post » Thu May 03, 2012 7:35 pm

A captain on a small ship is not needed. A look-out can look for rocks as well. The less folsk you have running around on the boat: the more you can load on it. (The ship isn't going to be big enough for a mast with a look-out, I think you've thinking of something way too big here).

So 3 member crew, + your character is more than enough to do everything on a small river boat. Preferably, for the sake of the RP, the number should be 2 + your character though. This way you might actually want to hire some of the mercenaries of Valton to accompany you.

But I think you misunderstood what I was talking about with the general store though. The ideal situation is where your characters deal with the general store, however, your river trader should be primarily the exporter and importer of Valton. This means, if something needs to be taken out of town to be sold, your character is the one looked up. In addition, if something that isn't in Valton needs to be fetched and taken to Valton, your character is the one looked for. However, most in-valton trading would be done by the general shop-keeper. This doesn't mean your characters won't interact with the shop-keeper, which you seemed to think. You clearly misunderstood what I meant.

As for the class... We can leave it as that big mess. I'm just trying to make it as clear for everyone as possible to know what your character does. For example, what stops the blacksmtih from suddenly becoming a mercenary? Nothing. However, since that's not what he's generally doing in Valton; it isn't in his class.

There's always a Captain on a boat, no matter the size of crew or boat, the Captain is there as a figure of leadership and order so things don't get out of hand. As for the size of the boat Ulfgar and crew use, it's like the ones docked in Riften, not a big row boat, so it has a sail/mast. It would be a pain, and have to have more crew members than either of us want, if it wasn't a sail, because that would mean rowing, and rowing requires more man power for doing things like going against the river. As for the lookout, he could just crawl up to the top of the mast and sit looking for anything. I'll lower the crew to five because the jobs I stated would be important for a trading ship, and some require more than just one set of eyes or person. Also, the matter of how much can be loaded wouldn't be too much in the first place, considering rivers aren't that deep, and anything more, I could just say some of the crew was left behind to make room and space. Or the shipment could be split between land and water if it was too big.

Plus, if I wanted to, a crew member or two could be killed off while on a job, (like I said, a trading boat could hold all sorts of things to someone interested enough to find out with a sword or bow,) and so mercenaries or others could be hired from Valton that way, or whatever.

And the whole class thing isn't as big of a deal, as you think. Being a mercenary is one of the jobs Ulfgar has history with, and still does on occasion, which is why I put it up. A Blacksmith could be a mercenary, sure, but it's a matter of history. Ulfgar has the history, and continues to do that line of work when need be. Think of it like this, if Ulfgar's trading business went down, or he was in a tavern and someone came in asking for swords to go on some job, he could fall back to the sword and sell his skills that way. It can seem like a mess, but it can also seem like a bit of added detail to exactly the professions Ulfgar is capable of without failure (or too much, anyway.)
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Allison Sizemore
 
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