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

Post » Sun May 05, 2013 3:00 pm

The RP Concept

As settlers we will begin to build a new hold in Skyrim in the Rift between Ivarstead and Riften. Some may choose to go to start a new life, others looking to earn coin by building, setting up a shop or becoming town guards. Others still may just find themselves there and end up deciding to stay. This RP will be very balanced between socialization and combat. Town RPs usually focus on character interaction, and that will be true with this one, but a new settlement far out in the woods may look like a ripe target to bandit clans, and wild life may come because of the scent of food (leading to hunting to lower the population of dangerous animals as well as for meat.

Valton:

An ambitious project began in the Rift several months ago: a new settlement sprung up alongside a river, between Ivarstead and Riften. Enough land was purchased for the new settlement, Valton, to be recognized as a new, separate hold, and the man who had purchased the land, Radwulf Spurvhauke, was given the title of Jarl. Valton is still growing, with the castle, Gudslott Keep, being erected first, and then several smaller buildings were built around it, though most of them are currently empty. In an attempt to attract as many citizens as possible to the new hold, Jarl Spurvhauke has set an extremely low price on these homes: a mere 1,000 golden septims, and settlers have been coming in from all over in a hope of a better life or a chance at making some coin, and as a new settlement, there is plenty of opportunity to do so.

In this RP you will enter the Hold as a settler, or looking for work. Your character can take up any job in the new hold you can think of, but quite a lot has already been taken.

Valton also has its own http://valtonthenewhold.wikia.com/wiki/Valton,_The_New_Hold._Wiki!

Here is the current list of jobs that are taken in Valton:

Jarl
Court Mage
Blacksmith
Alchemist
Lumberjack
Farmer
Mason/Carpenter
Innkeeper
Daedra Hunter / Mercenary
Mage
Thief

Hunter

General Trader

And here is a character sheet template. Please use this when submitting a CS:

Character Sheet:

Name:
Age:
Race:
Gender:
Height:
Birthsign:
Appearance:
Class (what would you describe your character as?):
Skills and known spells (if any):
Clothing / armor:
Weapons:
Miscellaneous items:
Personality:
Major flaw:
Background:

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Erich Lendermon
 
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Post » Sun May 05, 2013 11:36 am

You've forgotten General Trader. :(
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NIloufar Emporio
 
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Post » Sun May 05, 2013 12:43 pm

The way I see the Jarl right now is that he's pretty depressed by everyone leaving, and welcomes anyone who wants to open a business in Valton. Taxes might scare more people away, and it's not as if he's running low on empty buildings to sell yet! :P

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sw1ss
 
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Post » Sun May 05, 2013 9:45 am

Fixed :smile:

Hey, taxes aren't scary as long as you have the money. It is the tax collector you gotta be scared of :tongue:

I was thinking we only paid taxes every six months or every twelwe months. I don't want it to be something we have to nag about constantly, but since this roleplay is about creating a living town we need to have these elements lurking in the background. This also leaves room for a possible plot with a corrupt tax collector that overcharges everyone and sticks a good deal of money in his own pocket.

EDIT: Here are some more jobs you guys could take a look at. Do you think there would be room for jobs like these?

Clothier/Cobbler – Designing and crafting clothes and shoes either on his own or from special orders from clients.

Fletcher – Crafts bows and arrows. Possibly crossbows and bolts too.

Artist – Spends his time painting, writing and composing music. Would make money on selling his art or performing.

Brewer – Brews ale, mead and beer. Could make stronger alcoholic beverages too.

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Mylizards Dot com
 
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Post » Sun May 05, 2013 7:33 pm

Yes, maybe, yes and yes for the jobs. The fletcher might be too small: We have a smith, and we have hunters. Combined, those will be able to create everything a fletcher would make.

Not sure how the taxes can be implemented in a smooth way like that, but sure, let's from now on assume Valton has a small taxing system. :yes:

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Sammygirl500
 
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Post » Sun May 05, 2013 12:12 pm

Well, Leandra would be one potential customer for a fletcher stocking good bolts; Vera's drums don't fill themselves, after all.

Calling upon ye olde Stronghold knowledge, other possible roles could include tanner, baker or miller (providing Valton builds itself a mill - might be a thought?). Just tossing ideas around, considering this is pretty much Stronghold: Skyrim, minus the gratuitous raids by other lords :P

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Lily Evans
 
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Post » Sun May 05, 2013 9:58 pm

I was a bit on the fence about the fletcher but I just thought I'd throw it out there in case you guys found it interesting.

When it comes to the taxes they would be so that everyone that owns property in Valton Hold has to pay the tax. The prices would be different for each type of building/plot of land. There are different categories with different prices:

Normal houses (homes only meant for living in, no store or other services offered)

Businesses (smithy, brewery, general store, alchemist, etc.)

Inns and taverns (offer cooked food and drink, and rooms for travelers to spend the night)

Farms (supplies and sells produce, animal products etc.)

The Chapel and barracks are owned by the Jarl and therefore do not have to pay taxes.

I have not thought of the specific prices yet, but they won't be outrageously high.

Sarynetta will do quite a bit of baking when she finally gets a kitchen to work in.

And if we do have NPCs living in Valton, then there would be nothing wrong with having people come to town from out in the wilderness to buy supplies. I bet there would be quite a few families living in the forests around Valton that find Valton to be a lot closer than Riften.

And TheLexicon, I just noticed that your character seems ridiculously tall for an Imperial. 6'4" is almost two meters tall, and I can't imagine him ever walking around comfortably indoors. And the only races that would realistically grow that tall would probably be Nords and Orcs.

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Neil
 
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Post » Sun May 05, 2013 4:38 pm


Really? I just wanted something abnormally tall, but not so much as to cause discomfort to Nyran/look weird. What would be an appropriate height.

Also, I posted my second post. Opinions? How far did I stray from everyone's descriptions? And thanks for fixing the OP. :)
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SHAWNNA-KAY
 
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Post » Sun May 05, 2013 11:30 am

Note: I told TheLexicon he could post some details about the Jarl, etc.

@TheLexicon: I wasn't thinking you should character control the Jarl all that much. In fact, you gave him a strangely happy personality by doing so, something which doesn't quite fit the Jarl. As I said, you should've introduced yourself, then wait for a respons from a GM, rather than controlling the Jarl.

*sigh* I guess it was my mistake for not being clear? Not sure what we should do now, have you rewrite it so only your character speaks, or leave it as it is. :shrug:

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Sophie Louise Edge
 
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Post » Sun May 05, 2013 5:13 pm

[censored]! Sorry, I forgot about that last part (waiting for GM to reply)!

I'll go fix that, if you like.
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gemma
 
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Post » Sun May 05, 2013 8:21 pm

That would be nice :yes:

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Chris Guerin
 
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Post » Sun May 05, 2013 10:28 am

Okay! Sorry again about that; I was AFK after I wrote the first paragraph, and I came back forgetting that one little detail.

EDIT: Fixed it. Sorry again, for I'm ignorant in the ways of RPing, and that was my first player interaction. :P
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Matt Fletcher
 
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Post » Sun May 05, 2013 9:15 am

Urgh, sleep deprivation and sertraline doesn't work too well.

Oh right! What was I doing in here again? Ok, I believe I came in to say that I could well be coming home.

There's no guarantee in it, of course, but I thought it'd be good to try at least for those who want me back.

Not entirely sure whether Jormaw is entirely appropriate anymore or if it'd be more better to use someone else.

Although to mention, I'd first like Vincent and Gorbad's permissions before I return here, as is only appropriate.

For while it shames me to admit it, I did often cause disruptions with my wish for creative license back in the day.

And it only appears right that some would disagree with a reappearence of me due to those afore issues.

Though to give this some balance, I'm now healthily using those ideas to fuel my own world building setting.

Anyway, I'm hoping you've all felt well over the break and it'd be good to see more of you Land-Striders.

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ONLY ME!!!!
 
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Post » Sun May 05, 2013 7:30 pm

Taxes

These prices are for six month intervals. If we decide to pay taxes once a year we'll just double the numbers.

Normal home: 150 Gold

Mansion: 300 Gold (no one has purchased or build a mansion yet, but just in case someone does I put it on the list.)

Business and home combination: 250 Gold (this is the category most businesses fall under. If someone wants to own both a normal home and a store he/she has to pay tax for two separate buildings.)

Standalone business without housing: 170 Gold (a standalone business is a building with only room for the store. There is no room for the owner to live or sleep in this building)

Inn: 320 Gold (offers food and lodging)

Tavern: 240 Gold (offers only food and drink)

Farmland: 400-1000 Gold depending on size (Alguidar’s farm is on the smaller side, so he pays 400 Gold. The farmhouse counts as a part of the farm so there is no standalone tax on it.)

Market stalls

Market stalls come in three sizes. If a merchant has purchased a license but wants to upgrade to a larger size he can do so by speaking with the Jarl’s bookkeeper and paying a small upgrading-fee of 12 Gold for each increase in size. All the stall ‘lots’ are 5 feet deep, giving the merchant room to stand behind a table, store goods or do whatever he wants with.

A license is valid for one calendar year from the day it is signed and paid for. Operating a market stall without a license can be punished by fines and jailtime.

Stall lot sizes and prices are:

4 feet wide: 10 Gold (this size gives extremely limited room for the merchant)

7 feet wide: 20 Gold

10 feet wide: 30 Gold

For lots larger than the size listed, speak with the bookkeeper and make a deal.

Feedback on this is welcome :smile:

I think no taller than 6'1" would be good. Bear in mind that Nord-style houses often have kinda low doorways. I would feel really sorry for the guy if he bumps his head everytime he walks through a door :tongue:

And Daroska! You darn lizard! Get your butt into this roleplay!

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Sammygirl500
 
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Post » Sun May 05, 2013 7:43 pm

Question, does Valton already contain a stable or would my character need to start work on constructing one/paying for the construction of one when he arrives? If there is one already, approximately how much do you think it would cost?

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Jennifer May
 
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Post » Sun May 05, 2013 6:49 am

I believe the old stables is still up, but it might be in a bad shape after standing about a whole month without being used. Its location was, if I remember right, a bit north from the forge, at the edge of town.

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Yung Prince
 
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Post » Sun May 05, 2013 7:08 pm

I believe it was by the North-East road leading into town.

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..xX Vin Xx..
 
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Post » Sun May 05, 2013 9:14 am

Character Sheet:

Name: Devrus Lorn

Age: 29

Race: Breton

Gender: Male

Height: 5'9

Birthsign: Serpent

Appearance: His scrawny looking body hides a very enduring man, his eyes are emerald green. His long black hair falls down to his neck, a rough beard creeps across his face. Small scars cover his face and larger ones are hidden under his clothing.

Class (what would you describe your character as?): Necromancer

Skills and known spells (if any): Knowledge of Necromancy coupled with the ability to catch his opponents off guard.

Clothing / armor: A heavy cloak and hood shields him from cold and rain, a multiple satchels carrying food, maps and spell books decorate his waist. He wears a rough shirt and torn trousers, durable black boots and gloves help him navigate and climb the landscape.

Weapons: Dagger

Miscellaneous items: A silver ring, 200 gold pieces

Personality: Devrus values life - his life more than anything. Ironic considering he has murdered to pursue knowledge in Necromancy. He will do anything if it means he gets to continue living for a few more days, the second most important thing to Devrus is how powerful he can be, the more powerful he is the less likely he is to meet his demise. Hanging around shady individuals has led Devrus to strike before others can.

Major flaw: Extremely judgmental and paranoid, while he is good at getting the drop on people and getting undead to do his dirty work, his actual combat skills are below average at best.

Background: Devrus was born and 'raised' in High Rock, his parents were killed at an early age due to a drunken argument with his neighbour going too far. The neighbour also felt the need to beat him almost to death to leave no witnesses to his crimes, sadly for him Devrus lived. Devrus never found out what they were arguing about, the bastard ran away and went into hiding. Meanwhile Devrus was sent to live in the local orphanage, there he learned about the nine divines and all that crap. He was never physically strong so he turned to magic, turns out he svcked at most of the schools he tried. As a last ditch attempt he got himself a tome that taught him how to raise small animals from the dead, turns out he had a natural talent for it. When Devrus came of age he was booted out into the world, his first instinct was to travel the world and hopefully kill the bastard that slaughtered his parents, so he did. He journeyed across Tamriel developing his talent in "Conjuration" for many years until he found the man that killed his parents in Riften, so he waited until he was alone and killed him. Devrus felt nothing for the man and killing him didn't have the meaning Devrus thought it would. Still, Devrus wasn't one to waste an opportunity to practice so he took the body and tried to raise it. Devrus was caught by a Riften guard, although his face was mostly shrouded by his hood he was sure the guard would be able to see some of his features. Devrus handed a dagger to the newly raised zombie and pointed it at the guard. Devrus then ran, the guard survived but suffered severe knee injuries (I'm sorry). So Devrus was a wanted man. Devrus then saw Valton, a prime place for hiding. Since the hold was new the guard would be lower than others and with less guard there is less chance of him being recognised. Perhaps Devrus could even get a small job until everyone forgets his face.

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Kate Schofield
 
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Post » Sun May 05, 2013 2:23 pm

I cannot accept a sheet with an injury-in-the-knee joke. Sorry.

:teehee: Just kiddin'.

Just searching for work, without any other skills than summoning undead corpses to fight for him? That's going to be tough.

Your character could, perhaps, offer some arcane knowledge, set up a small spell-tomes store, possibly train some people in magic, assuming he knows anything else than resurrecting things. What things were you thinking your character would be doing?

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Kay O'Hara
 
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Post » Sun May 05, 2013 4:46 pm

I reckon necromancers would be high priority criminals, so the surviving guard would surely have given a description of Devrus' appearance and sent ut warnings to the different holds.

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!beef
 
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Post » Sun May 05, 2013 10:29 am

Well, he is more in the town to lay low. The job is mostly just to fit in and perhaps pay for his stay at an inn. Perhaps he can offer people passing by magical knowledge but that's the kind of thing that would draw attention to a man in Skyrim. I mean would taking random odd-jobs by people to pay for his stay be disallowed? Or if you would prefer the magical knowledge idea I'm cool with that.

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Kaylee Campbell
 
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Post » Sun May 05, 2013 7:57 am

Added some nonsense about how his hood shrouded more of his face.

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Amanda Furtado
 
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Post » Sun May 05, 2013 7:50 am

The guardforce would still be on the lookout even if they didn't know what his face looks like. When a dangerous criminal is on the run word would go out to neighboring towns and cities.

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Ebou Suso
 
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Post » Sun May 05, 2013 8:03 am

In which case he should change clothing as soon as possible, right? :D

Anyway, I'm just worried you won't find the RP interesting if you don't have something regular to return to. (something regular that involves interaction with other characters). At the side of the regular stuff, there will be plenty of alone-time with your character to think, experiment and anything else. My smith, for example, helped clear the mine, a little side-adventure to his regular smithing. But I always have the smithing to return to, something which makes my character interact with other characters in two different ways, either as customers or as hired people to search something he needs, as was the case with miners.

Creating a similar situation for your character would be ideal, but being a criminal who wants to keep a low-profile closes many doors. We should focus on going through the doors that are opened this way, which is to form an underground side to your character, that would interact with the criminals of Valton (only one RPer has criminals, and he hasn't posted to be in this chapter 2 so far). The other side of your character appears to be something harmless, something which has nothing to do with magic, to make sure he isn't connected with necromancy in any way. Losing the hood and cloak would be #1, possibly shaving his beard #2. He could introduce himself as a writer looking for inspiration, for example.

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Nadia Nad
 
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Post » Sun May 05, 2013 7:37 am

My main concern is that your character won't have anything to do in town other than walking around looking shady.

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Sebrina Johnstone
 
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