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

Post » Thu May 03, 2012 9:12 am

Just letting you guys know that I just updated the in-game Valton OP with many screenshots: http://www.gamesas.com/topic/1358757-wip-valton-the-new-hold/page__view__findpost__p__20490825
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Joe Bonney
 
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Post » Thu May 03, 2012 7:55 am

Just letting you guys know that I just updated the in-game Valton OP with many screenshots: http://www.gamesas.com/topic/1358757-wip-valton-the-new-hold/page__view__findpost__p__20490825

Erm excuse me, Where art thou fearless hunter?
on a serious note; Looks great matey, only wish i had a computer good enough to run skyrim with now.
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Cedric Pearson
 
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Post » Thu May 03, 2012 9:03 pm

EDIT: Speaking of my Dunmer characters, what Daedric Princes have their eyes on Valton? If Mephala is involved then I have a character that could really fit into the RP and help deal with her. Some of you have met him in a few other RP's, mostly Immortal Blood Timeline ones. He's a very...interesting character. I've put more time into him than any other, been RP'ing him for two years straight in the Timeline.
Basically all daedric princes are involved, however.. We haven't fleshed out that quest so much. We don't have any specifics. But I know that I'd prefer if players wouldn't put in characters just because they fit, but isntead use their current character to solve problems. :smile:
Well at least researching horses is a bit more sensible :tongue:

I also try to add realism into my roleplaying, steering away from things like the pricing system in the games and the simplified way of making potions and mixtures with alchemy.
I also try to keep a realistic sense of time and scale, so I find it kinda odd that a courier is sent to Riften to request supplies and the very next day a cart filled with goods has been delivered from the Black-Briars, or that a smith can wake up in the morning and forge a complete set of iron weapons and armour and still have time to spare before lunchtime (though that can be explained if he's just doing shoddy work :tongue: ). Or that a house meant to hold an entire clan can be built in only one week with the use of magic.

I don't want you to take this as a personal attack or criticism. Those were just used as an example to show what I mean. And I don't have a problem with people doing stuff like that, I don't get angry or annoyed, I just find it weird. Not bad or negative. Just weird :smile:
It's easier to focus on more "interesting" things if the making of weapons and armor is faster.. because if we follow realism too much it means my orc would've done one sword at this point in the RP.. And that took two months in real-life. Do we want to wait until 2014 for the iron-set to be finished? :biggrin:
By the way, just an idea. It could be cool to make a proper summary of everything that happened in Valton since day one. No detail, just the essential. And maybe put it in the OP? This could help everyone that joined recently and others that might be thinking of joining.
Hrmmhmm... I have thought of that as well, but it's just too big and pretty many of the "things done" so far don't matter for the present time, especially for those who join the RP with a new character.
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Taylor Tifany
 
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Post » Thu May 03, 2012 1:23 pm

Basically all daedric lords are involved, however.. We haven't fleshed out that quest so much. We don't have any specifics. But I know that I'd prefer if players wouldn't put in characters just because they fit, but isntead use their current character to solve problems. :smile:
Deadra lords eh? Though I do wander why they want to choose valton as a playground.. Anyway the "demon" that is messing with Danus in his sleep may be a deadra. The question is, who and why did he pick the Imperial?
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WTW
 
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Post » Thu May 03, 2012 1:38 pm

Deadra lords eh? Though I do wonder why they want to choose valton as a playground.. Anyway the "demon" that is messing with Danus in his sleep may be a deadra. The question is, who and why did he pick the Imperial?
I meant daedric princes, hehe. And well, all those details are.. No details at all. It was just a crazy idea, we'll see how it goes in the future :D
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Laura Tempel
 
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Post » Thu May 03, 2012 1:43 pm

Basically all daedric princes are involved, however.. We haven't fleshed out that quest so much. We don't have any specifics. But I know that I'd prefer if players wouldn't put in characters just because they fit, but isntead use their current character to solve problems. :smile:

Well I wouldn't take my current character out. However I highly doubt a group of commoners, even some with great skills, could take on the might of the Daedric Princes by themselves.

I was thinking more of a cameo appearance for him. For instance have Mephala take an interest in Valton and start meddling with things, and then have Rithe show up to help with stopping her or whatever.

Or perhaps even have Rithe show up in town and then the Daeric stuff happen as a reaction of him being there? I don't know, just some ideas. :shrug:
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Emmi Coolahan
 
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Post » Thu May 03, 2012 1:16 pm

Well I wouldn't take my current character out. However I highly doubt a group of commoners, even some with great skills, could take on the might of the Daedric Princes by themselves.

I was thinking more of a cameo appearance for him. For instance have Mephala take an interest in Valton and start meddling with things, and then have Rithe show up to help with stopping her or whatever.

Or perhaps even have Rithe show up in town and then the Daeric stuff happen as a reaction of him being there? I don't know, just some ideas. :shrug:
It's not 13 daedric princes vs Valton, it's more like X daedric princes VS Y daedric princes and Valton. ;)
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sarah simon-rogaume
 
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Post » Thu May 03, 2012 5:39 pm

The whole daedric subplot is a little more fleshed out than that, there are quite a few surprises down the road, I promise, and a total coherent plan somewhere. For matters Daedric I'm still your man, as I'm the GM most attuned to the echoes from across the Waters of Oblivion ;) (I'm the dude writing this stuff).

Anyway, yeah. If you have an idea regarding a specific prince get in touch with me via PM and we can work something out.
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Damned_Queen
 
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Post » Thu May 03, 2012 5:40 pm

I'm really curious about what the Daedric Princes are planning to do with us. I can imagine them sitting in a sandbox, using us players as little green army men xD
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Cash n Class
 
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Post » Thu May 03, 2012 11:35 am

The only explanation we've gotten about what the Princes are up to, other than something Fiona Barrow-Heart learnt from her raven (that she is keeping a secret) has been from a slightly drunk scamp, who mysteriously appeared yesterday in Helas' Folly, then disappeared again. Here is the post: http://www.gamesas.com/topic/1338764-valton-the-new-hold-rp-thread-2/page__view__findpost__p__20382441 A fair warning, he only talks in gambling metaphors :P
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Katie Samuel
 
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Post » Thu May 03, 2012 7:20 am

Just read the scamp post lemme guess Wild guy=Sheogorath, the Genius is probably jyggalag and the one who started it all is clavicus vile? probably wrong on one of them.
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Kirsty Collins
 
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Post » Thu May 03, 2012 9:33 pm

Daroska, I've been thinking, if you'd like your character Jormaw to "protect" his net, you could apply a paralyzing poison on it. A weak, but long lasting paralyse that only works on small creatures. Would be a small interesting touch :smile: (this way the fish that get caught in it won't destroy it as they try to escape :D)
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Sista Sila
 
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Post » Thu May 03, 2012 6:06 am

I love how Daroskas' character is looking for a ranger character by travelling towards the farm, Meanwhile Roymunds just set off into town.
It's asif these characters are destined NOT to meet!
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Laura
 
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Post » Thu May 03, 2012 5:06 pm

Hmm, Smig, I think Mhund's character is already out of the farm by the time your character woke up :smile: (edit: as you can see from the post above ^) :P
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Kelvin
 
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Post » Thu May 03, 2012 5:01 am

Hmm, Smig, I think Mhund's character is already out of the farm by the time your character woke up :smile: (edit: as you can see from the post above ^) :tongue:

I assumed that. Did my post went wrong somewhere? Can't find where :tongue:

EDIT: is it about the "You two got up early?" That's because Roymund's bedroll was empty.
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gemma
 
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Post » Thu May 03, 2012 12:44 pm

I assumed that. Did my post went wrong somewhere? Can't find where :tongue:

EDIT: is it about the "You two got up early?" That's because Roymund's bedroll was empty.
Oh that's true, I just figured you were talking to both of them at the same time by saying that. But it can obviously be read your way as well. My bad :)
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Julia Schwalbe
 
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Post » Thu May 03, 2012 5:02 am

Daroska, I've been thinking, if you'd like your character Jormaw to "protect" his net, you could apply a paralyzing poison on it. A weak, but long lasting paralyse that only works on small creatures. Would be a small interesting touch :smile: (this way the fish that get caught in it won't destroy it as they try to escape :biggrin:)

You know what? I'll add that in as a feature of the spider silk netting. Which brings me back to another idea..

That dreugh attack I mentioned earlier, right? I was thinking the event could cause a small flood in Valton hold.

By the land-dreugh slamming into the net that'll be positioned above a small waterfall (it'd be attracted by the amount of fish laying here),
it'd become temporarily paralysed and smash into the waterfall's unstable foundations, creating an explosion of water to flow down the
lower ground of Valton and onto the farm. This would wash Jormaw up closer to Alguidar while at the same time exposing the dreugh's cave.

It'd as well give the Jarl enough reason to hire some men to clear out the dreugh, as his resources would be affected dramatically by this event.
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Jamie Moysey
 
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Post » Thu May 03, 2012 3:02 pm

You know what? I'll add that in as a feature of the spider silk netting. Which brings me back to another idea..

That dreugh attack I mentioned earlier, right? I was thinking the event could cause a small flood in Valton hold.

By the land-dreugh slamming into the net that'll be positioned above a small waterfall (it'd be attracted by the amount of fish laying here),
it'd become temporarily paralysed and smash into the waterfall's unstable foundations, creating an explosion of water to flow down the
lower ground of Valton and onto the farm. This would wash Jormaw up closer to Alguidar while at the same time exposing the dreugh's cave.

It'd as well give the Jarl enough reason to hire some men to clear out the dreugh, as his resources would be affected dramatically by this event.
Hmm. I always pictured the fishing river being under Valton. (at least the part closest to your hut). You may have your character test the fishing for the first time above Valton though and after that event deside it's better to stay under :P However, I find it hard that it'd hit Valton and the farm at the same time, since the farm is actually quite far away from any other house in Valton. It's only logical to either his the farm, or Valton. Which do you want? :)
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Sherry Speakman
 
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Post » Thu May 03, 2012 4:23 pm

Hmm. I always pictured the fishing river being under Valton. (at least the part closest to your hut). You may have your character test the fishing for the first time above Valton though and after that event deside it's better to stay under :tongue: However, I find it hard that it'd hit Valton and the farm at the same time, since the farm is actually quite far away from any other house in Valton. It's only logical to either his the farm, or Valton. Which do you want? :smile:

How about we make the fishing river under Valton, but leads to a *small* waterfall, which follows to lowlands that contains the farm and some road?
The lowlands would lead to a forested slope that goes up to the uplands. The uplands containing Valton the town (this would be a defensive strategy).

Water flooded from the waterfall would seep down to the farm and the road, blocking supplies from that part of the hold for awhile. Untill of course a
mason repairs damage done to the rockface and builds a dam as a flood barrier, incase it happens again. What do you say? sound good? no?

Oh and I should really ask Smig if he'd be alright with all of his crops being ruined.. as well as his character being on the virge of suicide. Heh.. :whistling:
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Markie Mark
 
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Post » Thu May 03, 2012 9:09 pm

Hopefully there might be some room for a Van Helsing slash steam-powered weirdo in this town. I have been suffering from a craving for some good old RPing, adventure-ish style.

Name: Leandra Flavia Lavidia
Age: 26
Race: Imperial (Nibenese)
Gender: Female
Birthsign: The Atronach

Appearance: So long as she maintains a safe distance from her (certainly bizarre) equipment, Leandra looks like a fairly ordinary young woman of her age. Her lithe build belies a wiry strength that is well complemented by the swiftness evident in her step – light, bouncy, yet also firm and sure. Quite tanned skin and swirly patterns tattooed in light blue over her left arm, reaching up her neck and touching upon her face slightly, betray her Nibenese heritage – said tattoo being the only thing that might strike a non-Nibenese as inherently strange about her.

Her face is generally rather gaunt, having notable, rather pronounced cheekbones that, accompanied by her just slightly snub nose, give her a slightly ‘soft’ look. A slight glint to her deep blue eyes sitting beneath thin, slightly arced black eyebrows, suggests that she’s more experienced than her age might suggests, and her thin lips are usually curled in a smirk that speaks of no lack of confidence in the young Imperial. Her pitch black hair is usually the deciding factor in the first impressions people get about Leandra; when it is tied into a ponytail, which is most often when she’s ‘on business’ (or when the fancy simply strikes her), her looks lean towards someone who might be half-seriously considered an actual mercenary. When it’s left loose, however, she seems almost comical, a soft-looking girl dressed in the strangest things imaginable.
Height: 5’7

Class: Mercenary. Daedra Hunter extraordinaire. Traveling weirdo.
Skills and known spells (if any): A good shot with her crossbow, capable in a fistfight (so long as she’s not expected to stand still and take any blows herself) and handy with her dagger, Leandra also has the advantage of an education, being able to write and read several languages, having some rudimentary familiarity with the theory of magic (that is not to say she can cast any spells herself; she can merely tell what school of magic she’s being blasted with) and quite the repository of knowledge regarding various things Daedra.

Clothing / Armor: To call Leandra’s choice of clothing weird would be an understatement. A blouse of padded cloth and the steel briastplate worn over it are not so unusual for a woman of action as she (says she) is; neither are the slightly baggy brown pants or almost knee-high tough leather boots, with a plate of steel on the front and further steel reinforcement for the toes. The fingerless leather glove with a slim green gemstone in it and Daedric etchings that glow slightly – making its strength-augmenting enchantment plain to the skilled eye – might be considered rather off.

All that most often goes unnoticed, however, in favour of the fact her right arm seems quite a bit larger than her left. The long dark brown woollen trench-coat that she’s taken to wearing since beginning her journeys in Skyrim doesn’t help much, by virtue of the fact its right sleeve is slightly lighter than the rest of the fabric, as well as much wider to accommodate for what seems like a misshapen lump for an arm – but what is actually, as becomes apparent when Leandra removes the coat, a mess of Dwemer metal that will seem senseless and chaotic to all but the most knowledgeable in the field.

Starting with a gauntlet that seems slightly too large for her hand, it trails off into pistons and metal connections to her arm that look like they must feel quite painful to the wearer. That Leandra can move her arm easily beneath what seems to be a Dwemer Centurion’s limb torn off and slapped on top of her own is a true feat of Dwemer engineering; that she has a small, slightly steaming tube protruding out of the greatest lump on her shoulder that’s made by a somewhat clunky pauldron is a source of infinite wonder and suspicion to everyone she comes into contact with. Add to that a set of thick goggles that are rather too large for her, also clearly of Dwemer make and with quite a few small levers and witches on them, and it becomes little wonder Leandra is always received by strangers as a walking oddity at best.
Weapons: Her primary and most notable weapon is a http://www.instructables.com/files/deriv/FNW/50NH/G1QWB4FI/FNW50NHG1QWB4FI.MEDIUM.jpg of http://www.instructables.com/files/deriv/FET/2PYJ/G1QWB4FL/FET2PYJG1QWB4FL.MEDIUM.jpg (rather less shiny and more rusted and worn in person than the pictures depict), which she affectionately calls Veronica. Strapped to her hip is also a slightly curved steel knife with a silvered edge – ‘just in case’.
Miscellaneous items: A small silver locket on a chain of the same material, inside which is a painting of the White Gold Tower and the surrounding Nibenese countryside, and a Dwemer-looking key, tied to simple string. Both hang from her neck.

Personality: Leandra is an odd one, fluctuating between a rather extroverted state and a love for solitude quite a bit and often without warning. While she does enjoy company often, she just as quickly grows tired of it. A curiosity that once knew no bounds (particularly where Dwemer are concerned) is counteracted by a wary, almost fearful shade acquired through several years of intense dealings with Daedra and all the various horrors associated, which is why she most often avoids talking about her occupation, never outright shooting down anyone who might have some notions about the romantic side of being a wandering fighter, but rarely if ever speaking of it fondly; sometimes, it might seem she actually hates her profession. About the only part of her that is constant is the attachment – almost love, one might say – she formed towards her crossbow.
Major flaw: The Dwemer contraptions that cover the entirety of her right arm might make her capable of firing Veronica, her odd crossbow, but even Dwemer technology is not above acting up at the worst possible time – and when this particular device does, it tends to bend her arm involuntarily in whatever directions it sees fit, going as far as breaking it once or twice.

And that’s before Leandra’s chased out of town or openly ridiculed for looking like she raided a Dwemer Centurion’s wardrobe.

Background: Born into a house of minor nobility in the Imperial Heartland, not too far from the Imperial City itself, Leandra is reluctant to talk of what she did in the past, much rather deflecting to question other people about theirs. If pressed, she will most gladly about her education in the Synod – making mention of the fact she never possessed the aptitude for the arcane necessary for actual membership – and the past eight or seven years she spent travelling through northern Cyrodiil and southern Skyrim, which suggests she’s been a ‘Daedra hunter’ (as she describes her occupation) since the early age of 18 – quite a young age, especially for facing certainly far worse things than the horrible beds and food Leandra jokingly mentions recalling from her travels.
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Robert Jr
 
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Post » Thu May 03, 2012 8:44 am

Ha! is Leandra's signature saying "Veronica you minx! that was beautiful!"

You should put the character sheet in a [/spoiler] box and choose another guild that Leandra was in, since the Mages Guild disbanded long ago.
The Synod and College of Whispers formed out of it's ashes in Cyrodiil, add one of those. The only other thing I'll mention is that usually dwemer
cybernetics has the tendency to make GMs (around here at least) decline your character sheet, due to the TES populace not making any headway
into understanding or even performing well with dwemer technology. The best you could do here is make the arm a sload contraption of sorts,
a permanently bound atronach arm, some kind of telvanni fungally molded arm or as an arcane construct. But that's my advice anyway, take it or don't.

It'd be nice to see another mercenary wise character in the RP. And I'm sure she'll be accepted.
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^_^
 
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Post » Thu May 03, 2012 6:09 pm

Wcould use a mercenary character in Valton, since the others have all disappeared. There's an available mercenary building in Valton that the last mercenary group used, but then they went into shimmermist mine and one of them was found dead while the other four were no-where to be seen. Your character could take over that place, it's quite big place as well, meant for five persons at least.

Other than that, looks like quite a balanced character for being a warrior. I wouldn't change anything of the character-sheet, other than he age. 26 seems somehow better than 23, that's extremely young.

Edit:
As for the mages guild, I hadn't heard it was disbanded. Small detail if it was, easy enough to change to any other magic using group. The arm is indeed a bit strange, but in the end, it's quite easy to take the arm of a dwemer centruion and attach it to your hand. That doesn't mean you necessarily know exactly how it works and as the major flaw says, it might break Leandra's arm.

Edit2: Now that Vincent is online, let's have him have a look at the char-sheet as well :)
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OJY
 
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Post » Thu May 03, 2012 5:30 am

Ok, I posted for Nuramon, I'll reread it in a while though. Can someone tell me if I did something wrong with the healing, since I have actually no idea how such thing goes :P

I'll make a post for Daikanos later.
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Big Homie
 
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Post » Thu May 03, 2012 8:43 pm

Ah damn it, completely forgot about the timeline mismatch. Too used to RPing in non-Skyrim times :P The Synod it is then.

Sure, change the age to 26 by all means, I was considering that, just went younger for more weird points. And regarding the Dwemer arm, it's less 'Dwemer cybernetics' more 'Dwemer thing found in a ruin that no one knows how it works that she just sorta slapped on 'cuz she's stupid like that'. It almost tore her arm off the first time and she still has no idea whatsoever what it runs on or what makes it tick, so don't worry, no mass produced augmentations are incomming. She's a rather unusual character though, completely understand any concerns.

I'll edit the sheet asap.
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Lizbeth Ruiz
 
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Post » Thu May 03, 2012 6:26 am

Awesome to have you on board PFA. One thing I'd would mirror from Gorbad is a slight doubt over your character's age and general prowess It's hard to imagine a 23 year old Deadra hunter being much more than a pampered novice with strange aspirations.
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Reven Lord
 
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