This RP is not accepting because the plot has just about run its course. The players may still be writing epilogues so don't get too excited.
Moderators, please don't lock this thread just yet.
I've given this enough time, if this gets bumped, lock immediately please. See yo foolz laterz!
For anyone who's interested, here's the OP in code tags for copypasta or for reference:
[i][center][size="5"][b]New thread, new GM[/b][/size][/center][/i]
[size="2"][b]Disclaimer:[/b] This roleplay is based on Bethesda's ( Or it's respective owners ) Elder Scrolls series, more specifically their fifth installment, Skyrim. I do not claim to own anything related to the game, nor do I have anything to do with Bethesda, the game, or anything Elder Scrolls. I take no credit for anything at all, I own no rights to anything Elder Scrolls. This is simply a fan-made text roleplay for those who enjoy the game. Don't sue me![/size]
[b]NOTE:[/b] This is not a server.
G'day blokes and shielas, Muttonhawk here. Hug has transferred ultimate power to me because of activity issues. I'll be your GM and fill the place as best I can. This is a repost of the original dragonslayers OP with a few things changed for convenience.
This RP will be based on the game Elder Scrolls V: Skyrim, and while anyone who I deem good enough to join may participate (After acceptance), I highly recommend you've either played the game before, or have done some research (Click [url=http://www.uesp.net/wiki/Skyrim:Skyrim]here[/url] for information on the game, setting, and everything you need to know about Skyrim) before you attempt to join. The RP will be taking place at the same time as the game, but we will never come in contact with or assist the Dragonborn (The main character in the game) and will not be following the game's story. It'll be through our characters' eyes.
This will not be a fully scripted RP, though I will try and give the RP some direction when ever I can. For example, I will lead the characters through scripted adventures every now and then, but for the most part you will be free to do what you want. If a character wanders off by himself (Or even with groups), I may trigger a random encounter (Bandits, Assassins, or even friendly NPCs). I will not let the RP drag on for ever, though, so eventually I may set up a main goal that players will have to complete (Alone or together).
(Right now there is a kind of coherent objective being worked towards, but you may still want to pursue your own quests. Note that you might have to ask if you want me to lead you down a relatively lengthy quest, otherwise I'll let you quest for yourself.)
Your characters CAN die. If you are careless, your character may be hurt, or even killed. Heroics can get you killed, but if you succeed (It will be decided by your actions, character, situation, etc), you may be rewarded. For the most part, you can decide whether you kill off an enemy or not (Though I recommend you RP realistically and include setbacks). The only time I will decide what happens is with mini-bosses or other bosses, and occasionally I will step in if I see that you're being unrealistic. More will be explained below. The main point is to have fun!
The landmass is realistic in size, and some additional locations that aren't in the game might be added.
One last thing, for the love of all that is good, do NOT spoil anything about the game's story through IC or OOC.
[b]Story and setting:[/b]
This RP takes place at the same time as the game, two hundred years after the Oblivion Crisis. Skyrim, the home of the Nords, is in chaos. Civil war has taken over the province after the death of High King Troygg. The rebels, united under the leadership of a man named Ulfric Stormcloak, aim to free themselves from the Empire, which has been in decline ever since the Oblivion Crisis 200 years ago. Others wish to remain part of the Empire in order to benefit from the safety it provides. The conflict began long ago, after the Empire nearly crumbled under the Aldmeri Dominion (Literally translated to 'Home of the Elves', based on Summerset Isle (home of the High Elves) and Valenwood (Home of the Wood Elves), and governed by the Thalmor government). The conflict came to a halt upon the signing of the White-Gold Concordat, which among many things, banned the worship of Talos, a man that ascended to join the nine divines (Pantheon of Gods) in ancient times. The banning of Talos was the last straw for many of Skyrim's citizens (Including those who fought in the great war), now the Empire struggles to keep order after the murder of High King Troygg (Murdered by Ulfric Stormcloak, but the story remains hazy to most), which sparked an all out war between the Stormcloaks and the Empire. Now, to make things worse, the dragons have returned in the mists of battle, threatening to take not only Skyrim, but the world.
1. Proper grammar is an absolute must. Spelling, punctuation, all that good stuff. I don't mind an error here and there, we're not perfect, but completely ignoring grammar will earn you a ban from the RP ( or no acceptance at all ).
2. No God-modding, ubering, or powerplaying. (make sure you know what these mean before joining).
3. You cannot start with powerful weapons and equipment. I may make exceptions if your character obtains them realistically and aren't extremely overpowered.
4. I have the final say in things. However I WILL be fair with everyone, and if you have a point, I will listen, but don't argue with me over stupid things you know you're wrong about. Moderators will have some power and should be respected, if they tell you something is wrong, it probably is wrong.
5. Do not post in-character until you are in the members list. The members list is the third post in this thread and contains the applications of accepted members.
6. Make sure your posts make sense. This RP is based on a fantasy game, but that doesn't mean you can be unrealistic about things. For example, if there's a family of dragons attacking your character, I highly doubt he'd be calm, no matter how badass he is. If your character is hurt, it should take some time to heal, even with magic, ect.[list]
[*]As a corollary to this rule, this RP borrows less directly from game mechanics in certain situations (e.g. stabbed through the chest? You're probably going to die in less than a minute! Even powerful healing spells won't get you up and back in action good as new, that's too overpowered.)
7. I like turtles, do you?
8. You can swear, but don't have your character swear every two words.
9. Romance is allowed, smut is not.
10. Follow the character sheet I post.
11. Please inform me before you leave. Don't just abandon the RP. Tell me if you're going to be gone for a while, or leave completely.
12. When speaking out of character, use these (( Text here ))
13. Don't be mean to others.
14. Your posts MUST be detailed. I do not tolerate one/two liners. Be descriptive. Tell us about your character's surroundings, how he's/she's feeling, etc. At the very least, your post should be one paragraph long. Five sentences. The longer.. the.. the better. - cough -
15. Do not make your character overpowered. No, you cannot be the Dragonborn. No, you cannot be a god of any kind. Make them balanced and realistic. No one is perfect. Add drawbacks and setbacks.
16. I don't mind OOC (Out of character) posts, but please avoid filling the page with them. If you want to have conversation with another player, take it to PMs.
17. I choose moderators. I will not choose those who ask me to moderate, and I won't choose favorites either. If you want to be a moderator, you need to follow the rules and be a good, dedicated roleplayer.
These tall, golden-skinned people of Summerset Isles are often called High Elves, but they call themselves Altmer. They're often very arrogant and possess a sense of superiority over the "lesser" races. They are very intelligent and are without a doubt the most highly gifted in the arcane arts. They are the best mages in Tamriel, but lack the toughness of a warrior. Their inborn aptitude for magic makes them more susceptible to it.
These reptile-like people are originally from the swampy regions of Black Marsh. They are naturally very reserved, cautious, and slow to trust, but are also known for their loyalty. Years of defending their borders have made them masters of guerrilla warfare. They have developed natural immunities to diseases and poisons and can breath underwater. They make excellent thieves and decent mages. Argonians can heal faster than other races.
The Bosmer, or Wood Elves, hail from the forests and jungles of Valenwood. They are nimble and quick, making them great scouts and thieves. They are the best archers in all of Tamriel. They can command simple animals and are great at hiding in thickly forested areas. Religiously, they are carnivores and cannibalistic, and never harm plant life (However they have no problem with using wooden or plant items created by others).
Bretons are humans from High Rock. They are very capable mages and are highly resistant to magic. They have Elven ancestry ( Elves = Mer, Bretons = ManMER ), and are normally pale skinned and not quite as muscular as other human races, though they still resemble Nords and Imperials and their Elven features are barely noticeable. They make good mages and healers.
The Dunmer are originally from Morrowind. They are ash-skinned, red eyed, Elven people. Their skin colors range from grey, to dark green and even blue. They are very intelligent and make great warriors, mages, and even decent archers. They are reserved and distrusting. Dark Elves also have a natural resistance to fire.
The well-educated, well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. They are known for the discipline and training of their armies, and their respect for authority. They are great diplomats, traders, warriors, as well a decent mages.
The Khajiit are a race of humanoid cat-people hailing from Elsweyr. They are known for their intelligence and agility, making them great thieves, acrobats, and even decent warriors. They have claws and are able to see in the dark. They are also naturally faster than most other races, and are known to be good archers.
The Nords are the citizens of Skyrim. They are tall, strong people with a resistance to cold (Including magical frost). They are strong warriors and hunters, making them great, fearsome soldiers and mercinaries, as well as seamen. Good smiths.
Orcs are sophisticated barbarian, beast-like people hailing from Wrothgarian Mountains, Dragontail Mountains, and Orsinium. They are known for their unshakeable courage in war and their unflinching endurance. They are some of the best warriors of Tamriel, and quite possibly the best smiths. They are fearsome when using their berserk rage.
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired people of Hammerfell seem born to battle despite their pride and fierce independence of spirit making them more suitable for scouts, skirmishers or free-ranging heroes and adventurers rather than soldiers. They have a natural resistance to poisons, and are quick movers.
(NOTE: Do not let races restrict your choice of skills, it is possible to have a heavily armoured Bosmer or a Orc mage)
[b]Races and Magic:[/b]
Magic is available to every race, but some are better mages than others. Elves, for example, have the most magical abilities. Orcs and Khajiits have the least.
Your character may be a vampire from the start, just remember that it has many ups and downs. You can check for yourself in the link I provided in the introduction ( All ups and downs listed there apply minus NPCs becoming hostile on sight. They will only become hostile if you reveal your Vampirism), but to list a few: Vampires have increased strength and cold resistance, but cannot heal in the sun light. Sun light also damages their stamina. If you didn't start as a Vampire and you'd like to become one, let me know and I'll throw a random encounter your way that will lead to your infection.
Your character may start as a Werewolf, but beware of it's ups and downs. Characters in Werewolf form have incredible size, strength and stamina, but have a weakness to silver weapons and fire. A werewolf's howl chills almost all creatures to the bone. Outside of Werewolf form, the character will always feel tired no matter how much he/she rests. Transformations can be unpredictable. If you did not start as a Werewolf, let me know if you'd like to become one.
Before applying I strongly suggest taking a peek at the accepted applications in the second post to get a better idea of what is expected.
[b]Name:[/b] (Simple, your character's name. Use [url=http://tamriel-rebuilt.org/?p=modding_data/ngen]this[/url] if you're having trouble coming up with one.)
[b]Age:[/b] (Simple, your character's age. Eighteen in the minimum. I don't mind old characers, but don't go crazy.)
[b]Race:[/b] (Race from the list above)
[b]Gender:[/b] (Male or female)
[b]Appearance:[/b] (How does your character look? This includes clothing. Be descriptive and original. I want a clear picture in my head.)
[b]Items:[/b] (Weapons and other equipment. Rules apply. Nothing overpowered and no more than two weapons (a bow with arrows counts as one weapon because they are useless without one another). You may find more as you RP.)
[b]Strengths/Weaknesses:[/b] (What is your character good at? What holds him back? No character is perfect.)
[b]Skills:[/b] (Your character's skills. See below character sheet form for a listing of all available skills. You can only have up to five)
[b]Personality:[/b] (What is your character like? Is he a jokester? Is he quiet? Confident? Caring?)
[b]Biography:[/b] (Your character's story. How did he end up in Skyrim. Who is he/she?)
[b]Other:[/b] (Anything you would like to add or suggest that you couldn't fit anywhere else.)
[b]One-liner:[/b] (Name, something about your character, occupation/skill. For example: John, the adventurous mailman.)
Here are the skills your character can make use of. Know that you CAN be a warrior, with a little bit of magic (Battlemage), or a mage with a little bit of stealth, ect. However this means you can't master one or the other. Try to pick at most five of these skills from across the following three [i]categories[/i]. I'll make exceptions where you'll be able to pick six, but it depends.
The skills are Alternation, Conjuration, Destruction, Illusion, Enchanting, Restoration. You can click on the names there for more about the skill. Ignore the game mechanics, all you need to do is pick what you'd like your character to have (Basically, ignore the entire page except the top).
The skills are Archery, One-Handed, Two-Handed, Block, Heavy Armor, and Smithing. Click the names for more information, same as above.
The skills are Light Armor, Sneak, Pickpocket, Lockpicking, Alchemy and Speech ( Though I suggest you don't choose Speech, since it depends on the player ). Again, same as I said before, click on names for information.
[b]NOTE:[/b] - This only applies to Combat and Stealth skills - If you don't choose a certain skill, it doesn't mean you can't do it at all ( For example, just because you didn't choose block doesn't mean you can't block at all ), just that you won't be nearly as effective at it. This does not apply to magic, however, if you don't choose a certain type of magic you can't do it at all ( This is to make the RP more balanced ).
[b]NOTE:[/b] I MAY allow certain players to use The Thu'um (A type of magic, or shouting, like the Dragonborn does). To better your chances of being allowed to use The Voice, you need to be a good role player and follow the rules.
Please excuse any errors. Both spelling and lore wise, I'm not the biggest ES nerd around so I may have gotten a few things wrong. (-Written by Hug, also true for Mutton)
tl;dr: Carefully read the entire OP before applying.
M'nari (Khajiit): The Dwarven Researcher - Played by DrNightKOT.
Appearence: You can see her here. More footage would be relatively soon, but not now.
She is not very tall and is slim built. Her face has got lots of dark spots and her eyes are bigger and deeper that average.
Her fur is white with some black lines on her face and body. It bears lots of burns from Destruction magic practice. Her tail is longer than average and her face bears a huge scar. M'nari has got nothing that could be called "hair", if she dind't have any fur anyone could call her bald.
M'nari wears blue robes that were enchanted to give her advantage in magicka regeneration and destruction magic. M'nari wears lots of enchanted jewelerry to help with magicka regeneration.
Items:Dwarven shortsword known as "Lifeleak to Stone", enchanted to steal some of health of the victim and trap a soul for a very brief period of time. She also walks with some soul gems ready to trap another victim. And some potions of course.
Strengths/Weaknesses: M'nari knows lots about destruction magic, mainly in Lightning tree. She knows how to desintegrate the victim if he had enough. She is also good with shortswords and uses it fairly well. Her skill in alchemy and smithing is high enough to keep up with other mages. She knows how to work with iron and steel and knows how to work with enchanted armor and weapons and made some (not very clean) potions for herself. Her pride is Enchanting and she is great at it. Unfortunately, her stealth, speech and pickpocketing skills are extremely low and she would never lift a two handed weapon in her life. She won't block an attack and not much enemies were living long enough to teach her about light armor.
Personality: M'nari is sometimes secretive and feels very uneasy in big groups of people but is talkative when left alone with someone. M'nari lacks some morale and would be glad to kill someone if he would stand on her way or the way of science. M'nari is easy to anger but most of her time you can see her thinking and planning.
Biography: M'nari was born in Skyrim village, in a family of theives working in theives guild. Both of her parents didn't pay much attention to M'nari, so she had to get food somehow and was learning everything by herself. The parents were responsible for many famous artifacts disappearings.
Even though the parents were good theves and wanted M'nari to become one, M'nari decided to be a mage. She learned lots about destruction magic and at 14 years she was doing many pranks with electricty. At the same age she was taught by parents about dagger usage and lockpicking skills, as they were essential for a thief. M'nari was beaten by her parents every day and had no other choice but to obey the orders of parents. At first they were ordering her to do some theiving work, but then her parents ordered M'nari to kill her friend's family. She couldn't do that.
The next day, her parents were found dead with electricity still running through their bodies. M'nari fleed to Winterhold, remembering that it was a great place for mages. Her expectations were too high: everything she saw was an old, burned city with a snow layer everywhere...
... Years passed, M'nari learned magic well. Soon she was known as one of greatest enchanters in the mages guild spending most of time enchating and learning to enchant, as well as the most mysterious and hideous person there. M'nari was keen on collecting dwarven machines and studing them, her room was full of broken robots, soul gems and metal scrap. M'nari was obsessed by idea of creating the spider worker. She was making lots of expeditions to dwemer ruins, studuing them and their inhabitats.
For the last month M'nari was testing scrolls for J'sargo and was planning another expedition to dwarven ruins...
Other: WHERE ARE RACE AND SKILLS IN APP?!? (Sorry for caps :biggrin.gif:) I don't like turtles D:
One-liner: M'nari: The Dwarven Researcher
Milos, the Argonian smith - played by MuttonHawk
Appearance: The majority of Milos' scales are a shiny black, menacingly highlighted with bright red areas on the front of his neck and around his eyes. If you look closely, Milos' larger scales are a dull green in the center. Milos is fairly muscular for an Argonian, but hardly a giant. Milos' arms and armour are made and maintained by him alone and as such are of good quality. He wears a suit of superior leather armour and over Milos' head is an enchanted leather hood that increases his maximum magicka.
Items: Above mentioned garments, a superior steel sword that he also made himself and a kit of lockpicks, an interesting book on racial phylogeny, a metalworking hammer and tongs, an ingot of steel and a couple of coils of rope in a shoulder bag.
Strengths/Weaknesses: You would be hard-pressed to find a better free-lance smith in Skyrim than Milos, he works wonders at the forge with any material you can think of. He can fight with a sword but has never endeavored to be a master. Milos has learned a few tricks with magic in the schools of restoration and alteration and often keeps one of these spells off-hand in combat, preferring fluid movement and parrying to directly blocking or wearing great big pieces of metal. Residual skills from Milos' ill spent childhood means he can work open locks and take small items from an unsuspecting stranger on the street.
Pretty much all other skills, Milos doesn't know the first thing about, but he is a quick learner. Working at the forge has given Milos pretty good endurance, but he cannot sprint very far or run very fast, despite his light armour preference.
Skills: Smithing, One-handed, Restoration, Alteration, Lockpicking and Pickpocketing.
Personality: Milos is a bit jollier then his appearance suggests, being patient and slow to anger, as well as open and generally enjoyable to be around. He is very attuned to others' emotions, but isn't very good at counseling or persuasion. Milos treats his friends with the utmost respect and only really keeps friends that treat him the same way.
Biography: Milos grew up in a poor family in Wayrest, High Rock. His father died, from an injury sustained as an Imperial soldier in the great war with the Altmeri Dominion, when Milos was 6 years old, too young to really comprehend the permanence of death. From this age Milos demonstrated an aptitude with his hands, learning to pick locks and pockets. Often the only way he could help to feed his mother, Gah-Jula, his younger sister named Utadee and his baby brother called Meer-Ku, was to pickpocket finely dressed nobles in the market each afternoon. This lifestyle scraped along for about 7 years, earning a reputation with the local guards.
Once, after an unsuccessful day in the market, Milos got desperate and attempted to steal a jewel encrusted dagger from the local blacksmith. As soon as Milos felt the valuable cold of the dagger's metal on his fingertips, the steel hand of a town guard snatched him by the back of his collar, causing him to almost jump out of his skin. When the blacksmith was informed, a hulking Nord by the name of Tymvir, he unexpectedly appealed to the guards to let Milos work off his crime debt. Work in the forge started off with tedious jobs, such as scraping the fat off hides and working bellows, then progressed to making horseshoes, nails and eventually weapons and armour. Milos very quickly gained a passion for metal and leather-working and worked off his debt in no time, only to become an apprentice to Tymvir. Tymvir taught Milos everything he knew, including some father-like advice that helped keep Milos out of trouble. Working with Tymvir helped Milos to support his family where he would not have been able to before.
About 9 years later, Tymvir had retired, Utadee was working a stable job in the local tavern, Milos' smithing skill had excelled and his family was doing a lot better. The Stormcloak uprising in Skyrim promised adventure for Milos and much better pay than the forge of which he was so familiar. After Milos had applied to the Imperial Legion as a blacksmith, he had a difficult time convincing his mother to let him go after what happened to his father years ago, but succeeded by insisting that he would not be on the front line like his father. Trudging to the unforgiving vistas of Skyrim was certainly a new experience for Milos, who had spent most of his life behind the walls of a calm city. But the people Milos met, the places he saw and the appreciation for his work along the way made it all worth while. On his way to Solitude, Milos befriended a battlemage that taught him some basic restoration and alteration magic, which was difficult at first, but eventually materialised in Milos' fingertips. The restoration magic often came in useful if Milos was badly hit in mandatory combat drills.
A few kilometers outside of the city of Solitude, the destination of the march, the battalion was suddenly attacked by a dragon that seemed to come out of nowhere. In a panic, the soldiers scattered and many were killed. Milos ran like he had never run before, he didn't even know where he was going. Milos was finally halted, the dragon far behind him, by three growling wolves. Breathing heavily, Milos drew his sword and struck down one of them as it leaped towards him, the next one grabbed him by the ankle before Milos could drive his sword through it, the last one ran away, leaving Milos to bleed on the road. After a moment or two, Milos started to limp in one direction, his restoration magic keeping him only just conscious. Milos limped for about an hour before fainting from blood-loss...
((From here I could have locals, nearby where we are starting, to find him and help Milos recover, or to have another character find me.))
Other: Where are we starting anyway? And personally I prefer axolotls to turtles.
One-liner: Milos, the Argonian smith
Annika, the trueblooded Nord Huntress - Played by Feokris
*Head- Annika, like most nords, is light skinned, albeit covered with a bit of dirt here and there, as well as traditional "Sparrow" face paint, which covers the bridge of her nose, to the point of her nose, and under her dark, icy blue eyes, ending at three scars on each side of her face which she acquired from a run in with a werewolf. Another common trait she shares with most of her northern kinsmen is her blonde hair, which she let's hang down to her shoulders, with the only specific detail in it being a braid on the right side of her face.
*Body & Clothing- Annika has a rather slim form, but... Don't let that fool you, as she is actually pretty strong for somebody of her size. Standing at 5'5", and only weighing about 113 pounds, it is pretty surprising that she falls under the sign of the warrior. She normally wears plain old leather armor, excluding a cap, which is covered is scratches and notches, all left from previous battles. The armor actually looks pretty worn, though Annika still refuses to part with it.
Annika normally carries a quiver of orcish arrows on her back, with an Imperial bow hanging off of it. She also has a steel sword holstered for instances in which enemies make it past her bow. She also carries a small satchel on her side which is filled with four healing potions, a stamina potion, and a golden amulet with an emerald encased within it.
Annika is a great hunter, and as such, has great ease in collecting hides which to create armors and reinforcements with. Her skills in hunting have also pain off in the area of sneaking. While she is no petty sneak thief, her skills in sneaking to allow her to get an advantage over enemies, as well as helping her get out of dangerous situations with more ease than others. She also is completely immune to any kind of disease.
Annika can never seem to get a good nights sleep. Lycanthropy does that to a person. That, and a weakness to silver weapons. Another, non physical weakness Annika has is trust issues. Due to hearing stories of family members dying to elves in the old wars, she, like most other nords, has a slight distrust of elves. Now, this is not to be confused with hatred, but... It takes elves longer to get on her good side than any of the other races.
(In order of skill level, with the last two tied)
Archery, One Handed, Sneak, Lockpicking, Alchemy
Annika is a true blooded nord, through and through, meaning she backs the stormcloaks 100%. Though, this is a fact she has to keep hidden as long as she remains in Rorikstead. She also holds her morals close, and has a strong dislike for thieves and pickpockets, though, she has no problem with people lockpicking. "Opening a door or a chest isn't a crime as long as you don't take what's inside." That's what she tells people who ask her opinion on the matter. Now, Annika is a very friendly, and very generous person. She has no problem giving away a couple coins, however, she is very cautious of thieves, and as such, keeps her coin purse inside of her quiver, buried under plenty of arrows.
Annika also seems to have no problem with killing other people, as long as it's for a noble cause, that is. That means if you're part of the Dark Brotherhood... Annika hates you. No if's, and's, or but's about it.
Born and raised in Skyrim, Annika is a true Nord. She lived in Falkreath with her father and brother when she was younger, and was trained to use a bow from the time she could walk. She always was told stories of the companions, which her mother was a part of before she died. Because of this, Annika knew that she had to join the companions when she got older. No arguments. She would practice with a bow every night, with the help of her brother, of course. However, night time was the only time she could practice because, by day, she would always tend to her father, who had been greatly injured during a battle he refused to talk about. This was Annika's daily routine her whole life, until one day when she ran out into the forest, chasing a giant wolf she saw attack a guard. Upon finding the wolf, she was instantly attacked, and the wolf bit her left arm, causing her great pain, and leaving her unable to use her bow. She drew her sword, but collapsed on the ground. As the wolf moved in to attack again, Annika swung her sword, decapitating the wolf, while accidentally swallowing some of it's blood in the process. Unable to move because of the fight, Annika passed out of the ground. When she woke up, she was surrounded by familiar faces. It turns out another hunter found her by the Whiterun border passed out, and recognized her from an earlier trip into Falkreath, and brought her back.
When Annika finally came to, she realized the faces surrounding her were not happy faces or worried faces, but sad faces. She stood up and looked at the innkeeper, who sighed, and told her there was a werewolf attack while she was out. Turns out all but two people were safe... And those two people were her father and brother. They had defended the town from the werewolf, but lost their lives in the process. Just after the werewolf had killed her brother, it froze, and stared at the corpse for a moment before running up the road to Whiterun. Annika paled, and ran to her house, barring the door behind her. She suddenly remembered everything. After being attacked, she became a werewolf herself. She was the one who killed her father and brother... She decided she couldn't stay in Falkreath anymore. She couldn't risk hurting any more people. She had to get this under control. That night, she took her brothers armor, put it on, and ran off into the woods, staying out in the wild for a few weeks before she finally learned how to control this power. After mastering her newly acquired ability, she decided to head for Whiterun... For Jorrvaskr.
Upon arriving in Whiterun, Annika immediately went to Jorrvaskr, hoping to join up. However, before entering the mead hall she had been ever so anxious to enter since her childhood, she overheard a conversation about a rebellion against the empire. She inquired for further details and, after being made fun of for not knowing (due to her father sheltering her and her brother from information due to knowledge that they would both want to join) was informed of all that was going on. At that point, Annika knew she had to joint he Stormcloaks. She had to fight for her Skyrim... However, she had no means of getting to Whiterun to talk to Jarl Ulfric, and as such, headed to Rorikstead upon hearing of some people needing help around there, who were offering coin. Now, three weeks later, she has the funds she needs, and has begun planning her trip to Whiterun.
I like turtles too! What a coincidence! :biggrin.gif:
Born under the warrior.
Annika, the trueblooded Nord huntress.
Detaeg (High Elf) the well-spoken caravan guard - Played by MoarWork
Name: Darillion Raltas/ Detaeg
Race: High Elf
Appearance: Detaeg is very tall, as is regular for a High Elf, but looks much more battle worn than most, with worn and scratched leathor armor covering his lean yet muscular frame. He has a thin scar that cuts across his lips from a fight with a bandit that was almost good enough. Almost. He has light, windswept hair that looks like it hasn't been cut for years, and his stance is as worn as his armour. His face is very sharp and angular, and his dark gold eyes reveal his quick thinking and intelligent nature, though they also reveal that he is a person that has seen too much death in his years as a caravan guard.
Items: Detaeg has a steel sword on each of his hips, as well has a full set of black leather armor, excluding the helmet, which he lost in a skirmish years ago. This armour is very worn, and looks like it is just about ready to fall apart. He carries several minor health and magicka potions in a satchel he carries, as well as a silver ring which makes his illusion spells more powerful. He also carries around several powerful conjuration and illusion scrolls, should he find himself losing a battle. He can always be seen carrying a bottle of Alto Wine - he has a rather unhealthy addiction to the stuff.
Strengths/Weaknesses: Detaeg is a politician at heart - if it is possible for him to talk his way out of an uncomfortable situation, he will do it. However, he also enjoys voicing his opinions rather strongly, which has resulted in more fights than he can remember. Though he is an able warrior, with many years experience, Detaeg also sometimes suffers from cowardice, and uses his skills in illusion to sneak out of a battle, leaving his companions to fend for themselves.
Personality: Detaeg's many years in the Imperial Court served him well, as most of the time others find him charismatic and well-spoken. However, there are times when the men he has killed haunt him, and during these times his friends will be lucky to get even a word out of him. He is still not entirely accustomed to the hardships of the road, yet is as at home living a luxurious lifestyle, as he did for the first twenty five years of his life.
Skills: Light armour, Destruction, Speech, One Handed, Illusion
Darillion was born to a noble family in Alinor, the capital of Summerset Isle.
Despite his tender age, Dataeg impressed his parents with his insightful comments on the politics of the great war to such an extent that, when the White Gold Concordat was signed, they decided to take him to the Imperial City with them when they were assigned the roles of 'advisors' to the emperor, while his elder sister was left to tend to their vast orchards.
Darillion spent several years with tutors while at the city learning the intricacies of Imperial politics, as well as being taught in the arts of restoration and destruction, in which he displayed no particular talent. However, due to his natural grasp of magic as a Altmer, Detaeg had a reasonable grasp of the magical arts by the time he was introduced to the imperial court at the age of 15. He showed a natural talent for managing the many personalities within the court, and over the next ten years became quite a well known figure within the elite circles of the imperial city. However, his word came crashing down around him one night, when upon arriving home, Detaeg found his parents savagely torturing a young Khajiit. Despite their protestations that he was a traitor to the Aldmeri Dominion, Darillion had
stumbled upon the sad truth- the Dominion would stop at nothing to achieve power. This went against the beliefs he had grown up with all his life - that the Dominion's aim was to achieve a peaceful Tamriel, through peaceful means. Out of horror and confusion, he fled.
That night, with the aid of his illusion skills, Detaeg managed to sneak out of the city and happened to find a group of traders just about to leave for Cheydinhal. Introducing himself as Detaeg, he persuaded them that he was worth hiring as a guard, he traveled with the group, learning the arts of combat from a war veteran named Gorja, who was also traveling with the traders. Over the next few years, Detaeg wandered around Cyrodill as a caravan guard, becoming more proficient with a blade with every skirmish he survived. His life was without purpose until on a job to Solitude, his caravan was intercepted by a group of soldiers that called themselves Stormcloaks. When the caravan refused to surrender, the Stormcloaks slaughtered every last one of them, save Detaeg, who was rescued by an invisibility scroll he had been carrying. Seeing the bodies of his companions scattered around him, Detaeg swore that he would stay in Skyrim until the Stormcloaks were crushed once and for all.
One Liner: Detaeg (High Elf) the well-spoken caravan guard.
Suki (Argonian), the warm hearted archer friend - Played by Tsukiokaloli
Appearance: Suki wears Dark leather armor, and wields a bow or a sword-- depending on her mood. Her scales are mainly black and blue, with highlights of red under her eyes, and she has spikes on her head that are thin and long, with red tips.
Items: A simple bow and Iron sword.
Strengths/Weaknesses: Suki has great aim, can walk with a very light foot, but is horrible at persuading people, or making deals with others.
Personality: Suki is very quiet and shy, but at the same time very warm hearted, and caring. She is relatively mentally stable, but sometimes, when angry or tired, can ramble on about things only she understands. She loves helping others, and would offer her home as a shelter to any of those who would ever need it.
Biography: Suki was born in a small town in Black Marsh, near the border of Cyrodill. She lived like all the other argonians, didn't have many septims, kept to herself. She had a friend named Jeetum, they were pretty well acquainted. Jeetum would meet with Suki to bask and chat on the rocks near the river in town. She had a bow that her mother had gave her as a gift once that she used to play aiming games with Jeetum, yet somehow she always won, causing a definite jealousy between the two of them, but not putting a strain in their friendship. For fun, Suki would occasionally go to the local market stalls and as silently and stealthily as she could- pilfer a few items from the seller, which she would bring back to her and Jeetum's "fort" that they had fashioned out of a few branches and stones that was located by the river and hidden from the general public by a generally "thick" amount of foliage, to put in their treasure-trove.
Suki and Jeetum remained friends throughout most of their childhood, but as they grew older and more mature, they began to head in different directions. Suki's family was a very "Different" one, in terms of the way they treated things-- for example: If an outcast thief or an extremely dishonored individual needed a place to stay, they would offer their small home as a sanctuary- unlike most of the others, who would usually turn their heads in disgust. Jeetum's family had pounded a similar negative outlook towards Suki's families ways into his head, so he began being rude to her and shunning her, leaving her clueless to his reasons. Life went on, still, and Suki aged, got a
job as a Blacksmith when she was 14, and went as the apprentice of the man who ran the Smithing place for a year. She learned how to smith well, and forged her own iron sword. Though she was young, only 15 years old, she was very mature for her age, and wanted to do something interesting with her life. She ventured to Cyrodill and explored there, getting money for food by cleaning out Ayleid ruins (With the help of a few older orc adventurers that she had befriended) and selling the treasure in the Imperial City Marketplace.
She continued on with this lifestyle for nearly 2 years, and decided to move further on to see new places. After many weeks of consideration, she decided to travel to Skyrim, for she had heard rumors of a so-called "Dragonborn" And the return of dragons to Skyrim. This fascinated her- so she began her journey to skyrim. On her way to Skyrim, she came across a group of traveling khajiits who were very thin looking. One of them called out to her and asked if she wanted to buy any trinkets, and out of pure pity Suki bought the few items that the poor khajiit woman had, at a generous offer, instead of the relatively low prices on some of the things. She continued going up the road, but her heart ached for these poor people. For a few days she followed them silently in the bushes, observing their actions. From what she could tell, they had been driven out of the main cities and Skyrim was their only hope for acceptance. After hearing this, Suki decided to step out and join them on their journey to Skyrim, and they accepted her offer to join
them with open arms. Since Suki had made a fair amount of coin from selling Ayleid artifacts, she gave the travelers quite a bit of gold so that they could support themselves. She was also hopeful for them, that when they would reach Skyrim, they would find acceptance into the main cities, unlike everywhere else, that was shunning them and labeling them "Skooma Dealers" and "Thieves".
When they arrived in Skyrim, they decided to go to Riften. When they got to riften, and tried to enter the city, the guards stopped them and laughed. Suki didn't understand at all what was going on, and demanded entry to the city. The guard only replied with- "You can enter, argonian, but your cat friends can't." Suki turned to her khajiit friends with a look of utter despair on her face and said- "Im sorry friends" and began to cry. The khajiit woman who had sold her the petty trinkets came over to her and said that it was ok, that they could find somewhere to stay on the outskirts of town. Suki apologized for her show of weakness and stood to see many khajiits like the ones in the group she had traveled with, approaching. They offered their fellow outcast refuge at their camps outside of the city, and Suki parted ways with them. Suki stayed in riften for a few weeks. She was disgusted at the treatment of her friends, but she knew there was no helping it. She eventually moved up to solitude and got a job as a helper at a the inn in solitude, but continues to travel around and haul treasure from local ruins.
Other: ( Anything you would like to add or suggest that you couldn't fit anywhere else. )
One-liner: Suki: The Warmhearted Archer-Friend
Nekohashi S'darra (Khajiit), the abandoned thief - Played by Nekohashi
Name: Nekohashi S'Darra
Appearance: Nekohashi has a very lithe appearance hidden under his creamy tan-white fur. Tall, and well balanced. Along with his prime shape and at his peak, athletically, he is finely masculine. Around his warm amber eyes are the deep intricate white streaks amongst the sea of surrounding, sleek fur, along with his medium sized ears. Often found in light, leather armors while in comfort of a town, or out of the vicinity of civilization. Generally: Well built, tan-white fur, amber eyes, and sleek fur. EDIT: Also a spotted brown pattern is barely visible on his tail.
Items: Imperial bow (with iron arrows), and 2 Dwarven daggers, and a necklace with a small urn attached….containing the ashes of his own home.
Strengths/Weaknesses: Often relying on sneaking up on others (better at night),upon being snuck upon himself often catches him off guard. When confronted with the destruction of his hometown, he simply falls apart. On the combative side he is weak to mainly magic that reduce any agility, mainly ice, and is susceptible to a majority of the upper class poisons of stamina.
Skills: Extremely proficient in sneak, archery, one handed, light armor, and smithing
Personality:Usually silent, he looks upon others with uncertainty from the shadows and doesn't talk too much unless he is out of publicity or with any of his own race. At times he is usually calm, unless confronted with any statement regarding his family or when he is offered help or assistance by anyone, he will show a strange nervousness, almost a paranoia towards that person, unless he has grown used to them. Here and there, he will actually seem like a normal, everyday citizen. And when times are desperate, Neko tends to get down to the case and fix it the best he can, with all determination into its cause. Even if it means taking a sacrifice of his status, wealth, health ect. Overall, he is intelligent, and rather stealthy. But in the case of saving someone else, he will, with his life on the line.
Biography:From childhood to current era, Nekohashi has always look up to those that made the promise to protect him, 9 of 10 times, he has only known abandonment. The only ironic example would be the offered protection of being the royal clan family from the homeland of Khajiits, Elsweyr. Around this time, an opposing clan had abruptly raided throughout the night, until they had it set to where escape wasn't possible.
Being hidden in a well for a count of 2 days after the raid, all he knew was lost in the ashes of the ground. Neko was forced north into Cyrodiil, shortly after his father and mother were killed to avoid being executed himself and/or enslaved. From his hometown of Penchal in hopes for a new place to start his life over at the age of 9. Thats when he traveled for 4 years, 1 across Elsweyr, and 3 across the width of Cyrodiil, and alone he did travel, only striving off of the assorted herbs in the abundant tundra.
Night after night, the many dangers that were expected never came to him. The only worry was starvation, where as he was dependent on thievery on instinct. Working up a 50 gold coin warrant, he had no authority or need to enter towns. Right when it seemed things would just end his life, Neko had prospered across the flat, permafrost plains of winter and ended up in the land of Skyrim.
At the age of 14 he was taken in as a apprentice of an inn, that is, before the Thieves Guild took him in where he was trained to exploit his hidden skills of stealth and archery. From there on out he has been fending for himself. He used any of his payments from the Innkeeper to train his skills up, weather it was a raid on an Imperial camp or stealing ones keys. Right as he was used to the routine, he had for once in roughly 5 years, seen his own kind. He found himself in a camp of his own kind where he followed the Khajiit Caravan south of Dawnstar until the age of 17.
Learning the secrets of trade, Neko was raised in good hands, that is, until a raid of bandits caused him to flee for their lust for the money on Neko's head was a good bounty by the Guild for backing out. When he decided to travel off west, Whiterun was formidable, but everywhere where protection was given, took all in but the Khajiit. Left out once more, he traveled for several months going far northeast into Solitude. By the time he was 21 he continued to live a peaceful life of his own, still suffering day to day.
Other:I Like Turdles x3 (Call Nekohashi Neko at will)
Malen Rillan (Redguard), unarmed extraordinaire - Played by Dr_Genius
Name: Malen (though no affiliation to my previous Malen, I just like the name) Rillan
Appearance: Malen is fond of drink, and his belly expands out a bit. His dark brown skin - common to Redguards – houses eyes of the deepest green, giving a haunting look to his face, his hair is cut short, almost to the point of baldness, and his ears are very large, sticking out from his head in a comical way and his nose has been broken several times, evidenced by the shape and colour.
His clothing consists of basic clothing, a cloth shirt and pants, though underneath he wears a black necklace, it has no significance, but Malen likes how it looks. His fists have borne the brunt of many-a-face, and are tough and leathery.
Items: Malen carries no weaponry, but on his belt carries a water skin, filled with water, the water skin is enchanted, and never runs out of water. In addition to those belongings he carries one hundred Septims, passed on by his father.
Strengths/Weaknesses: Malen is a master at unarmed combat, able to disarm a swordsman easily, and his punches are hard enough to hurt even the strongest warrior, though he isn't fond of fighting against weaponry, he can disarm someone, but they can always get a hit in first. He is very strong, a punch to the nose will hurt, but won't stop him, and has won many fights this way. He isn't particularly bright however, he can speak, but he can't write or read, and in battle will go after the strongest looking opponent. He cannot use weapons at all, he is so ineffective with them that he will never us one, no matter the opponent.
Despite his strength he is more suited to brawls, he is not a hardened warrior and lacks any tactical skill or sense.
Skills: I'm forgoing skills on this character as none of the provided skills suit him. In lieu of any skills however, I would ask that you allow my character to be Super Special Awesomesauce at unarmed combat.
Personality: Malen is a very friendly person, he sometimes approaches complete strangers in the hope of talking to them, and will happily buy drinks for those he knows, and those he doesn't know either. He is a joker, often forgoing serious discussion for a series of terrible jokes. Those he gets to know he will protect with his life. If you become his friend, you will have a friend and ally for life.
Biography: Malen grew up in Riverwood, and was raised by a simple farmer. Despite leading a simple life, Malen often longed for adventure and action. His adopted father often wondered at how a boy like him could turn anything into an adventure, Malen and his young friends often played as guards or criminals, using sticks as weapons and a particular grove of trees as the 'prison.' He stood as a pillar of the imagination of children and their devotion to friends. His group of friends formed a small gang, they weren't particularly strong, but they made a pact to help each other whenever they were in a time of need, no matter their age or the risk associated.
Malen was quite popular as a young man, and at seventeen had found someone he was completely devoted to. Two years later however, when Malen proposed to her, she revealed that she had been seeing somebody for a year now, and just didn't have the heart to tell him.
He flew into a rage that lasted half a year, he completely ignored his old beloved and her new companion, and would often fail at jobs he had found so much easier when he was with her. He got over her however, just as he was reaching his twenty-first year in Riverwood, much to the gladness of his adopted father and the other men around town, who he spent much more time with, laughing, joking and having fun.
As soon as he hit twenty he began drinking at the local inn. Those he drunk with were often surly after the nights drinking, and Malen took many fists to his face and body before he began fighting back. By the time he was twenty-three he was known as a skilled and strong fighter. He was kicked out of Riverwood because of a large brawl, in which he had afflicted enough damage upon one resident to earn him a week in bed. He paid his fine and left, heading for Rorikstead, where he planned to continue his tradition of drinking, and fighting if needed.
In Rorikstead he realised that he still longed for adventure, he still wanted to see the countryside, still wanted to fight beasts of overpowering strength and succeed. It had been his lifelong dream since he was seven, and he couldn't believe that in his drinking and drunken revelry he could have forgotten it. But he still loved drink. He still loved the smell of it,the taste of it. He still loved sitting in taverns drinking with friends and strangers. So he made a compromise.
Instead of just adventuring, he traveled the towns and cities, he traveled from Rorikstead to Whiterun, and then on to Ivarstead. He found himself being robbed in Riften, and saw the cruelties of the Empire in Solitude. He moved to Dawnstar, in an attempt to get away from the evils of the Empire, and to escape the illegalities of the Stormcloaks. He essentially drank himself to his next destination, and found plenty of uses for his fists, and plenty of jobs that would pay well enough for him to drink himself silly each night.
Despite the life of 'adventure' he still longed for that primal feeling of victory. That feeling that you have beaten something evil, something dangerous. Something unbeatable. But there was nothing to do. He knew nobody with the same inclinations as him, but he resolved to stay in Dawnstar. He liked it there, it was small and friendly, anyone that became friends with the miners were loved and respected. He also found new challenges in Dawnstar, he had never mined, but he found the he had the strength to do it well, and was paid for his time, and he often assisted merchants, protecting them from wolves or armed bandits, and other threats to the merchants fortunes.
Malen still longed for adventure. The days he felt a thrill associated fighting a group of bandits or wolves with his other caravan guards was gone. He longed for bigger, better, and harder battles. He longed to fight the dragons that had appeared. He longed to fight on one side of the civil war or the other, he didn't mind which, but his attraction to the tavern of Dawnstar was too strong, and he somehow contented himself with watching the huge boats sail into and out of port, watching as they docked and unloaded cargo and disappeared into the sunset, riding that unpredictable mistress of waves, the sea.
Other: He loves turtles, can't get enough of them. He finds that the beauty inherent in their nature hasn't been done justice by the world around us, and the people inside. He often reminds people that the beauty that all animals inherit is confined to the so-called 'uncivilised' beasts, and those races that have developed speech and civilisation have lost the charm that they had so long ago.
One-liner: Malen Rillan, unarmed extraordinaire.
Chris (Nord shapeshifter), the cursed one - played by Kimi
Chris [Norman] Sam
Average height, spiky jet black hair, and slightly pale. Left eye is dark blue, like the deep end of an ocean, while the right eye is blood red. Wears a black overcoat with a hood, that covers black pants, and grey shirt. Has a half-mask covering the right half of his face.
A dragon with scales as dark as the night, with both eyes red, and a tail with a few spikes at the end. He is about the size of a small bear when cured up.
Improvised Dragon Talon Knives(2)
-Low Experience: Chris doesn't have much experience in combat, whether it's hand-to-hand combat, or range.
-Can't Cast: Chris can not cast the usual spells, like firebolt, spark, etc...
-Thievery: Chris can both lockpick, and pickpocket very well, but he can't attack you without being detected, for the fact that he can't draw out his knives without making a noise.
-Charge Up: The transformation takes a few minutes to charge up. He can not be attacked, or move while charging up.
He is very quiet, usually looking up at the sky, remembering his past. Chris does not trust people easily, and it makes it harder for him to trust if you are a famous for killing dragons. He slightly gets worried when he enters any city, the larger the city, the more worried he gets. He has no problem with killing, for the reason that if he doesn't kill, someone else will kill him. He will not feel guilty at all if he robs you blind. He also prefers to eat meat raw, and doesn't touch any other types of food, besides alcoholic drinks.
Chris was always fascinated by dragons. They were such beautiful, yet dangerous creatures. He has always wondered: why do people always hate them? As his village once again went out to hunt the dragon that has been spotted nearby, he tagged along. Well, more like he followed in secret. You see, he was only five years old. He was only a young boy. Well, young and curious boy. As the villagers killed the dragon, they chopped off the head, and brought it back to the village, as a trophy. They stuck it on a stake, and left the stake in the ground in the village square. As Chris followed the villagers back, he noticed someone dropped something. As he picked it up, he noticed it was quite shiny. It was a flawless ruby! Of course Chris didn't know that. he took it home and hid it under his bed. Everyday he checked under his bed, and it was still there.
Eight years past, and Chris still had the jewel under his bed. Unfortunately, someone had held a grudge against his family, decided to cause some problems. The person falsely accuses his family of thievery, and their house was searched. When they searched Chris's room, they were astonished. They had found the flawless ruby! They would not believe that Chris had picked it up on the path years ago, and ordered an execution to be carried out. As they led Chris outside, a large shadow past overhead! The creature landed on a house, nearly crushing it, and roared. It was an Elder Dragon, completely enraged at the village, for killing it's blood. It wanted revenge. The villagers immediately started trying to kill the dragon. The dragon was dangerous though, causing a large amount of casualties to the village. After getting worn down by the constant barrage of attacks, the dragon knew it wouldn't survive before destroying the while village. As it was about to burn another house down, several arrows hit the dragon. It was the final blow. The crowd cheered. As the dragon fell from the house, one of it's talons cut the rope that was holding Chris. But the dragon was still barely alive. It knew that if it was resurrected, it may be able attack the village again, but still probably lose again. The dragon created a plan. If dragons couldn't defeat the village, and its inhabitants, how was it suppose to destroy a larger city? Perhaps a dragon the could be human as well, to fool the other races. It picked the closest human as it's candidate. The dragon looked straight at Chris, and right before it died, it transferred it's soul to Chris, giving him the ability to transform to a dragon, and back. Of course, Chris didn't know that. He could only watch as the dragon reduced to nothing but bones. While the crowd was celebrating, Chris walked to the skeleton, and took two of the smallest bones, and ran off with them. He ran towards the nearest mountain, and placed the bones in the nearest alcove. The alcove was the size of a small hut. He decided to camp there for the night. But during the night, he woke up. He heard some rustling nearby, and got worried. He had to find something sharp to defend himself. His eyes fell on the bones. He picked up the sharpest one closest to him, and held it like a knife. He snuck closer to the entrance, then jumped at the source of the noise. The 'knife' stabbed into a rabbit. As he walked back into the cave, he was shocked to realize that he was holding a dragon talon. He then decided to fashion a more proper knife with the talon, using wood, and some other stuff. He created two of these knives to be used. Problem was, he wasn't a craftsmen, so when he made those knives, he could only wield them with the efficiency of steel daggers. He left his little 'camp', and went towards the nearest town, which happened to be Riften.
Chris spent the next four years as a thief, pickpocketing people, and opening shop chest. He went by the name Norman, so he couldn't be traced back to his old village. As he was stealing from a store, a guard caught him. The guard started to beat him, almost to the point of death. As Chris was about to die, something happened. He transformed into a dragon! Mind you, it was a young dragon, but still a dragon never-less. The guard, completely stunned, didn't react in time before Chris jumped and bit him in the neck. He continued to steal afterwards, but also practice fighting with the knives, to avoid be as helpless as before.. About three years later, he stole what he hoped was an expensive artifact, but was actually just a failed idea of a smith. The mask was broken into two pieces, presumably from the smith smashing it with a hammer. The left half was twisted beyond repair, but the right side was still in acceptable condition. He took the mask, and place it on his face. Another guard saw him take the mask, thinking that he stole it. But Chris managed to talk him into believing that it was only a useless piece of junk. Chris spent the next four years, learning his abilities, and trying to learn how to use them without harming himself.
-Transform: he can transform to dragon and back to human.
-Fire Shout[Weak]: Sets you on fire, the main damage is not from the initial fire, but how long you continue to burn before jumping in water.
-Ice Breathe[Weak]: Only freezes you, barely any damage.
-Fly: if his wings or not to heavily damaged, he can fly.
Dragon Form Weakness:
-Fragile wings: he can not fly if you damage his wings heavily.
-Scales: his scales can protect him from weapons and arrows, but not much. Daggers past dwarven can hurt. Swords past elven will hurt. Arrows past iron will hurt. Any hammer, axes, and magic will hurt, regardless of type.
-Lift: Chris can not fly with too much weight. Don't expect him to lift more then one person in heavy armor, or two people in light armor.
-Injury: when he gets hurt in dragon form, and changes back to human, the injury will cause double the pain. It is the same vice versa, from human to dragon.
Being able to transform to a dragon, has it's good sides. Chris could fly, and attack better, and scare off a few annoying animals. But every coin has it's flip sides. It takes a about several minutes to 'charge' up the transformation. Anything hits him, whether it's a blade, or an arrow, or even someone poking him, will cause him to lose concentration, and having to restart the 'charge up'. He also can not move while charging up. And when he does transform, any guards that are nearby will immediately become hostile, trying to kill him, causing fights in towns to be harder in dragon form, then in human form. He also can not fight normal dragons head to head, due to the fact that he isn't a full dragon.
One-liner: Chris, the cursed one.
I like my snapping turtle, its about the size of my hand
Virani (High elf), the beautiful wizard - played by hougi123
Race: High Elf/Altmer
Appearance: Wears Black Mages Robes, a small dagger hidden in the right sleeve and one of most fetching faces you have ever seen, Virani is a deadly wizard. Golden-brown hair flowing down her shoulders and amber eyes almost glowing with intensity like fire, she is also a most fetching elf.
Items: Black mages robes, a small iron dagger and two hundred Septims.
Strengths/Weaknesses: Talented in Conjuration and Destruction, Virani is lacking in the hand to hand combat, however being part of the Thalmor can lead to arrogance as well as power.
Skills: Conjuration, Destruction, Enchanting, Lockpicking, and Alchemy
Personality: Arrogant and beautiful, Virani would talk her way into a group, rob them blind, then run off into a town. She will help her friends in need against living and undead, but will run from Dwemer machines without so much as a backward glance.
Biography: Virani was born in an Imperial city to a Mage and an Alchemist. She grew up learning how to cast spells and tell the difference between poisonous plants and helpful plants. When she turned five her father was going on an adventure to make more money for them. He went to Skyrim to search for a Dwemerian ruin, having heard of the riches found there. Years passed and soon Virani's mother became anxious, having not heard from the father in five years. By the time Virani was 16 and most of the men in town were hitting on her, Virani's mother decided to go look for the father. After a year had passed the War started in Skyrim and she became worried that they weren't coming home. So she started looking for them, after another fruitless search she came upon a Thalmor Agent and asked if she could join them, not knowing what they did.
After a year Virani came upon an encampment of Stormcloak Soldiers. She was captured by them and forced to work errands all day and most of the night. After two weeks of this, she finally got a chance to escape. The day guards had went to bed before the night guards came, so she ran for her life. After escaping with only a few scratches and burns, she had to figure out a way to get less raggedy clothing and get her bindings off. After a day she was running from a bandit ambush when she came upon a cave. Virani, being the curious type, wondered what was inside. An arrow flew right next to her head and she decided that what was inside couldn't be worse than what was inside. So she walked in, and saw a strange man with red eyes heading for her. He ran faster than humanly possible and knocked her out.
She awoke thirsty. So thirsty. Opening her eyes slowly, the ambient flickering light nearly struck her like a blow. She flinched, one hand cupping her aching head and the other seeking outward and finding corroded and sticky metal. Lifting her hand to block the light, her eyes opened once more and she could see that her hand was covered in something dark that smelled of corruption. Blood maybe? A cage, she thought to herself, as she slowly acclimated to the light. I'm in a cage? Blinking a few times, her eyes sought something familiar, anything that would help her remember how she'd ended up in this misbegotten place. A rustling sound came from near the shadowed entry of what appeared to be a cave. She called out once, twice... no response was given. She shivered reflexively and wrapped her arms around herself, ignoring the sticky smears and the layers of dirt ground into the fiber of her meager clothing.
That all happened a year ago, and after escaping the cave Virani fought a rouge mage and got her current gear. She collected enough alchemical ingredients to make an expensive potion and sell it for around 200 Septims. Now she is on the way to Windhelm to meet with the Thalmor there and learn more defensive spells. Living off bandit and animal blood she stops in Dwemer ruins and caves along the way.((If you haven't figured out by now she's a vampire, you must be really dense.))
Other: I love Turtles!
One-liner: Virani the Beautiful Wizard
Hjolfr Shield Splitter (Nord) - Played by BLAKE555ISLEGEND
Appearance: Bald but with an unruly black beard almost reaching his chest, Wears an iron chestplate with spiked pauldrons, iron spiked boots, iron horned helmet, iron spiked gauntlents. Wears blue warpaint in the shape of a spiral on his left cheek. Bright Blue eyes, 6'7". Always wears his Medallion of Courage (Silvere Amulet with a blue Gem in the middle)
Items: An Iron Battleaxe, Spiked Iron armour, 500 Coins, Potion of Healing, Medallion of Courage (Enchanted amulet, Improves combat damage.), 8 Iron Ingots, 5 Steel Ingots, Pickaxe.
Strengths/Weaknesses: Hjolfr is an amazing two-handed combatist but eschews magic, deeming it Unmanly. His weakness is his lack of speed, He deems speed unnecessary, who needs speed when you can crush your enemy in one swing?
Skills: Two-Handed, Block, Heavy Armour, Smithing, One-handed
Personality: He is a caring and kind person, but berserk in battle. He will gladly sacrifice himself for friends. He is ferocious in combat and will keep fighting through all but the most grievous of wounds. He is fiercely loyal to comrades
Biography: As a kid, Hjolfr was obsessed with combat. For his 18th birthday, his father gifted him an Iron Battleaxe. He died hunting trolls. Hjolfr grew up in Helgen. 9 years after his fathers death, His mother, and almost all of the town was burnt to the ground by a dragon. Hjolfr survived by hiding in the basement of his house. He exitted the basement to see the town in flames. In tears, he scavenged what supplies he could, and made his way to the nearest town, Riverwood. On the road there he encountered wolves which died suprisingly quickly after a swing of his axe.
When he reached Riverwood he collapsed. Hjolfr awoke in the Blacksmiths house, with the blacksmiths wife tending to him. After rest he was taught how to smith, and became rather adept at it. He smithed himself a fine set of spiked iron armour, but kept his axe. One morning, a strange traveler entered the town, claiming to be from Helgen. The traveler was quickly sent to Whiterun, to talk to the Jarl. Hjolfr also heard the words "The Companions are in Whiterun?" Intrigued, Hjolfr decided to set out for Whiterun, to see who these 'Companions' are.
As a parting gift, the kind blacksmith who took Hjolfr in gave Hjolfr 500 Coins and a Healing Potion, just in case he needed it. With that, Hjolfr set off. After a fight with the occasional bandit, who died almost as swiftly as the wolves, he came across a seemingly abandoned mine. The tools and ores were still there, but where were the miners? Intrigued, he entered the cave. "Hello?" He called. No one answered. Shrugging, he made his way deeper into the cave. What he encountered chilled him to the bone. Bones, everywhere. To make it worse, a little girl was crying for her mother as a Vampire leaned down to bite her. Doing the right thing, Hjolfr decapitated the Vampire. The headless corpse fell to the ground. "It's all right, i'm here to rescue you" said Hjolfr. Leading the girl from the cave, he asked her where her parents where. "In the c-cave..." She replied, in tears. After scavenging the Ingots and a Pickaxe from outside the cave, and giving the girl a bite to eat, they headed for Whiterun.
At the gate Hjolfr was confronted by a Guard, but after seeing the weeping girl, the guard let them in. The girl and Hjolfr were both wounded, from the fight with the Vampire and with the Wolves of the forest. Hjolfr gave his Healing Potion to the girl, before dragging himself to the local healer at Arcadias Cauldron. After being healed by Arcadia, he went to check up on the girl. She was a little shaken by the events of the past few days, but she was fine. The Guards, deeming him fit to walk, took him to the Jarl. After telling the Jarl his story, the Jarl Gifted him a Medallion of Courage and a permanent residence in a house for sale. After recovering fully, he decided to finish his quest, to find the Companions!
Other: Hjolfr wants to learn the power of the Thu'um, being a Nord he can learn shouts by studying
One-liner: Hjolfr Shield-Splitter
Ormin ( Nord ), fishy bandit - Played by Flyingpig
Name: Ormin Darradr (Nord names seem a lot like old Norse and Viking... So, Orm-Snake and Darradr-Spear in old Norse. BEHOLD THE SNAKE SPEAR GUY.)
Age: 47, starting to lose his strength and agility, but still rather formidable.
Appearance: Ormin is a strong, thick, if only average-height, man, with a rather bear-like build. His face seems to be constantly frowning even when he isn't, and he is the proud owner of thick moustaches and a huge, rough beard. His hair is long and held in two thick warrior braids-Although this is only traditional hairstyle where he comes from and has nothing to do with his current occupation. Ormin wears what we on Earth may call a Viking getup, with tough leather shoes, warm, thick cold-climate clothes and 'kirtle'-Knee length shirt(Thing, getting most of this from Viking lore), thick cloak and fur cap, which hides the fact that he is beginning to start going grey.
Items: A basic, unenchanted, steel-tipped spear-like harpoon from his days of whaling, with two downwards sloping barbs on its tip, a large knife, and some simple supplies including food and some money. Interestingly, he always carries a few fishooks and line, even when he is inland.
Strengths/Weaknesses: Ormin's main trait is strength and long practice with a harpoon, his signature weapon, which he uses a little like a quaterstaff. He is almost unmatched when it comes to two-handed fighting, because of a life spent in and around wolf, bear, sabre cat and frostbite spider infested woods, strength gained from years at a ships oars, and what appears to be inborn talent. He is also a rather good shot with a bow, due to having to hunt for a meal in hard times on his home island, although he prefers melee combat. He knows how to fish with a net or a line.
Skills: One-handed, two-handed, archery.
Personality: Ormin is a very gruff sort of fellow, not caring much, if at all, for politeness and courtesy. He is never afraid to speak his mind, and sometimes offends by doing so. He will help those in need, if the need is grave, and there are no others to give aid. He does not see stealing to stay alive when hunted as a crime. He makes few friends, and slowly, and although he can be a difficult man at times, he is loyal to them.
Biography: Ormin was born and grew up in a small, snowy forest island, north of the border between Morrowind and Skyrim, unseen on most maps except as a tiny, unlabled dot, which held only one tiny village. This village thrived on the sea and forest, and had almost no contact with the outside world. It was a peaceful, if slightly harsh, place, apart from occasional attacks by the animals in the forest. Ormin lived as a whaler and sealer (and TURTLE hunter :wink.gif: ) there, at first pulling an oar on a boat, then going up in the whaling world until he himself was an expert at the hunt.
Of course, something had to go wrong eventually. One rather fateful day, Ormin was alone, whaler pulled up onto the shore for repairs after a meeting with a some submerged rocks, fishing on his own little one-man boat. As the tide was rising and the sun beginning to set, the wind started to pick up. Slowly. Then faster, faster, until Ormin found himself in the grip of an out-of-season storm. It was all he could do to try and hold onto a beam of wood when the tiny boat eventually broke apart, to survive. After a long night at cruel sea, waves dumped a barely alive, let alone conscious, Ormin onto a cold beach in the north of mountainous Skyrim.
The story continues. Ormin eventually awakened and began to observe his surroundings, cold, hungry, and exhausted. He had floated to a tundra in summer, snow still a long way off, and civilisation more so. For a while he trekked along the coast, until finally coming within sight of a city, which he later discovered was called Winterhold. Before he could enter it, however, he was set upon by a pair of bandits, and forced to fight them off with nothing but his harpoon, washed up not far from where he himself had been and carried all the time as a weapon and a staff. To his own surprise, he won. But entering a city wounded with two bodies behind you and clutching a bloodstained weapon is not a good idea, anywhere.
Before long, Ormin was the bandit in the story, at least as far as everyone believed, and was forced to flee and fight for a living, running away from that dread city, until he could find a place of sanctuary.
Other: I'm still a bit of a Skyrim n00b in some areas, so... Yeah. Help me out a bit if I have a stupidity fit.
One-liner: Ormin, fishy bandit.
Gaurus Valerian ( Imperial ), the Empire's blade - Played by HugTheZombies (You're allowed to make a new character if you like, Hug)
Name: Gaurus Valerian
Appearance: A very rough looking man, his appearance makes his years of experience in the art of war very prominent, with a very serious and authoritative look, Gaurus is obviously a very strong man. Tall, and lighter skinned than most Imperials. He has short, black hair and blue eyes, with a blue colored tribal - looking war paint design on the right side of his face. He wears heavy, steel armor adorned with gold colored trims. Bits of chainmail cover the most exposed areas, like around his neck. A small golden carving of a dragon adorns his armor's steel breastplate. Heavy steel pauldrons on both of his shoulders maximize protection. The armor includes steel, gold trimmed greaves going down to his feet, where his steel boots meet.
Items: Gaurus carries a steel sword, shining brightly with a fire enchantment, as well as a round, steel shield with yet another golden dragon design on the bashing side.
Strengths/Weaknesses: Gaurus is a warrior. He is absolutely fearless in the face of the enemy. Confident, and with reason. He a strong, tough fighter able to make great use of a sword and shield, while still implementing his magical abilities. He's able to remain calm in almost any situation, and is able to endure great amount of pain with help of his armor, but in turn his armor slows him down greatly. His weaknesses are not on the outside, but within him. He lets the problems of the past dictate many of his actions, which often gets him into bad situations. He's his own leader, and has trouble following orders when he should, for this reason, he's chosen no side in the coming conflicts, but favors the Empire.
Skills: One Handed, Block, Heavy Armor, Enchanting and Conjuration.
Personality: Gaurus is very serious, and very authoritative. There's times where you may be able to sit and joke with him, but for the most part he's a very tough to befriend person. He's confident and fearless, but despite his tough-to-get-along with personality, he's a very respectful man. Despite being known for making great sacrifices, he can be a loyal friend.
Gaurus' family had always served the Empire. His loyal, dedicated military family was always there to help. Many of his family members served in the Great War, many giving their lives in an effort hold back the tide of the Aldmeri Dominion, even after the Aldmeri Dominion had reached the Imperial City. His family remained there until it's occupation, barely making it out with their lives. They accompanied the retreating Legion army into Skyrim, where his family would start a new life on a small little town just beyond the border. There, Gaurus was born, his father barely being able to spend any time with the newborn before being called back to the frontlines, from which he'd never return, his body never to be found amongst the thousands of unrecognizable bodies that riddle the battlegrounds just outside of the Imperial city after it's recapturing.
As expected, Gaurus grew up with tales of the war, both heroic and tragic. Though the war was over by the time he could understand any of it, an uncontrollable, burning hatred for the Aldmeri Dominion was ablaze in his heart. Something a child shouldn't have been feeling, but the tales of his family members' deaths, and stories of the war crimes committed against his people only agitated the young boy, who wished only to bring those responsible to justice, even from a young age. After his uncle's death, he took over the house, helping his mother live off of what little they had. This went on for several years, until his mother passed away from an unknown illness. He abandoned the house shortly after, taking his father's old armor and shield, as well as some of his mother's last words, " Eyes and ears of the Emperor, ancient dragonslayers.. the Empire's Blades. Uphold our honor, preserve the Empire. " It was then, after years of secrecy, that the torch was passed on to Gaurus, and the true identity of his family was revealed. The Blades, ancient Dragonslayers and protectors of the Emperor, forced to live in hiding after the White-Gold Concordat demanded their disbanding, and the prosecution of its remaining members, which was to be carried out by the Aldmeri Dominion itself.
Though Gaurus was no Blade, he carried their burden. The responsibility of preserving an Empire. Taking his mother's words to heart, he set out to protect the Empire, and bring the Thalmor, the true heads of the Aldmeri Dominion, to justice. Armed with nothing but his father's old armor and shield, he took on an adventure, a campaign.. a new life.
Other: moear gunz
One-liner: Gaurus, the Empire's blade.
Dalamus (Dark Elf), the skillful theif - played by Vladell
Race: Dark Elf
Appearance: Dalamus eyes are a glowing red that almost stand out against his dark grey skin. His right eye carries a deep red scar. Atop his head is a dark Mohawk which can hardly be seen due to him often wearing a hood. Finally, around his eyes he has two red tattoos that go outwards and descend to his neck. These are the only noticeable features of his appearance. Besides the tattoos and scars, he wears armor given to him by the feared Dark Brotherhood.
Items: Steel dagger and an iron bow. Has no other outstanding pieces of equipment.
Strengths/Weaknesses: Dalamus is very skilled at sneaking, lockpicking and archery. This would make him seem like a good thief, however he is simply terrible at pickpocketing. He is also very distrusting of others which can make him difficult to work with.
Personality: While Dalamus may be distrusting, he himself is very loyal if you earn his trust. He is very cautious but also a fierce warrior and a clever thief. He also may be a bit sarcastic and at times a bit too cocky but he generally has the skills to back it up.
Biography: Dalamus grew up in Windhelm to parents who died shortly after he was born. The Dark Elf only knew crime his entire life. He grew up on the streets, the only friends he had thieves themselves, and had to lie, cheat and steal just to eat or make a tiny bit of coin to get by. He was thrown in jail for a few years at 16 where he remained in a cell for about a year until he was released. Unfortunately, when he was released he had no choice but to return to his life of crime just to be able to survive.
When he was 17 he joined a group of bandits and pillaged with them for a few years before learning their leader intended to betray him. Infuriated, Dalamus killed the bandit leader in his sleep. The other bandits caught him as he was attempting to flee the scene and tried to kill him. Dalamus successfully killed a few before fleeing, but not before one of their blades caught his face, giving him his scar. Dalamus' killing got the attention of the Dark Brotherhood, who he has been in for about a year now.
Although he has only been in the Dark Brotherhood for a year, he has completed many contracts and his brothers and sisters have helped trained his abilities in sneak and archery. He is not a master of the shadows like many in the Brotherhood, but he is damn good at what he can do.
One-liner: Dalamus the skillful thief.
Illiana Wolfred (Wood-elf), Assassin of the night - Played by KROME_Rainbow
Appearance: Illiana's skin is a tan color, and has a bark-like texture, similar to many wood elves found in Tamriel. She's of average height, around 5"7'. Her face is quite long, and her chin comes to a quite defined point. Her ears are similar, as they stand tall and are very pointy. She has slightly closed, yellow eyes with a scar crossing over her left eye which she recieved from being tortured by her father when she was younger. Her hair is a golden blonde color and just reaches her shoulders. Her body is quite attractive, as she is quite thin and curvy, which attracts many men and she can easily seduce someone. If she is ever in public, she can be found wearing the full set of Shrouded Armor, the official armor of the Dark Brotherhood.
Items: Illiana can be found with a quiver full of Dwarven Arrows, accompanied by a Steel Bow. An Orcish Dagger, which she has used since she was a child, is regularly sheathed in her belt. It's blade it somewhat blunt, making it slightly less effective then the day it was first created. She never leaves home without her sleeping bag or her potion bag, which has 2 potions of healing, 3 potions of minor healing and 2 stamina potions.
Strengths/Weaknesses: Illiana is an outstanding archer, especially at long range. She isn't extremely skilled at close quarters combat, but does know how to use a dagger somewhat effectively. Although she is good at picking locks, she is quite unable to pickpocket. She is so used to sneaking, that when she isn't sneaking, she can't sprint, so it's hard to get around on foot.
Skills: (In order of Best-Worst) Archery, Sneak, One-Handed, Light Armor, Lockpicking
Personality: Illiana is a very outgoing person, and will always speak her mind. This causes her to seem quite obnoxious as she can interrupt people quite frequently, but she has good intentions. She's a very smart person, and also quite cunning, so it isn't hard for her to change peoples minds and persuade them to do what she wants.
Biography: Illiana was born in Woodhearth, a city in the province of Valenwood. Woodhearth is located in the South-West corner of Woodhearth, which is located in the South-West corner of Tamriel. Her father was a member of the Gladitorial team 'The Nomads'. As a result of this, Illiana had been trained from a young age to use a dagger for close combat. On her 5th birthday, her mother, a thief, gave her an Orcish Dagger, which she had recieved from her mother.
One of Illiana's closest friends, Timothia, was an archer like many Wood-Elves. One day when Illiana was with Timothia, she saw him using a bow, and immediately thought it'd be something she'd love. She asked if she could use it, and as soon as she held it in her hands, she knew this was the correct weapon for her. After a while, she became so engrossed in archery that she was better at it then she was with a dagger.
When Illiana was 14, and her and Timothia were talking, Timothia revealed that he had heard about the Dragonborns, and wanted to learn more. He told her the best way to learn about it was to talk to the monks of High Hrothgar. He was leaving for Skyrim, and was saying his goodbyes. Illiana didn't want to be seperated from him though. Although she was young, she decided she wanted to go with him.
They arrived in Skyrim when Illiana was 15. On the way up the Throat of the World, Timothia got severely injured by a Frost Troll. Illiana immediately tended to him the best she could, and then rushed him to the closest town, Whiterun. (I know technically Riften is closer because of the 'entrance' to the mountain, but Whiterun is still closer and I'm sure there's a way to get on/off the mountain closer to Whiterun).
There, while Timothia was being treated, Illiana heard about the Dark Brotherhood. She had become extremely good at archery and stealth, and enjoyed the company of others, especially fighting. She knew that the Dark Brotherhood was exactly where she wanted to be. She said goodbye to Timothia, and then left for Falkreath.
It wasn't easy to get into the Dark Brotherhood, as they are a fairly exclusive club and usually only allow people to be accepted by invite. By the time she was 17, she had been accepted.
Currently, at the age of 19, she is a very skilled archer, who knew the ways of stealth nearly as much as the founders of the Thieve's Guild. (Not a typo)
Other: I like turtles.
One-liner: Illiana Wolfred (Wood-Elf), the assassin of the night.
Selvia Artegio (Imperial), The cursed conjurer - Played by TheCyanTortoise
Name: Selvia Artegio
Appearance: Selvia is Caucasian, with pale, bright skin due to her years shut in her study. She has neck-length, straight black hair, the color of a raven’s feathers. She possesses an angled, sharp nose and bright, piercing blue eyes, as blue as the seas and rivers of Skyrim, an oddity for an Imperial. No scars mar her features, though she does have a Daedric rune inscribed on her left cheek in blood-red paint.
Selvia prefers wearing, oddly enough, heavy armor, which seems to be an attempt to distinguish herself from other mages of her type. She is equipped with a set of iron armor, stolen from a group of bandits slain by one of her Atronachs. The iron helmet has an identical rune as the one on Selvia’s cheek, also painted in red.
Items: Selvia carries no weapons, relying on her summoned minions to protect her instead. She carries only a Staff of Conjuration, which greatly reduces the amount of effort a summoning spell requires. Along with this, Selvia also has 5 Minor Magika potions, and 3 Minor Health potions, as well as a loaf of bread and some cheese.
Strengths/Weaknesses: Selvia is an able conjurer, able to summon both a Fire and Frost Atronach, as well as undead minions. Her heavy armor protects her from the brunt of most attacks, though it weighs her down considerably.
As she carries no weapons, she is extremely susceptible to attack, especially if she were to run out of magical energy. As stated previously, Selvia’s heavy armor also weighs her down, preventing a light and quick escape from most situations. Socially, Selvia is also rather awkward, as the hours spent alone with only her summoned minions for companionship has worn her down.
Skills: Conjuration, Heavy Armor
Personality: Selvia is socially impaired, unable to effectively communicate with others or to hold a decent conversation. Along with this, she is nervous, scared, and silent when not surrounded by her summoned companions, as she feels she relates more to them than to any other race.
Biography: Born in the Imperial province of Cyrodiil, Selvia was daughter to a successful businessman, who’s trade lay in illegal weapons and arms trade, while her mother was an alchemist with a more subtle specification; She was part of the Dark Brotherhood. Under this bond of two shadowy figures, Selvia was born and raised, taught never to interact with others, to never reveal her parents’ workings.
As the Dark Brotherhood was pushed farther and farther back in to shadow, Selvia’s mother was forced to bring the family to Skyrim, so that she could continue her murderous art. Selvia’s father and her were brought under the protection of the Dark Brotherhood, on the pretense that ‘family was family.’ Selvia moved in to one of the few remaining sanctuaries, and begin a path that would lead her to her destiny.
Though socially impaired beyond the sanctuary, Selvia quickly struck up a friendship with one of the members, Tardav Sequd, a Dunmer with a knack for Conjuration. Tardav, realizing the little girl’s weakness to the world beyond, began to instruct her, so that she could better protect herself as one of the Dark Brotherhood.
After several years, Selvia found herself rather proficient with summoning Atronachs, and with her new found power, would often go off on minor contracts with the Brotherhood. This also provided the added benefit of de-sensitizing Selvia, making her cold to the death of others. This went on for several more years, until, eventually, the Brotherhood would fall.
One night, after finishing a rather easy contract, Selvia and Tardav returned to the sanctuary. After entering, they found their comrades dead, guts spilled along the floor, blood reaching up the walls. Tardav forced Selvia out, but it was too late, for she had seen; Her mother and father, both dead, throats slit. Tardav managed to drag a hysteric Selvia from the monastery, carrying her to an abandoned shack that had once housed the subject of an earlier contract.
They remained there, surviving, watching for any signs of the Brotherhood’s killers. Tardav routinely went on scouting missions, to patrol the border around the house, making sure that no one, friend or foe, would discover them. Then, one day, he didn’t return. Selvia waited and waited, hoping against hope that Tardav was playing a trick on her, or had simply gotten lost. Finally, she went searching for him, and found his body, throat slit, the same as her mother and father.
Half crazed, she attempted to hunt down the killers, to no avail. When all hope seemed lost, she performed the unspeakable; She contacted a daedric prince, and made a pact with him, to end the lives of the murderers. Gleefully one of the princes answered the call, sending her a aid in return for her eternal servitude. Gladly, Selvia allowed the prince to send Dremora to hunt and kill the murderers, bringing her their heads as proof. As Selvia celebrated in her vengeance, the prince laughed as his new plaything danced in the palm of his hand.
Other: I prefer tortoises
One-liner: Selvia, the (Imperial) cursed Conjurer
Lugon the scout (Wood elf) - Played by natepc
Name: Lugon Venomleaf
Appearance: This wood elf has large but narrow pure green eyes, with a slit instead of a pupil, similar to a snake's. His skin is fairly average for a wood elf, a tan white (That's how I see it, anyways). He has a sharp, angular nose, and a medium-sized mouth. His ears are more pointed than most, while more round at the bottom. His neck is thin, and so are his shoulders. In fact, he has just about no muscle structure visible. He looks very thin, like he hasn't eaten, but he stands strong and tall. His hair is brown, and cropped short. His clothes are a dull green, with the insignia of the Empire on the front of his shirt and several fangs tied onto the left shoulder. His pants are close-fitting, but have very many small pockets. he wears small leather shoes, very tight on his feet.
Items: Longbow, 20 arrows, small knife, clothes, extra pair of clothes, one dose of very weak poison, whistle.
Strengths/Weaknesses: very good at scouting and hiding, terrified of snakes of any kind (snakes, not lizards!), hates Stormcloaks, skill with a bow, very little skill with any other weapon.
Personality: very pessimistic. Always tries to get rid of others' ideas, if they are not his superiors, likes to do things his way.
Biography: Lugon lived in northern Valenwood, nearby a stream with a backdrop of a large hill. n the hill was a clearing, where he used to play tag and such with his friends. In particular, he had a knack for archery. He would always beat his friends at hunts, marksmanship challenges, and simply shooting a target. When he was young, Lugon heard many tales of the great and powerful Imperial Army. His family hated any who opposed the Empire, thinking the Empire should rule, and thus filled his head with stories of how the such people were evil. Things like "Go to bed, or Ulfric will get you!" were common in his house once the rebellion started up.
He was most challenged by a boy named Drale in his childhood. Drale was always an arrogant, talented mage, and usually played cruel jokes or pranks on Lugon with destruction magic. One day, Lugon had had enough, and confronted him, pointing his bow at Drale, and telling him to stop. Drale quickly backed down, and said he was sorry for what he had done. Lugon learned a lesson from the whole ordeal. With enough determination and force, anything is possible.
When he was 20, he left for the Imperial city. He tried to sign up onto the army, but all he could get was a minor scouting position. Both crestfallen and happy at the same time, he accepted his first job to scout out a nearby ruin. It was then when he discovered his prowess with sneaking. As it turned out, there were a large group of bandits there. Not one of them saw him, and he reported back.
In his time as a soldier, he discovered the art of potion-making. He was very interested in this, considering the number of applications to his job. Invisibility, paralysis, and even blindness were all options. He decided to take a night class on it at the Imperial Academy. In addition, he learned some illusion spells on his free time from one of the battlemages, who he had befriended.
As his skill grew, so did his rank. By the time he was awarded captain of a scouting unit, he immediately set out with his men to take a look at Skyrim. Unknowing of the dangerous travel in skyrim, on their way there, they were ambushed by a group of Stormcloaks. Only he escaped, the rest died. Then, he himself, about ten minutes later, had a very nasty snake bite, and was eventually found in the forest, taken to a temple, and healed. He has resided in Skyrim ever since, longing to go back to his home in the Imperial City, but too terrified of the border.
Other: I absolutely like turtles.
One-liner: Lugon the scout
Malen ( Redguard ) the loyal sailor - played by Dr_Genius - Struck down by a bound arrow
Appearance: Malen is taller than the average Redguard, though more wiry, his face itself consists of a small, tapered nose, and piercing, blue eyes. His body shows signs of a life of danger, scars cross his chest, and one runs down his forehead, over his nose and all the way to his chin, the souvenir for a man that has crossed someone very dangerous. His skin is dark, like most other Redguards and his hair is shaved off. He doesn't look particularly strong or dangerous but he does look smart, more of a thinker than a fighter. His clothing consists of a light, leather jerkin and leather pants, he wears tight leather shoes, but takes them of when on a ship, allowing him to climb more nimbly.
Items: From his pants hangs a long, sharp cutlass. The sheath for the cutlass is silver, but adorned with gold in an interesting pattern. The pattern itself appears to be of a language, symbols are repeated and written in a single style, though if it is a language, it has never been read.
Strengths/Weaknesses: Malen is an incredibly good sailor, and has sailed for most of his life. Like most Redguards he can use a sword, though his skill only seems to appear while he is on a ship, he can still fight instinctively on land, but is a far worse fighter than when he is at sea, or even at dock. He can also make use of an alchemy table, it was very useful for his crew when he could make a potion to warm them in the cold nights, and so he taught himself the skill. Malen isn't very smart, contrary to his appearance, though he has the seemingly innocent ability to see some things others cannot, such as the problem with a Skyrim not controlled by the Empire. He doesn't adapt well to change, and even now, after years of trading in Skyrim, is only just getting used to the cold.
Skills: One-Handed (only on ships though), Alchemy, Sneak, Light Armour. (I only want four, it's all I need to establish my character, so, yes, I deliberately chose four, not five.)
Personality: Malen is serious at times, but he likes being around people. His idea of a perfect evening is having dinner around a cramped table under the squeaking timbers of he deck of a ship, he makes jokes, he talks, but cross his crew and he will hate you forever. He is very loyal to those who have prove themselves to be able, capable, willing and caring people, he is willing to go to hell and back for those people, although it is rare someone will manage to join that category without suffering with him on the deck of a ship.
Biography: Malen was born ten years before the White-Gold Concordant was signed. Because he was born in this turbulent period he watched many Redguards leave to fight and never come back. He lived by the coast as a youngster and his father was a sailor and a trader. Once Malen was four his father began teaching him the sailing trade, Malen was a natural and learnt quickly. Once Malen turned ten his father left, claiming that now Malen was fourteen he could continue with the sailing his family passed down from son to son, and that he could now leave to fight for southern Hammerfell. Malen did as his father told him, and took command of his fathers trading ship. The crew however would have none of it, eventually Malen appointed one of his fathers closest advisors as acting captain, until Malen turned sixteen. Everything went well, the Aldmeri Dominion pulled out of Hammerfell and so Malen expected to see his father soon, but his father never came home. Neither Malen, nor his mother heard from or about him again. Malen's mother died two weeks later, and Malen, now fifteen and nearing sixteen, decided it was time to take control of his ship. He won over the crew with promises of seeing riches they could only dream of, he promised them this with the knowledge that what was commonplace here would be rare in other lands, and vice-versa.
Malen sailed happily between each of the separate countries for five years, raising prices for the elven homelands because of his fathers disappearance, until his crew met with pirates hailing from the Stros M'kai region of Hammerfell who killed his crew, burnt his ship, and took Malen on as a slave. He served there for six years before his chance came, he managed to escape the ship and run to Anvil in Cyrodiil. There he was chased out of Anvil by the pirates and some hired goons, into the countryside. The pirates hunted him down and as a reminder they drew a knife down the middle of his face, once they returned to Anvil however, some of the local townsfolk, and some guards ambushed the pirates and managed to catch them unawares. They freed all of the slaves and Male took possession of the ship. Many of the slaves of the pirates were sailors, and returned to Malen, they earned his respect, and together they sailed away.
But now they had no money, and nobody to help, they began buying small amounts of cargo and selling it, but it was never enough, not until they got the offer of a lifetime, sail to Skyrim, kill a small group of pirates and get paid a large amount. They could keep any cargo they found, and they took the job eagerly. Soon however, they found they were tricked, the pirates overpowered them easily and once again Malen found his ship being burnt and his crew killed. Somehow he managed to escape, but he was all to eager to mount a rescue operation. He ambushed them on the deck of their ship, executing his crew, and he managed to kill several before he realised he stood no chance. The last of his crew was killed that day, after Malen, tears streaming down his face, and blood staining his clothing, leaped off the pirates ship into he freezing cold water, where he passed out.
He was found early the next morning by a farmer, who fed him, but soon Malen left once again for the water. For a long time he did odd jobs, until he could buy a small dingy, he sailed from Dawnstar to Solitude and Windhelm, ferrying people, or transporting goods, to be paid on the other end. Currently he is in Solitude, waiting for somebody to approach him with a task.
Other: Malen likes the taste of turtles, though they don't particularly appeal to him otherwise. Would you mind adding in that Orcs are also called Orsimer, it annoys me that you have Bosmer/Wood Elf, Dunmer/Dark Elf and Altmer/High Elf, but only Orc.
One-liner: Malen, the loyal sailor.
Active quests (Make one up yourself and follow it, or ask me to lead you down one):
M'nari et al (currently at a dwemer ruin in Winterhold Hold): M'nari is on a journey to search out the daedric prince of knowledge, Hermaeus Mora, to gain the information she needs so release the soul of her friend, J'zargo, and take revenge on Clavicus Vile, the daedric prince of pacts and power, who has J'zargo's soul captive and turned M'nari into a vampire. M'nari has contacted Hermaeus Mora and the daedra has given her a task to retrieve something from a Dwemer ruin.
Suki et al (Solitude): Suki has reunited with Jeetum and is about to start traveling.
I'm trying to brew something up that would include everybody, but its proving difficult. If you have any wild suggestions for a plot frame then throw me a PM.
I am starting to cull inactive members' applications because I've hit the character limit of this post.
These people have the right to have a final decision in a dispute and to accept or reject applications. Rejection of applications comes with the responsibility to tell the applicant what they could change in their application to make it acceptable.
((Alright, I'll start by dealing with the NPC thing to get this thread to the top of the list))
The wizard furrowed his overgrown brow at the young Dunmer's remark. "Drevis? That slippery elf is never running his own errands." The wizard said, deviating his gaze and pursing his lips in a grumpy fashion "We will be having words about this, him and I". The wizard stood in his state for a moment before suddenly remembering Detaeg's question and raising his eyebrows at him and saying "Hmm? Oh! Right...". The wizard raised his decorative walking stick, evidently a magical staff, and pointed it down the a hallway.
The end of the staff glowed for a moment, then released a ball of white light that moved slowly of its own accord, following a particular path. The two stood for a moment while the light wandered off, before the old mage interrupted, "Well? Don't just stand there! Follow the light, boy! It'll lead you back to the courtyard. And don't let me catch you down here again!"
Milos thought for a moment with the coin in his hand, about just how fickle alteration seemed. He sucked his lips in for a moment and put the coin back on the table before sitting down and trying again to make the object move. Milos started to channel his magicka, slowly but surely.
The coin suddenly moved slightly. Milos didn't even think he had charged enough magicka. Milos put his hands down in amazement. The coin then suddenly shot off to a spot just across the room, faster than Milos thought possible. Milos tracked the coin until it was caught in the hand of a man Milos didn't notice was there. He was an elderly looking mage, with a short grey beard and longish grey hair brushed back.
Milos sat, paralyzed with embarrassment. "So, you're trying to work out telekinesis?" The man said in a musty voice.
"Telekiwhat?" Milos replied.
"Telekinesis, the movement of objects by alteration. The energy is in the air, I can tell" The man said.
Milos looked at the ground in front of him and rested his forearms on his knees in futility. "It's... hard to work out" Milos said.
"And so it should be, alteration is no easy logic to grasp!" The man said, handing the coin back to Milos "But I sense you have the spirit to learn how to use telekinesis".
Milos looked at the man earnestly and asked "Would you teach me, sir?"
"Of course!" The man said "It is not often I get someone who wants to learn some of the trickier parts of alteration. I'll teach you how to use this spell by the end of the day or my name isn't Tolfdir."
((My name still is not on the first page :ohmy.gif: i'm pretty sure i was accepted and i have posted recently.))
Edit: Thanks for the addition :biggrin.gif: but can you change is to "Athena of Barbaria"? thanks :3
ill be posting shortly
Suki strode down the street in Solitude, trying her best to get to The Winking Skeever uninterrupted. A couple of late-night revelers called out to her, she gave a slight grin and a nod, but continued and slid in to the inn. Minette greeted her as usual, and Suki took a seat at the bar where Corpulus offered her a drink. She accepted his offer and inquired about any good work opportunities, and she found that there were rumors of a ruin near Solitude in which a great treasure was held. She sipped on her mead and decided that she would check that out in the morning.
When Suki had finished her drink and said her farewells to the regular bar-sitters, she went to her home which was a shack located near the graveyard. As she strode in, she was stunned to see her items strewn about, and some were missing. She called for the guards who looked over the scene, and told her that, regrettably, there was nothing that they could do. At least they had left her clothes and food.
When morning came around, Suki remembered the tale of a nearby ruin filled with treasure. She put on her leather armor and strode out of Solitude to investigate. She recalled the bartender saying that it was a bit south of Katla's Farm, which Suki had gone through when out exploring. She headed in that direction and hoped that the ruins weren't some made up tale to occupy conversations. Sadly, all that she managed to find was a chest with a few gems and valuables in it and a Cyrodillic Spadetail in the nearby river. She went home disappointed, but sold the items she found in the chest when she got back to Solitude.
((I cant remember if khajiit where permitted into solitude so ill just go with yes lol))
((Also where we supposed to continue from where we left off? ill just start again))
Athena walked up the dusty road towards solitude. The cold wind started blowing, and the clouds stopped much of the sun from reaching the ground, It seemed like it would begin snowing soon. The weather is always miserable this far north. She thought to herself. Up the hill she could see the large wooden doors to solitude. They where magnificent along with the walls to the city. When Athena reached the gate she was stopped by the guards. Athena was always a master of words, and she had managed to convince him to let her in. When she had walked through the doors she was greeted by the hustle and bustle of many people in the street. What can you expect from a capital city? Athena made way to the closest place where she could fetch a drink, The winking skeever.
Inside the winking skeever Athena had sat down at the bar. "A pint of mead friend!" she said with a jolly tone.\
the bartender had placed a flagon of mead on the counter next to her and she placed several coins on it as well.
Athena began drinking the mead, her good mood steadily increasing.
((Eh, i've decided not to participate in this rp, the idea of a Skyrim rp has lost interest on me, i'll still be here, watching you though, i'm interested on how this turns out. *breathes down your neck really closely* LURKLURKLURK.))
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Who said I couldn't punch that tree!?
My tail... it's so... fluffy. <;o
Suki jolted awake. She had fallen asleep on her study, while trying to re-organize the books that were strewn about when she was robbed. She had made sure to get a locksmith to upgrade her lock on her door to where it could only be opened by her key. She examined her desk. Finally. She thought to herself.Everything appeared to be in its right place, so she stood up and began tidying up the rest of her small 2-room home.
When she had completed the cleaning of her house, Suki strode out her front door, and realizing that she had slept a good few hours, headed over to The Winking Skeever, as she usually did at this time of the day. Sure feels like snow.... She thought as she strode into the bar, noticing a new stranger, a Khajiit , sitting where Suki usually sat at the bar. Suki strode up to the newcomer and greeted her. "Hello friend. You appear to be new around here. What's your business?" Asked Suki, as she took a seat beside the Khajiit and ordered herself a bottle of mead.
The Meaning of Life, the Universe, and Everything.
Detaeg allowed himself a small moment of satisfaction as he listened to the old man's response. The fool had bought his lie hook, line and sinker, and at that very moment was conjuring a strange light with what seemed to be more than a regular walking stick. After being informed that all he'd have to do was follow the light, he dashed off after the floating orb, eager to see the sky once again.
He smiled as he reached the surface, enjoying the last rays of the sinking sun, feeble as they were. For a few grim hours, he had truly believed that he was going to die down there, slowly but surely starving to death. He shuddered - it would be best not to dwell on what could have happened, when he still had so much he needed to do. Fixing his eyes upon the great doors of the College, he strode through the thick snow, grimacing as, once again, his socks dampened, and pushed open the door for the second time that day, eagerly entering the warm stone hall.
This time, he looked more carefully at his options - looking around the large entrance hall, his eyes picked out a stairway in the distance. Walking over to it, for surely he couldn't get lost above ground, he saw a sign that read 'The Arcaneum'. Figuring this was as good of a place to look for an enchanter as any, he passed through the archway, climbing the stairs slowly, and somewhat unsteadily. I may have had just a bit too much wine down there, he realised. "But no matter," he told himself. "It's not I have have to work out the enchantment on this thing." he said, pulling the amulet out of his bag.
Books. More books than he had ever seen before. This was his first impression of the Arcaneum, which had bookcases stretching out in all directions almost as far as he could see. Perusing the shelves, he found dusty tomes on Lycanthropy, small diaries of great wizards that came before his time - if it had something to do with the arcane arts, he realised, it would most likely be found here. After about five minutes of walking, he came across a small alcove set into the wall, with a man leaning over a glowing table inside. His heart leaped - for he recognized the table to be one of enchanting - and approached the man, asking, "Excuse me, but do you happen to be an enchanter? For in my travels, I have come across a most certainly magical amulet, and am curious as to what it does."
"Me? An enchanter? Boy, do you know who I am?" the man asked. "Why, I'm Sergius Turrianus, the best enchanter in all of Skyrim, if I do say so myself! Give me that amulet, and I'll tell you what it can do within mere seconds!" the elderly man demanded.
((And here I stop, seeing as I wasn't sure whether you'd want me to choose what the enchantment is, or if you'd like to decide. Cos I can't think of anything that would be particularly useful without being somewhat ordinary, and I like to think this is a special amulet. :3))
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Breeding dragons is stressful. So I thought I'd just showcase my friend Jim here. Say hi to everyone, Jim.
(( I read somewhere that the best enchanters can weave 2 enchantments into an item at the same time maybe you can add that))
Athena was sitting down at the bar talking to the bartender about the supposed bandit attacks to the south, when all of the sudden an Argonian entered the Winking Skeever and sat next to Athena. This Argonian had greeted her. "Hello friend."
"Hile! Yes I am new in town, I'm here to help the citizens with their needs. I was speaking to this nice gentleman about the attacks that are happening to the south." She pointed to the barkeep and took a deep gulp of mead.
"I am Athena of Barbaria! may i ask yours, my scaly friend?"
((sorry for the short post but not much else to say :wink.gif:.))
Suki was beginning to feel rather giddy due to the mead, and gave a slight grin towards her newly met friend, Athena. "Hail, Athena, my name is Suki, of Black Marsh. Nice to meet you." Said she, and raised her bottle of mead, now empty, as a friendly gesture towards the Khajiit. "If you ever want to chat, or ask a favor of me, or just visit, I live in the shack down by the graveyard. I always look forward to company." Said Suki with a grin and another sip of mead, to no avail.
Suki realized how late it was getting and stood up. She gave her farewell to everyone and strode out of the bar. Once she stepped outside, she was met with a beautiful scene, snow coming down in huge, heavy flakes, the torchlight just barely lighting the snow-dusted road. She took a deep breath and could smell the slight scent of fire, just like winter. She grinned, and tread happily to the bookstore, as she did on occasion, to see if there was anything that met her eye. She entered as they were just closing up, but since she was rather friendly with the shopkeeper they trusted her enough to allow her to browse while they closed up everything. Suki decided to buy a book titled "The Madness of Pelagius" and strode out after paying the shopkeeper.
((well i'm sorry about leaving you guys but me arriving at that camp site just seemed to add more chaos, but i'm sure you guys can handle without me :wink.gif:.))
"Well I might just take you up on that offer." Athena said with a big smile. "I might stop by later this evening if its not to much of a hassle." Suki got up from her seat at the bar and walked out into the snowy street. I knew it. Snow. "Anyways... Tell me about those attacks south of here." she began to speak with the barkeeper. "Yes. Bandits probably. They have been robbing travelers and taking all they own, even the clothes off their backs!" He had said.
"Then it is settled first thing tomorrow i shall head south in search of these 'bandits'." Athena downed the last bit of mead from her flagon and thanked the kind bartender.
Outside of the Winking Skeever Athena walked down the road. most shops are closing and people are going into their homes. Except for one strange pale man. he was short and very seedy looking and seemed to be in distress. Athena strode up to him in her usual fashion. "Excuse me friend, may i ask why you are out here in the cold by yourself?"
"well uhh... are you in the market for anything special?" the seedy man said to her. Athena peered over her shoulder to see if any guards are nearby. surly enough they where out near the Skeever talking about ther former lives as adventurers that where tragically cut short by in coming projectile weapons. They did'int even notice her.
"Well what do you have for sale?"
"Only the finest skooma money can buy, and as for your looks, you seem like the kind of gal that would like a little."
Athena was very offended by this. She knew that other khajiits make moon sugar that is later refined into skooma, but she knew it was against the law, and breaking the law is something she is not liable to do. "listen here sir. I dont want any of your blasted skooma, I think you are much better than selling drugs to passers by, But you are doing something against the law and for that you must be punished."
The man looked quite suprised at these words and he began to back up. "Cant we work this out with words?" he said holding up his hands. "you are going to give me all your skooma and you are going to walk out of town and get yourself an honorable job. Unless you want to feel my steel." she had said wile pulling her sword and glaring at him in a manner that would inspire fear. There was an ancient and sacred art known as the Eye of fear that was known by many khajiit. Sadly it has been lost to history. The man dropped his bag of drugs an ran like mad to the gate. Athena then picked up the small sack of it and walked up to the guards sitting near the Skeever. she explained to them about what had happened. The guard thanked her and said said that she was an example citizen.
Athena then remembered Suki, the young Argonian that said she could stop by. Athena walked down to the cemitary and knocked on the door of the shack.