Elder Scrolls RP

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The setting is Cyrodiil. This game will be run like D&D and text adventures. You have a character, and they have limitations, but you are free to do whatever you want. You make the choices, and tell me what you do*. I then decide the results and write it out.

 

*It can be as detailed as you like; you can just say "Punch the guy in the face" or "Kararar clutches the man by the shoulder and pulls him around to face her, her fist raised menacingly. I move to punch him in the face." - The main point is that you only map out your intentions, but you cannot decide how it turns out. Consider it a plan of action. I will tell you what actually happens in canon.

 

For now, you just have to make your character; their race and abilities mainly. You decide their history and personality, and roleplay as the character you make, trying your best to stay faithful to the characteristics you've decided for them. For example, if you choose to play a fool, try and be consistent, even if it means doing stupid things.

______

 

Character creation:

  1. First, choose your race and gender.
  2. Choose a class.
  3. Decide on your personality.
  4. Decide a brief history for yourself.
  5. Choose your starting point.
  6. And a name to top it all off.

 

Race:

  • Dark Elf: Also known as "Dunmer" in their homeland of Morrowind, the Dark Elves are noted for their skilled and balanced integration of the sword, the bow and destruction magic. They are resistant to fire and can summon an ancestral ghost for aid.
  • High Elf: Also known as "Altmer" in their homeland of Summerset Isle, the High Elves are the most strongly gifted in the arcane arts of all the races. However, they are also somewhat vulnerable to fire, frost and shock.
  • Woof Elf: The clanfolk of the Western Valenwood forests, also known as "Bosmer." Wood Elves are nimble and quick, making them good scouts and thieves, and there are no finer archers in all of Tamriel. Their ability to command simple creatures is well-known.
  • Orc: The people of the Wrothgarian and Dragontail Mountains, Orcish armorers are prized for their craftsmanship. Orc troops in heavy armor are among the finest in the Empire, and are fearsome when using their berserker rage.

 

  • Breton: In addition to their quick and perceptive grasp of spellcraft, even the humblest of Bretons can boast a resistance to magical energies. They are particularly skilled at summoning and healing magic.
  • Imperial: Natives of the civilized, cosmopolitan province of Cyrodiil, they have proved to be shrewd diplomats and traders. They are skilled with heavy armor and in the social skills and tend to favor the warrior classes.

  • Nord: Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are famous for their resistance to cold. They are highly talented warriors.

  • Redguard: The most naturally talented warriors in Tamriel. In addition to their cultural affinities for many weapon and armor styles, they also have a hardy constitution and a natural resistance to disease and poison.

 

  • Argonian: This reptilian race, well-suited for the treacherous swamps of their homeland, has developed natural immunities to diseases and poisons. They can breathe water and are good at picking locks.
  • Khajiit: Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural agility and unmatched acrobatics skill. All Khajiit can see in the dark.

 

Class:

http://www.uesp.net/wiki/Oblivion:Classes

Don't bother with custom classes. Just choose one of the presets from down the page (Acrobat, Knight, Rogue, etc.)

Choose the class based on the character you want to play, and the kinds of skills you want to use when playing.

 

Personality:

Most importantly, think up a personality. You can be a self-insert and do whatever you would do personally, I'd be fine with that. But if you're going to go and play a kind of character, try and have them well thought out enough to play them consistently. 

 

If you're not going to be a self-insert character, then choose two characteristics from each of these charts. 2 positive, 2 negative, to easily put together a believable character. Get a feel for that character, and make changes where necessary until you have something you feel comfortable with.

 

LHanXXz.png

 

History:

Come up with a bare history of your character. Where do they come from, how did they grow up. Not a lot of info is needed as to how they came to become the sort of person they are now, unless you've already decided that. I'm not looking for a very detailed history, but it's okay if you do have one. Just a loose framework to decide how you came to be where you are at the present time.

 

The only thing totally required is that you choose a city to start in. Your history can give context, but if you want you can just have arrived totally fresh into this city from some other country. No reputation, no connections. Just tell me so when you join.

 

A nice addition would be the inclusion of an interesting point I could expand into an event sometime. On the run from anyone? Any scores to settle? Any dreams to fulfill? I could make a campaign out of it.

 

Starting Point:

Choose whichever city you like. In the case of The Imperial City, give me a district as well. If you don't, I'll assume Market District. If you can't choose a city, I'll decide one at random, or based on your character.

 

http://oblivionmap.net/Cyrodiil.html

obcodex_cyrodiil.jpg

 

Example character:

 

Name: Kararar

Race: Khajiit

Gender: Male

Class: Agent

Personality: Analytical, Resourceful, Cold, Unimaginative

History: Come from Elsewyr where he was once high up in an agency where he was hired to cheat, kill, and steal for various faceless parties. Longing for a new life, he escaped the agency and fled to Cyrodiil.

Starting point: He has arrived fresh across the border in the city of Leyawiin.

 

 

(Necro if you joined I'd totally be okay with you being a necromancer or whatever, you'd just have to keep it a secret since it's illegal in Cyrodiil. You can't be a skeleton though.)

 

 

Characters:

KnuckleBreton, Sorcerer

Name: Alain Chriditte

 

Race: Breton

 

Class: Sorcerer

 

Pesonality: Imaginative, Devoted; Jealous, Distrusting.

 

History: Hailing from the famous line of Chriditte family alchemists, Alain preferred the craft of combat over the tedium of alchemy. He made a name for himself as a hired front-line sorcerer in the various conflicts of High Rock, using his mastery of heavy armor and restoration magic to stay alive despite his unremarkable destruction magic. Tired of the lackluster schemes among the nobles of Daggerfall and the demands of his family to enter alchemy, Alain moved to Chorrol 5 years ago and has stayed in the area since then as hired muscle for Ayleid ruin expeditions.

 

Starting point: Chorrol, resident for 5 years.

 

Ammonsa: Dark Elf, Witch

Name: Acedia Depriva

 

Race: Dunmer
 
Gender: Female
 
Class: Witch
 
Personality: Inventive, Independent, Manipulative, Self-involved
 
History: Born in the homeland of the Dunmer, Acedia had her parents killed at an early age by Witches, and was taken in and raised as part of the coven. She does the bidding of the Daedric Prince, Meridia, who presides over life and energy, by destroying dread abominations, undead such as Skeletons, Zombies and Ghosts. She is heavily involved in performing rituals and regards herself as the living hand of Meridia, the sword with which she smites the undead. After running into trouble in Morrowind and being driven out due to her status as a Witch, she decided to start a new life in Cyrodill, hoping her ability would be better regarded here.
 
Starting point: She has arrived in Cyrodill and has built a cabin several miles away from Cheydinhal, close enough to go into the city regularly for alchemy and food supplies while still having distance and privacy.

 

Treemotan: Woof Elf, Thief

 

Shrubbery: Nord, Spellsword

 

Soggy: Argonian, Assassin

 

Padraig: Khajiit, Thief

 

NPCs:

Baba: Khajiit, Acrobat

Name: Baba

 

Race: Khajiit
 
Gender: Male
 
Class: Acrobat
 
Personality: Energetic, Persistent; Stubborn, Jealous
 
History: Baba's father left in early childhood to return to his old adventurer lifestyle, leaving him to be raised by his mother, who worked any job that preserved her dignity in order to raise him well. They lived their lives aiming high, and never settling for less, despite the hardship it caused them. They moved from city to city in search of work and kind company. They built their little fortune and gradually and with every move, they pulled themselves a little higher.
 
Baba's mother had become a well respected barmaid in The Imperial City by the time Baba came to young adulthood. Having started from nothing, she took pride in her respectable position in society. She was loved by the regulars and had many friends and friendly acquaintances. Baba had grown up optimistic, with unrelenting enthusiasm. 
 
Living a life focused mostly on improvement, he found himself jealous of those who it came easily to. Driven by jealousy, he had always wanted to make the best of himself, and prove his adequacy. Seeing the allures of the adventurer lifestyle, he had wished to make a quick fortune as a warrior of some kind, doing good and reaping the rewards. Having made his mind long ago, Baba chose this life. His mother talked down his grand dreams, and they settled on Baba simply working as a hired fighter, to work with groups of other skilled men. A little more at ease, she saw him go out. There was nothing in the world she was more proud of than her son.
 
He left to Chorrol, not too far from home, and put his skills to work. The skills learned from many days exploring the cities he had lived in and practicing with the people he had met there. He has lived in Chorrol for 2 years, and met Alain a year and a half ago, when they both went on a job together.

 
Mewtwo: Breton, Witchhunter

Name: Mewtwo
 
Race: Breton
 
Gender: Male
 
Class: Witchhunter
 
Personality: Persistent, Observant, Vengeful, Arrogant

 
Toad: Imperial, Knight

Name: Toad
 
Race: Imperial
 
Gender: Male
 
Class: Knight
 
Personality: Analytical, Dependable, Distrusting, Escapist
 
History: "Big and ugly and hops from place to place."

 
Haruk: Orc, Barbarian

Name: Haruk
 
Race: Orc
 
Gender: Male
 
Class: Barbarian
 
Personality: Optimistic, Loyal, Indecisive, Impatient

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Name: Alain Chriditte

 

Race: Breton

 

Class: Sorcerer

 

Pesonality: Imaginative, Devoted; Jealous, Distrusting.

 

History: Hailing from the famous line of Chriditte family alchemists, Alain preferred the craft of combat over the tedium of alchemy. He made a name for himself as a hired front-line sorcerer in the various conflicts of High Rock, using his mastery of heavy armor and restoration magic to stay alive despite his unremarkable destruction magic. Tired of the lackluster schemes among the nobles of Daggerfall and the demands of his family to enter alchemy, Alain moved to Chorrol 5 years ago and has stayed in the area since then as hired muscle for Ayleid ruin expeditions.

 

Starting point: Chorrol, resident for 5 years.

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You mentioned being a Necromancer is possible, so am I correct in assuming the other NPC classes are viable choices as well? Well, the classes that aren't ridiculously specific or overpowered or unapplicable (Dremora, etc). I'm going to make my character under this assumption and if you want me to change to be a PC class I'll change happily.

 

Name: Acedia Depriva

Race: Dunmer

Gender: Female

Class: Witch

Personality: Inventive, Independent, Manipulative, Self-involved

History: Born in the homeland of the Dunmer, Acedia had her parents killed at an early age by Witches, and was taken in and raised as part of the coven. She does the bidding of the Daedric Prince, Meridia, who presides over life and energy, by destroying dread abominations, undead such as Skeletons, Zombies and Ghosts. She is heavily involved in performing rituals and regards herself as the living hand of Meridia, the sword with which she smites the undead. After running into trouble in Morrowind and being driven out due to her status as a Witch, she decided to start a new life in Cyrodill, hoping her ability would be better regarded here.

Starting point: She has arrived in Cyrodill and has built a cabin several miles away from Cheydinhal, close enough to go into the city regularly for alchemy and food supplies while still having distance and privacy.

SKILLS: Blade, Conjuration, Alteration, Mysticism, Illusion, Light Armour and Speechcraft

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Also: For fun, you can think up funny quirks for your characters too. Like fears, habits, etc. You can bring them up whenever you like. The most fun is when they relate to running jokes. 

 

 
Anyway, starting now. This might suck. 
 

Starting point: Chorrol, resident for 5 years.

 

You wake up in your modest little house in the southwest corner of Chorrol that you share with another two men, the younger a Khajiit named Baba, and an Imperial called Steve. You're all at ages with one another, give or take a few years. Steve is out of the house already, on a trip out to a cave to kick some goblin ass. Khajiit shouldn't be away, but evidently he's not in the house. The day is still young, and you slept longer than you intended to. In the distance you hear the peaceful chatter of the market.

 

In your morning daze, now fully dressed, you wonder what you had planned for the day. Reading your journal, you see and recall that starting this afternoon, you are to go out on a job with Baba and some other men from Bruma and Cheydinhal, by request of the Mage's guild. They've hired you to do a sweep of the wildernesses surrounding Chorrol, Bruma, and Chedinhal in search of necromancers, and any other rogue wizards you might come across. You are to ride out today to the imperial city, to meet with these men and women, and make a plan of action.

 

But for now, your day is free. It's still early morning, and you have things to do before you embark on your trip out to The Imperial City, which you've planned to do with Baba in the early afternoon.

 

Baba:

Name: Baba

 

Race: Khajiit
 
Gender: Male
 
Class: Acrobat
 
Personality: Energetic, Persistent; Stubborn, Jealous
 
History: Baba's father left in early childhood to return to his old adventurer lifestyle, leaving him to be raised by his mother, who worked any job that preserved her dignity in order to raise him well. They lived their lives aiming high, and never settling for less, despite the hardship it caused them. They moved from city to city in search of work and kind company. They built their little fortune and gradually and with every move, they pulled themselves a little higher.
 
Baba's mother had become a well respected barmaid in The Imperial City by the time Baba came to young adulthood. Having started from nothing, she took pride in her respectable position in society. She was loved by the regulars and had many friends and friendly acquaintances. Baba had grown up optimistic, with unrelenting enthusiasm.
 
Living a life focused mostly on improvement, he found himself jealous of those who it came easily to. Driven by jealousy, he had always wanted to make the best of himself, and prove his adequacy. Seeing the allures of the adventurer lifestyle, he had wished to make a quick fortune as a warrior of some kind, doing good and reaping the rewards. Having made his mind long ago, Baba chose this life. His mother talked down his grand dreams, and they settled on Baba simply working as a hired fighter, to work with groups of other skilled men. A little more at ease, she saw him go out. There was nothing in the world she was more proud of than her son.
 
He left to Chorrol, not too far from home, and put his skills to work. The skills learned from many days exploring the cities he had lived in and practicing with the people he had met there. He has lived in Chorrol for 2 years, and met Alain a year and a half ago, when they both went on a job together.

 

______

 



Starting point: She has arrived in Cyrodill and has built a cabin several miles away from Cheydinhal, close enough to go into the city regularly for alchemy and food supplies while still having distance and privacy.

 

Early morning, you've woken in your recently completed cabin up in the hills north(?) of Cheydinhall. You've taken walks out around the area and found that while you have a clear view of the surrounding wilderness, your shack is still well concealed. You are satisfied with the cabin you built, and today is your first day you will not spend building it.

 

You are awake and fully dressed in your new cabin. You have barrels and boxes with ingredients and equipment. Artefacts, scrolls, and books are stacked up or on shelves. All that you could take with you when you escaped across the border. You waited long enough to be sure enough they had lost your trail and you were in the clear before you set up house out here.

 

What's on the agenda for today?

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Posted (edited)

Can I still get in on this?

 

Name: Cirwen Springwind

 

Race: Bosmer

Gender: Female

Class: Thief

Personality: Upbeat, Cunning, Hot-headed, Hedonistic

History: Cirwen, currently 25 years old, was born in and lived in Valenwood for her childhood and up until she was about 18. It was then that she decided she wanted to see more of the world, due in no small part to her adventurous spirit and curious nature, however, the underlying reason for her abandonment lie in the fact that she was simply fleeing from her guilt over a betrayal towards a former best friend. Reasoning aside, over her travels she eventually found herself in Cyrodiil. Despite living a nomadic lifestyle, she found herself a bit enamoured with it; it was a crossroads of the empire, all sorts of different people and cultures all gathered in one place. In short, it was always interesting. The hunting was fairly good, she could at least scrape a decent living off of it. However, whenever she found herself in need of some additional funds, she could always put her talent for... "borrowing items without permission" to good use. It has gotten her into some run-ins with the law, particularly in Kvatch and Skingrad where there was a bit of an "incident". Though really, if there's some fun to be had, a warm bed, and booze, she really doesn't quite where she is and will prefer to keep the past in the past and just live the day.

Starting Point: Bruma, stopped by to visit an old Nord friend and look into access to Skyrim while en route to Cheydinhal and Imperial City

 

Extra stuff that I decided to do for fun:

Appearance: Average height for a female Bosmer, thin-framed and slightly muscular. Dark, wide eyes. Narrow and sharp face, very angular with a rather prominent nose and slightly large lips. Dark skinned, with red hair styled in a short mohawk. Wears cream warpaint on her nose, around her eyes, and on her lips for a distinctly feral or tribal look. Her thin hands are slightly calloused, has long fingers. Several of her teeth are noticeably crooked.

Etc.: Terrified of spiders; claims to have been engaged once, but ran away from the wedding (there is no proof to either deny or confirm this); has zero sense of physical modesty or personal space; likes dogs and chickens; generally likes to screw with people and will mess with them if given the opportunity, sometimes to the point of it being somewhat cruel; likes to piss off particularly haughty authority figures; tends to make anything magic-related explode; has a slight alcohol problem

Edited by Treemotan (see edit history)

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Name: Adahlek Stonesword 

Race: Nord

Gender: Male

Class: Spellsword

Personality: Calculating, humorous, smarter than he looks; Vengeful, obsessive

History: A former Stormcloak general, Adahlek was proficient in both melee combat and spellcasting. No family to call his own, his own soldiers were like family to him. There was rumors of traitors in the Stormcloak army, but there were no facts to support this. On a cold night at a hidden Stormcloak outpost, the Imperials attacked quietly and without warning. Sentries were taken out swiftly, sleeping soldiers' throats were slit in their beds. Adahlek managed to fight off his own attackers to the point of retreat.  An inspection of the bloody site showed three empty beds, with nothing left behind. These three had informed the Imperials of their position in return for their own safety, and as a result Adahlek had lost his entire family. Driven to madness, he was discharged from the Stormcloak army. A month passed, and on yet another frozen night he was visited in his dreams by none other than Sheogorath, Daedric Prince of Madness. He informed Adahlek of the whereabouts of the traitors: the three had fled to Cyrodiil. Why he told him this, Adahlek didn't know, but he was thankful nonetheless. To that extent, Sheogorath restored his sanity (to a degree, at least). From that day forth, Adahlek worshipped Sheogorath. He also had an increased craving for cheese, but that's beside the point. Adahlek packed up his belongings: his mace, shield, and armor. He abandoned his shack, which lay east of Solitude, and set out for Cyrodiil on a quest for revenge.

Additional quirks: Loves cheese, will fight you for cheese.

Starting point: Uhhh... I didn't play Oblivion so I have no idea what these places are. Just put me anywhere, I guess.

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Can I still get in on this?

 

Name: Cirwen Springwind

 

Race: Bosmer

Gender: Female

Class: Thief

Personality: Upbeat, Cunning, Hot-headed, Hedonistic

History: Cirwen, currently 25 years old, was born in and lived in Valenwood for her childhood and up until she was about 18. It was then that she decided she wanted to see more of the world, due in no small part to her adventurous spirit and curious nature, however, the underlying reason for her abandonment lie in the fact that she was simply fleeing from her guilt over a betrayal towards a former best friend. Reasoning aside, over her travels she eventually found herself in Cyrodiil. Despite living a nomadic lifestyle, she found herself a bit enamoured with it; it was a crossroads of the empire, all sorts of different people and cultures all gathered in one place. In short, it was always interesting. The hunting was fairly good, she could at least scrape a decent living off of it. However, whenever she found herself in need of some additional funds, she could always put her talent for... "borrowing items without permission" to good use. It has gotten her into some run-ins with the law, particularly in Kvatch and Skingrad where there was a bit of an "incident". Though really, if there's some fun to be had, a warm bed, and booze, she really doesn't quite where she is and will prefer to keep the past in the past and just live the day.

Starting Point: Bruma, stopped by to visit an old Nord friend and look into access to Skyrim while en route to Cheydinhal and Imperial City

 

Extra stuff that I decided to do for fun:

Appearance: Average height for a female Bosmer, thin-framed and slightly muscular. Dark, wide eyes. Narrow and sharp face, very angular with a rather prominent nose and slightly large lips. Dark skinned, with red hair styled in a short mohawk. Wears cream warpaint on her nose, around her eyes, and on her lips for a distinctly feral or tribal look. Her thin hands are slightly calloused, has long fingers. Several of her teeth are noticeably crooked.

Etc.: Terrified of spiders; claims to have been engaged once, but ran away from the wedding (there is no proof to either deny or confirm this); has zero sense of physical modesty or personal space; likes dogs and chickens; generally likes to screw with people and will mess with them if given the opportunity, sometimes to the point of it being somewhat cruel; likes to piss off particularly haughty authority figures; tends to make anything magic-related explode; has a slight alcohol problem

 

You step out into the crisp, clear air. The refreshing cold of the north lightens your spirit a little. You've been invited out to the pub by your Nord friend for a morning drink before you head out to your next destination on this nation-wide pub-crawl you call a life. Walking through town, you wonder how your friend is doing now.

 

Starting point: Uhhh... I didn't play Oblivion so I have no idea what these places are. Just put me anywhere, I guess.

 

Early awake, thoughts buzzing, you sit down in the pub in Bruma, awaiting the arrival your good friend Cirwen, who is due to leave Bruma later today. You're unwilling to let her go just yet, and hope to go with her and join in her adventures. Bruma has got a little dull, and you're about ready to set out and see something not so familiar for once. Sheogorath would damn you for letting things stagnate this way. You tell yourself you've been planning revenge, and you have, but not enough so to give reason to all this dillydallying.

 

As you sit at the bar, you glance around at all the sellswords and rabble collected in here. You wonder to yourself if you are one of them, but you quickly dismiss it. You're smarter than you look, and you already pretty good looking. These folks are pretty sour-faced, and if they're smarter than they look, then it's not saying much.

 

You wonder what to order while you wait.

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Name: Talen-Ryte

Race: Argonian

Gender: Male

Class: Assassin

Personality: Kind, generous, shy, talks back, unsociable 

History: Lived in Bruma for about 3 months and doesn't have any friends. Spends most of his time near the water or practicing his skills. Makes money by getting wolf hides and animal meats. Other than that not much.

Starting Point: Bruma 

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Starting Point: Bruma 

 

Morning in Bruma, and the city is has begun to stir a little from it's sleep. You rose earlier than most, and have just now returned from camping out in the wilderness, having gone out for a hunting trip for the weekend. You've come back to sell your game, and make some coin from the weekend's work.

 

As you walk into town, you see not far past the gate a large caravan taking down shop. They've been here a while, and are leaving now toward the Imperial City. You had the idea that when they left you might follow them. Had you stayed in Bruma this weekend, you might have heard of their leaving, and had more time to ponder the idea of leaving. Bruma strikes you as being much too cold, and you're eager to see more of the land.

 

Taking the thought with you, you move into town and sell off everything you can, making yourself a good bit of coin. A bite to eat might warm you up a little. The air is icy cold, and makes it difficult work to think over such important things. You head out to the local pub, and pull up a seat at the bar. Behind you, a Nord man comes in and sits further up the bar. Overhearing whisperings in bars and in the street in the past, you recognise him as Adahlek Stonesword, a man with many mysteries surrounding him. He looks troubled by something, and your interest is piqued. In a spontaneous moment of confidence, you let the feeling pull you across the bar next to him. You extend a hand and introduce yourself. The dark look in his eyes quickly drops away as he turns and greets you with a jolly smile, and a tired maddened look in his eyes. A strong grip, he shakes your hand quite roughly. Despite it, it's nice to feel some warmth from another person up here in the cold north.

 

>Talen-Ryte the Argonian has now met Adahlek Stonesword the Nord. Feel free to have a chat between the two of you briefly. Talk about your characters, and just have a bit of banter. I'll stop it after a while and push the story along.

______

 

Of course though @Soggy you don't have to start chatting right now. You could even punch him in the face. You can skip back before the talking if you want the scene to go another way. I might have rushed it a bit.

______

 

The bartender, a large, elderly Nord man pulls over to weigh in on the conversation. He'd never seen the Argonian before and was always interested in a chat with a customer. "Never seen you around here before. You mustn't come here often. Where is it you hail from? You stopping long in Bruma?"

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Posted (edited)

This is my first time in here, but I'll take a Argonian Ale, its been a while since I've had one of those. I'm Talen nice to meet you!

Edited by soggywaffle25 (see edit history)

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This is my first time in here, but I'll take a Argonian Ale, its been a while since I've had one of those. I'm Taken nice to meet you!

 

The bartender ticks in disappointment "Taken, eh? Can't get any luck around here," he says, moving away briefly to fetch your drink. "Here you are. Never been fond of this stuff myself, but things taste different from one tongue to another." Never having been able to discern accent from the voice of an Argonian, the bartender asks, taking the Argonian by the hand in a firm handshake "Where do you come from? What's brought you to Bruma? Oh, and my name is Bart Ender. Pleased to meet you."

 

((Here's Bruma, so you can have a quick look at the kind of place your character's in, and think up a reason why he came there. Doesn't have to be anything very spectacular.))

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Alain re-examines his armor for the upcoming search; it's a sturdy set of nordic chain mail armor he picked up in Bruma a few weeks prior but hadn't seen combat. Risky as it would be to try out new armor in a longer trial, his other options were a rather feeble set of steel armor or nothing at all, and the mail of the nords was second only to a Daedra's armor in terms of defense. Pondering enchantments for a moment, he decided to bolster his natural resistance to magic with extra wards that would soften the blow of a mages' spells. Even still, an overwhelmingly powerful magic attack would break the wards, and a long outing would wear away the enchantments without a good supply of soul gems. Knowing this, Alain ate a good breakfast, threw on his armor around noon, and made for the transports after restocking his collection of soul gems.

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Alain ate a good breakfast, threw on his armor around noon, and made for the transports after restocking his collection of soul gems.

 

You walk into town, past the market, and find several horses all lined up beside the inn just outside the city gates with your equipment. A great train of wheelhouses, caravans, and travellers looking for company on the long hard road to the Imperial City. As the day had progressed, it gave way to a clear blue sky, and a soft warm breeze coming north across the fields. Baba busied himself with fletching arrows and maintaining his weapons. He called out and waved to you from on top of a wheelhouse near the front of the queue, before going back to a conversation he was having with the occupants. 

 

You'd hired a horse from the city stables, who by now you were well acquainted with. It wasn't long after until they started moving. All sorts had joined in behind and in front of you. You'd been on a trip like this plenty times before, and didn't care to calculate the size of the party.

______

 

"To horses? With their tails?!" Baba exclaimed, shocked.

 

The grubby-faced Imperial nodded, grinning a little "Tell you, strange people you hear about living overseas. Skin as blue as this sky, they say." Baba had heard plenty tall tales from people over the years, but stories of other lands and peoples fascinated him most of all. True or not, he wished it were true. Nights he'd dreamt of places told of to him by red-faced men, out to make fools of naive youngsters. 

 

Baba grinned back "I'll catch you all later, I'm off up ahead." he said, and quickly trotted off up to meet Alain. "Odd people you meet on these things. Makes you wonder where they'd hidden themselves away back in Chorrol, that they only show themselves in places like this." he went on, giddy with the prospect of finding fame with the Mage's Guild. Up until now he hadn't been hired for much more than protection, sentry jobs, and other such things. He was always paid, but felt that this job was proof of his reputation slowly building. He would have written ahead to tell his mother he'd be visiting, but he preferred to leave it a surprise. 

 

Baba and Alain exchanged small talk, until Baba brought up the subject of the job again. "So! Necromancers; where do you reckon we'll find them? Never met one before. Where will we start hunting once we've met up with the rest of them?"

______

 

...Baba believes he lives a blessed life; that the gods favour him in some way. His fate was held in the hands of a great and unpredictable lord of chaos. One of the Gods of Narrative: Teto! The mightiest of the gods, capable of holding the fates of many in his great, calloused hands. In those hands, life formed at the top, flourished in the middle, withered near the end, and ran through his fingers like sand. He decides the true paths of all things, and writes the stories of a million lives, giving choice only where he chooses. Free will and imagination are his only weaknesses. But the truth of things is that a man unwilling to direct his own fate will forever be tossed and turned in the hands of the gods, and thrown aside at the end.

 

This is the true form of an RP. Now play your characters.

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Posted

(I know next to nothing about TES, so forgive my lack of knowledge of places, races, lore, and all that jazz)

 

Name: Kodra

Race: Khajit

Class: Thief

Personality: Resourceful, Analytical, Distrusting, Impulsive 

History: Born to a poor immigrant family seeking a new life in Cyrodil, Kodra fled his abusive family at a young age, and lived on the streets as a thief ever since. This led to a misanthropic nature, as he trusts few. He goes from town to town, stealing what he can during the night. One day, he hopes to learn a trade and settle down, although he realizes this is unlikely. 

Starting point: On the road to Cheydinhal from the Imperial City

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Posted

*meant to say Talen not Taken*

 

I came here with little money so I talked to a courier and see if he could find anything within my price range and it happened to be in Bruma. But I came to Cryodill because Black March was getting boring after 20 years of living there. I don't really have any friends besides you and Adahlek here.

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