OOC The Illusion Of Knowledge

  • Welcome to Skyrim Forums! Register now to participate using the 'Sign Up' button on the right. You may now register with your Facebook or Steam account!
  • Hey there, and welcome to our roleplaying section. Please take some time to read two of these useful resources below, if you're already a roleplaying expert, then there's no need to read the following beginner's guide, but be sure to read the rules.

    Free Form Role Playing Guide for Beginners
    JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.

    The Honorable Gidian Diva of Sass

    Sahrot Vahlok Spaan. Bahnahgaar. Minion #88!
    Staff member
    Okay just had time to read the 19 yo part. Yeah, good point. I will work on it, the biography was spur of the moment after all. Shouldn't be too difficult to refine it.
     

    Rextoret

    top kek
    No worries dude, we'll have to think about reasons our characters would follow the assassin but we'll cross that bridge when we get to it.
     

    The Honorable Gidian Diva of Sass

    Sahrot Vahlok Spaan. Bahnahgaar. Minion #88!
    Staff member
    No worries dude, we'll have to think about reasons our characters would follow the assassin but we'll cross that bridge when we get to it.
    I was thinking change it to his sister and some unfortunate circumstances that force her to have to seek his help.

    But yeah, just reaching to find ways to get my character committed to the Assassin. The other option is that he simply gets hired on to the task after he gets sucked in as a criminal.
     

    Rextoret

    top kek
    I was thinking change it to his sister and some unfortunate circumstances that force her to have to seek his help.

    But yeah, just reaching to find ways to get my character committed to the Assassin. The other option is that he simply gets hired on to the task after he gets sucked in as a criminal.

    Whatever works for you dude. I want everyone to have fun and do what they what, I'm only going to step in to change something if I perceive it as an issue.

    EDIT: Don't even worry about it Ponder, it's Op
     

    Ponder

    International Man of Mystery
    Gwódh

    Name:
    Gwódh of the Eighth Clár
    Age: 26
    Species: Human
    Gender: Male
    Birthdate: Fifty-Third of Spring
    Birthplace: Wygareg, Caerfon Feif
    Hometown: Cyfalaf, Caerfon Feif
    Sexuality: Straight
    Marital Status: Single
    Alignment: Lawful Neutral
    Afflictions: Pydredd Graig (also called Petrosy)
    Religion: The Wyd
    Affiliations: The Order of Graig, an order of mage-hunters employed by the Clergy of Caerfon. Technically knights of Caerfon, every member is afflicted with Petrosy with the sole exception the order’s commanding bishop.


    Appearance


    Height: 5’8”
    Weight: 340 lbs
    Build: Stocky, muscular
    Hair Length: Short, patchy
    Hair Color: Black
    Facial Hair: None
    Eye Color: Blue
    Skin Color: Olive
    Other: Petrosy is a genetic disease (of sorts) that usually appears in early childhood and consumes the body by the early to mid thirties. At Gwódh’s age, it’s common for one-third to one-half of the body to be showing symptoms — rough ashen skin, jagged crystalline protrusions, lichen growths and a viscous, sap-like excretion.

    The disease has ravaged the left side of Gwódh’s body, hardening the skin, muscle and bone structure. Beads of amber sap have formed all across the hardened skin, occasionally coalescing into thin streams that trickle down his limbs. A patchwork quilt of lichen and moss grow along his face, head and body, displacing the hair that was once there. His gums are turning grey, and many of his teeth have either fallen out or become diamond-like protrusions. Likewise, Gwódh’s air ducts have partially solidified, producing a soft, harmonic whistling sound when he inhales.


    Personality


    Traits: Loyal, detached, pragmatic, forgetful, self-hating, adaptable, headstrong, decisive, impulsive, distrustful, hostile, analytic, persistent, patient
    Likes: Meditation, order, sunlight
    Dislikes: Petrosy, magic, religion, nobility, uncertainty, being commanded, the ocean, eating
    Fears: The future, losing his memory, eternity
    Aspirations: To find a cure for petrosy. To find salvation, and forgiveness.


    Gear


    Armor: The nature of Petrosy makes it difficult to fit armor to Gwódh’s body. Like all in his order, he wears a cured leather robe, which loosely drapes over his body. Strapped across his chest is a simple bronze chestplate — relatively easy for Gwódh to reforge, should he need to accommodate any petrotic growths. Sporadically woven into the rest of the robe are small bronze plates, which serve to deflect (or at least lessen the impact of) any projectiles.

    Beneath his robe, Gwódh’s entire body is wrapped in grey cloth strips — a common practice among his order, to spare onlookers the horrors of petrosy. His face and head are also wrapped, with one opening for both his eyes and another for his mouth.

    Weapons: In his right hand, Gwódh wields a three-foot flanged mace. Although the Graig are not generally predisposed to decoration, inscribed on each flange are the names of two of the twelve knights of the order. A chain wraps around the shaft, which is then tied around Gwódh’s wrist.

    A round iron shield is strapped to Gwódh’s left arm. The shield is large — nearly three feet in diameter — and painted with the three concentric golden circles of Caerfon’s clergy.

    Misc: Gwódh wears a broken chain around his shoulders.


    Biography


    If Gwódh ever had a family, he doesn’t remember them.

    Born in rural Caerfon — a province west of Argylle — Gwódh was claimed by the noble Clergy when he was four, shortly after petrosy appeared in his left foot.

    Petrosy was rare, but predictable. Unique to the peasants of Caerfon, exactly one child caught the disease on the first day of every year. Every petre — that is, a person suffering from petrosy — was taken by the Clergy and sequestered away in the uppermost floors of the Grand Cathedral of Cyfalaf, Caerfon’s capital.

    There, among the bells and rafters, the Clergy educated Gwódh. They taught him math, logic and the natural sciences. They taught him of faith, although as a peasant he was forbidden from practicing the religion of Caerfon’s nobility. And they taught him of his fate, and how petrosy would claim his body, cell by cell, until he was nothing but an immobile mass of living rock. Before then, however, they would ordain him one of the twelve knights of the Order of Graig, in service to the Clergy and the Lord of Caerfon.

    Petres, cursed as they might be, were also blessed with a natural resistance to magic. Knowing this, the Clergy established the Order of Graig to hunt rogue magic users. In Caerfon’s strictly segregated society, where magic was exclusive to the nobility and forbidden in the clergy, this often meant the knights were tools of a complex power struggle between the clergy, crown and various noble factions.

    Nevertheless, although feared and reviled by the nobility, the knights achieved a somewhat mythic status among the common people, who tended to bear the highest costs of Caerfon’s power struggles. They were the only knights of Caerfon who had once been peasants, and the only peasants who had the authority to challenge the nobility.

    At nineteen, Gwódh was knighted, and given both a name (Gwódh) and a clár — the code by which he would live the rest of his human life. Each knight had their own clár, which not only outlined the covenants of the Order, but also instructed each knight on how they should shape their personalities. This was for two reasons. First, each knight was given jurisdiction over a single region in the province. Some regions demanded a light personable touch, others demanded harsh detachment. Gwódh, who hunted mages in Caerfon’s eastern mountain range, needed independence, stoicism and a healthy respect for tradition. The second reason was that the clár gave the impression of continuity. Although there had been many Gwódhs before him, to those outside the Order, there had only ever been one, eternal and undying.

    Gwódh served for several years, but as petrosy consumed his body he grew dissatisfied with his lot and his fate. In what was seen as the ultimate act of betrayal, he requested that the bishop release him from his clár. The bishop obliged. Gwódh was stripped of his name and his chains were cut. He was given two years, after which he must return to the cathedral.

    Now Gwódh moves east, determined to change his fate.
     
    Last edited:

    Delusional

    Connoisseur of Hallucinations
    Yeah that's pretty dope dude
     

    Ponder

    International Man of Mystery
    Thanks! I went through a lot of iterations before I was like fluff it, just go with something.
     

    Delusional

    Connoisseur of Hallucinations
    Not near as impressive as Ponder's, but here's mine finally

    Jericho



    »
    NAME Jericho, formerly Avaris Chaldux
    » AGE 27
    » BIRTH DATE 77th of Summer
    » BIRTH PLACE Dzeka, Chaill, Argylle
    » CURRENT RESIDENCE Tirga, Chaill, Argylle
    » SPECIES Human
    » CLASS Desert Rogue
    » GENDER Male
    » LATERALITY Ambidextrous
    » SEXUALITY Heterosexual
    » MARTIAL STATUS Single
    » ALIGNMENT Chaotic Neutral
    » AFFILIATION Formerly the Al-Rukh Tribe
    » RELIGION Desert Mysticism
    » PHILOSOPHY The Mende Cycle
    » HABITS Sharpening or twirling his machete, chewing on toothpicks
    » HOBBIES Wood carving
    » FAMILY Disowned



    APPEARANCE



    » HEIGHT 6’2”
    » WEIGHT 210
    » BUILD Built and muscular, hardy
    » HAIR LENGTH Medium length, messy and unkempt
    » HAIR COLOR Black
    » FACIAL HAIR Rough survivalist scruff
    » EYE COLOR Piercing blue
    » SKIN COLOR Bronze, very tanned
    » SCARS Large scar down through right eye, and severe burn marks across his lower torso, identifying him as an outcast
    » TATTOOS Extensive tribal tattoo patterns across his arms, chest, and back


    PERSONALITY


    » TRAITS Resilient, steadfast, ruthless, loyal, aggressive, stubborn, detached, merciless, strategic, lone wolf
    » LIKES Fighting, smithing, fighting, gambling, the desert
    » DISLIKES Authority, archery, his former tribe
    » FEARS Fire, classical magic
    » ASPIRATIONS To be the best warrior he can be, setting himself apart from his old roots and becoming a figure of his own.


    GEAR & COMBAT


    » APPAREL Black leather armor, covered with flowing white garments and reinforced with steel shoulder pauldrons and leather straps. Always adorned with a hood and bandana or other headdress that protects his face from the harsh sand of Chaill, and to shield his identity.


    » WEAPONS
    A blackened machete, charred by fire and cursed by the gods, named Saynora Mortem.

    Vzeki, The Artifact, a glass infused staff imbued with strange magical powers of the ancients, recovered from an old world ruin.

    A sandblasted short sword given to him by his father, and the first weapon he ever used.

    A hardy steel spear, handcrafted by Jericho after his exile.



    » FIGHTING STYLE – Quick, and agile on his feet, Jericho fights fast and ruthlessly, always on the offense with both machete and short sword. His magical staff provides an alternate weapon, capable of casting long range elemental spells, and also usable as a proficient blunt melee weapon. He took up the spear as a throwing projectile after his exile, adding another deadly aspect to his arsenal.




    HISTORY



    » BEFORE BIRTH / GENERAL INFO –
    Jericho, originally Avaris Chaldux was born within the Al-Rukh tribe, in the small, insignificant desert settlement of Dzeka. His mother was a sand healer, while his father was one of the high shamans that made up the Tribunal—the governing body of the tribe, made up of several elite high shamans from each discipline: sand, fire, and glass.


    The Al-Rukh tribe is a medium sized tribe that exists on Chaill, stemming from Dzeka, a settlement not very far outside of Chaill Morachd, built from some of the remnants of the old civilization. The tribe is founded on Desert Mysticism, a lost art of the old world that revolves around three omnipotent deities of the desert. Different aspects of elemental magic stem from each discipline, with each aspect taking extensive studying and practice to master. There are many esoteric and hidden secrets to the arts of Desert Mysticism, which makes the Al-Rukh tribe very exclusive, elusive, and secretive, with the Tribunal holding very high standards for every member.


    » CHILDHOOD – From birth, much was expected of Avaris, with his father being a part of the Tribunal itself. He was thrust into early teachings of Desert Mysticism at a very young age, and spent his childhood enveloped in the secret arts of the desert. As a child, he wasn’t too social, because his father kept him busy with these academics. As a result, Avaris grew up distant and detached, instead always fascinated by the desert and the knowledge it bestowed upon him.


    Eventually, as Avaris reached his teen years, his early exposure to the secrets of Desert Mysticism began to pay off as he began to train in combat. His natural physical skills, paired with a much more wholesome understanding of the desert arts than other tribe children his age, helped exemplify his performance in combat training. The Tribunal noticed his outstanding skills as a young teen and soon enough, at 15, Avaris was one of the youngest tribe members to become a Dune Walker—the specially trained warriors of the Al-Rukh tribe.



    » ADULTHOOD –
    Avaris was a Dune Walker for three years, defending the tribe and patrolling the desert, before his 18th year began, and he was entrusted by the tribe the full rights, responsibilities, and privileges of a tribe member of Al-Rukh.


    Now considered an adult with full privileges and rights within the tribe, Avaris quickly rose through the ranks among the Dune Walkers. He served as a high-ranking lieutenant for several years, scouring the desert fighting hostile creatures, rival tribes, and protecting the secrets that the Al-Rukhans prided themselves with so much.


    However, when Avaris was 22, his world shattered around him. An incident occurred that scarred him and resulted in not only the death of his men but also his exile from the Al-Rukh tribe forever. In the traditional fashion of the desert mystics, Avaris was burned severely across his torso and given a large marking scar down his face before being stripped of his tribe name and cast out into the unforgiving desert, with nothing but the clothes on his back and a weapon cursed by the gods themselves.


    For a year, now-named Jericho wandered the desert, camping out in old world ruins and sheltering from the elements in small caves, fighting hostile deserts creatures and wild savages. After a year of this wandering, he stumbled upon Tirga, the large desert camp that serves as the central locale for Chaill and its various tribes and settlements.


    For five years, Jericho lived out of a tent amidst the encompassing desert camp, auctioning himself off to the highest bidder to do any dirty desert work—which there was plenty of—and competing in the plentiful arenas throughout Tirga on the side. Jericho met several other similar men through his arena fighting career, some who he even grew very close to in his time at the desert camp, and built a community around himself from the hectic desert locale.





    » MOTIVATION
    However, all of this changed when a seemingly random string of murders occurred that tore apart Jericho’s circles. He was stunned by what had turned out to be a calculated assassination of three of his good friends, along with four other influential forces among arena communities.


    Struck with a dangerous thought about the nature of his friends’ deaths, Jericho set out to find and uncover the mystery behind one of his most traumatic life experiences, leaving behind the island of Chaill for the first time in his life.
     

    Ponder

    International Man of Mystery
    Heyo! Sorry! Just wanted to let you know that I'm entering hell week, so I probably won't get much done until Friday. Don't wait for me though. I can write my character entering at any point.
     

    The Honorable Gidian Diva of Sass

    Sahrot Vahlok Spaan. Bahnahgaar. Minion #88!
    Staff member
    I'm not sure when I'll have a post by, as I'm still mulling over my character's backstory. Would it be better if I just left the assassin alone and not included him in my background at all? The reason i included him in the first place is that I assumed we would have all had some sort of run in with him in our backgrounds which drove us to unite and hunt him, I didn't expect us to unify under a single character's plight (in which case the best motivation I can come up with on short notice is a hired hand of some sort).
     

    The Honorable Gidian Diva of Sass

    Sahrot Vahlok Spaan. Bahnahgaar. Minion #88!
    Staff member
    Also I'm horrible at reading the BMI charts, so the little detail of weight really bothers me xD
     

    Farthlion

    I swear to drunk, I'm not Talos.
    Also I'm horrible at reading the BMI charts, so the little detail of weight really bothers me xD
    I'll let Rex answer your other questions, but IMO you don't even need to put the exact weight. Just describe your character's build. Is it muscular? Perhaps thin and lanky? Or does he have a little extra on him?
     

    Delusional

    Connoisseur of Hallucinations
    I'm not sure when I'll have a post by, as I'm still mulling over my character's backstory. Would it be better if I just left the assassin alone and not included him in my background at all? The reason i included him in the first place is that I assumed we would have all had some sort of run in with him in our backgrounds which drove us to unite and hunt him, I didn't expect us to unify under a single character's plight (in which case the best motivation I can come up with on short notice is a hired hand of some sort).

    I feel that, Gidian. I was under the impression that our characters each had some sort of personal motivation to pursue this assassin. In my opinion it makes the plot a little less shallow if some of us have deeper roots than just witnessing some rando just offed which just sparks what I assume will be a long-winded and involved pursuit across Argylle.

    I think some of us should have more motivation to get involved in this, and that motivation will help hold the group together more than just seeing a single assassination and choosing to pursue. So I think you've got the right idea Gidian, the story just needs a bit more refining so that it works more smoothly, but your character still has that internal drive to track this guy down.
     

    The Honorable Gidian Diva of Sass

    Sahrot Vahlok Spaan. Bahnahgaar. Minion #88!
    Staff member
    hey rex, gtfo of Witcher and make a quick post

    I'm going to be an asshole about this, but it's only because this always happens when we RP and the RP ends up dead.
    I need a motivator anyways xD
     

    Recent chat visitors

    Latest posts

Top