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    Free Form Role Playing Guide for Beginners
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    The OP3RaT0R

    Call me Op. Or Smooth.
    In the year 4E 201, the Dragonborn appeared in Skyrim and marked a turning point in an age of calamity and war. The Civil War was at its peak, and dragons had emerged after centuries of their absence. It was the actions of the Dragonborn and a number of other heroic souls that brought Skyrim to what was hoped to be a long era of peace. The men and women of this day, including the Dragonborn, fought for the civilized institution of the Empire and against the World-Eater himself. The non-Nords and the Nords exited the crises in harmony, and with the agitating Stormcloaks out of the picture, Skyrim flourished for the next several years.

    Membership to the Companions and the College of Winterhold grew; men were eager and able to grow and learn. Merchants became wealthier in peacetime than in war, free to ship goods without threat of soldiers taking whatever they "needed." The Dragonborn settled down in Whiterun, travelling between the city and the Throat of the World, where he honed his Voice and turned from the path of a warrior to that of a scholar, fighting only when needed.

    In the year 4E 208, a large bandit clan swept through central and northern Skyrim, killing Jarls and citizens alike. Shortly after, the Dragonborn was killed by an assassin. He had become a prominent figure by the time of his death, and his loss thus threw an already-worried Skyrim into a panic. Before, people knew that if all else should fail, he would be there with them. All else had failed now, and he was gone.

    Ambitious men took up the thrones of the dead Jarls and began to bear down upon their citizens, letting corruption drive their actions. Feeling threatened by their sizable neighbors, the still-living Jarls stiffened up their own rule over their holds. More taxes, less freedom to improve became the pattern; membership to guilds was not practical when so much time had to be devoted to paying for one's existence. The able and wealthy were not hit so hard by this, until the Jarls began to build small armies. The threat of one another's armies spurred the Jarls into skirmishes; not exactly large enough to be called wars, but they resulted in businesses and individuals' property being damaged or going missing after an enemy forced itself into a city and burned and stole what it could. By 4E 217, the Empire had little presence in Skyrim, and civilization was fleeting ahead of tribalism.

    The people who remained in the cities adapted to the way of life their Jarls had created: stealing, killing, and menial labor were the only ways to make coin. Necessity eradicated morality. The honest and productive had fled for the lands outside of the cities by this point, carrying on as best as they could under government that would not allow them a livelihood and in a society that could not allow them a life. After the start of the year 4E 220, the province had stabilized into a land that was stagnant, but livable. For the next ten years, nothing happened. Bandit attacks and the occasional fight between holds' forces in the wilderness were the extent of the excitement which Skyrim's citizens experienced. The Jarls' taxes and whims ceased to be odd, but became mere annoyances.

    But the tales of aged men and women who had lived, really lived, not just subsisted- these planted the seeds of change, and thirty years after that first great change came about, the future was uncertain. And the question was asked in the minds of those who remembered the Dragonborn, and those who would have appreciated his time: would the environment of an age almost forgotten return?

    Rules:

    1. No godding (characters must be within reason, i.e. no Daedra, no calling down meteor storms at will, etc.) Of course, the premise of this RP is that characters of great ability and knowledge fight to get rid of the brutal and repressive Jarls, stop the bandit raids, the like, so great skill is allowed, but everything must be fair and reasonable.
    2. No Thu'um (the Dragonborn has been dead for years!)
    3. Master-level skills & spells are fine, but remember rule 1.
    4. Keep cursing and lewdness low in the RP, but the OOC thread is fair game.
    5. Make each post at least 5 sentences (unless the action is moving really slow, which is unlikely), and try to post once a day.
    6. If you know that you have an upcoming commitment, get bored, or are unable to continue this RP, let me know so that you can take the time off you need and the story can move on smoothly.
    7. This RP will open when it has 4-6 members, but will remain open. If you want to join, post your character card in here. I'll most likely let you in.
    8. Have fun and ask any questions you have!

    Enjoy!

    (Also, a suggestion: for added win, make your characters old people who have no problem whooping some young punks. :p)
     

    The OP3RaT0R

    Call me Op. Or Smooth.
    Character 1

    Name: Hrolmir the Free-Hearted

    Gender: Male

    Race: Nord

    Age: 64, born on the 1st of Sun's Dawn, 4E 167

    Description: 6'4, very muscular, has a large scar running from his left shoulder down his back to his right side, has dark blue eyes and sandy hair that is only barely turning gray, has strongly defined facial bones and features, very little wrinkling of the skin, slightly tanned skin

    Personality: Hrolmir is deeply independent and opinionated, and will rarely budge on an issue that is important to him. He is confident almost to the point of what some would call arrogance, but will readily recognize if someone is better than him in some way and will aspire to reach their level. He is very kind to those he cares about, even if that means he has to be tough to them, but most others are of little concern to him, unless he sees them as people he could care about like his family and friends, wherein he shows them similar respect. His kindness to his inner circle extends to respect for those of principle he only has business dealings with. He also will push an issue which he knows he is right about.

    Equipment:

    -Apparel: During battle, he wears a set of heavy steel armor which resembles ancient Nordic armor, but which is sleeker, being made of polished steel and leather, and which bears intricate designs all over the armor's surface. (He forged this himself with the Dragonborn when they were both training under Eorlund Gray-Mane.) Colorful magical light courses through these designs, as the armor is endowed with enchantments that reduce magicka cost of the different schools of magic, speed up magicka regeneration, and a special enchantment of Vitality that Hrolmir created himself using a fusion of Alteration and Restoration magic (this reduces joint pain and strengthens bones and flesh, as well as reducing exhaustion, effectively shielding against old age.) Out of battle, Hrolmir has a few sets of plain-looking clothing with his Vitality Enchantment, which were sewn by the most skillful tailor in Skyrim (an old friend of his.)

    -Weapons: Hrolmir usually uses magic, but is adept with the use of a steel shortsword he also forged himself, enchanted to trap souls.

    Backstory: Hrolmir was born in Whiterun to a merchant father and an apothecary mother. Both were successful ever since they reached adulthood, and they wanted to pass on their success to him. From an early age, he was reading volumes written on history and math, at which he excelled. He was outgoing and had many friends, except for one boy: Jon Darkblade. Jon was never good at academics, and while he was not very athletic, he had a tendency to hit anything he could not understand. He didn't understand magic as a young boy, so he hit the court mage in the face as hard as he could. Nor did he understand how merchants made their money, as a pre-teen; this caused him to hit the shop of a wealthy man with a torch. And as a teen, he never could understood how or why Hrolmir was so great; this led to Jon trying to hit Hrolmir with his father's mace. Another thing that Jon did not understand was how Hrolmir had put him on his backside halfway through his own swing.

    As soon as he was 16, Hrolmir went to the College of Winterhold, where he displayed great ability in the use of all schools of magic. By 24 he was on the level of his teachers at the College. For two years after he reached his peak, he continued to research magic, until he yearned for a new challenge. At this point, he decided to leave the College and travel Skyrim in search of work and companionship.

    He found his companionship in the form of a lovely fair-haired Breton named Angelica. She was a woman who liked to sneak up on and take apart Dwemer spiders, later to be put back together in such a manner which made them non-hostile and sold. She was a rare find, a woman of equal intellect to Hrolmir's own, and the two fell in love over this point. They were soon married, and were raising a child outside of Whiterun in the great inn that Hrolmir founded, the Strong Man's Relief, which was a place frequented by scholars, warriors, merchants, and Hrolmir's friends, most of whom fell into one of those categories. And soon, the Dragonborn frequented the inn too.

    Hrolmir took an immediate liking to the Dragonborn; they both were strong, smart, and good company. Hrolmir and some others immediately took up the Dragonborn's quest to save Nirn with him, and their help proved vital up to the last moment before the Dovahkiin stepped into Sovngarde and killed the World-Eater. After this, Hrolmir and his circle of friends saw only one problem plaguing Skyrim: Ulfric Stormcloak. They joined the Legion together, and rid Skyrim of what was to be its last ill. After this, the men who had been instrumental in these events went either to the merchant's trade, to the College of Winterhold, or to the Companions. Hrolmir returned to his inn, where he continued to raise his child and live out his days with Angelica. In the year 4E 211, Hrolmir returned to the Strong Man's Relief from a trip to the College of Winterhold and found his beloved wife dead, with no apparent cause.

    When his son was 24 years old, the young man married and had a son, Wilhelm, but the new father only lived to see his son grow to the age of 3, when he and his wife were killed by bandits, leaving Wilhelm in the care of Hrolmir. For the next years leading up to 4E 231, Hrolmir lived with Wilhelm, trying to teach the boy to behave with honor and dignity, like he and his friends had and still did.

    Combat preferences: Hrolmir uses expert-level spells in general combat, utilizing whatever school of magic the situation calls for. On occasion, he will use a master spell, but only when in dire straits and when he presents no risk to anyone else's property. If he is low on magicka, he will use his shortsword.

    Character 2

    Name: Wilhelm the Bear

    Gender: Male

    Race: Nord

    Age: 16, born on the 19th of Heartfire, 4E 225

    Description: 5'11, thin, but with defined muscles, has light brown eyes and dark brown hair, has a long face with chiseled cheekbones

    Personality: Wilhelm is often headstrong when faced with an unfamiliar situation, or a situation he thinks he knows very well. He has good intentions toward his grandfather, but doesn't fully understand why he has to think for himself (or on occasion, think at all.) He often goes along with the crowd, and will disregard something important if an opportunity to waste time and have a little fun comes along. He is annoyed when his grandfather scolds him for wasting his ability, but now and then sees the logic in Hrolmir's arguments.

    Equipment:

    -Apparel: Wilhelm wears a set of leather armor, a hide hood, and a light fur cloak for when the weather is poor.

    -Weapons: Wilhelm carries a steel sword, a hide shield, and a hunting bow.

    Backstory: Wilhelm remembers little of his dead parents, and as such sees Hrolmir as his father. However, in his time spent in Whiterun, he saw that many of his friends disregarded their parents, and as such, he learned to do the same. He became a bit more obedient when he saw that Hrolmir was indeed right to tell him not to touch a torch on the burning end, but still shrugged off what Hrolmir said to him. It was not rebelliousness that made him do this, but dormancy. He didn't want to exert the effort required to think, and in fact would have preferred to blindly follow Hrolmir's suggestions. The only thing that woke him up inside was Nadia.

    She was 16, thin and beautiful, and she was almost alien to him: she liked to read, and to just sit and listen to the bard in the Strong Man's Relief. She shared many of the values of Hrolmir and the Dragonborn, as well as her own father, who was a city guard (an unlikely profession for an honest man in 4E 231), and she made him want to actually think for himself and be with a nice girl, not chase the girls that his "friends" liked to. Talking to her soon became one of the few activities from which he drew real value and pleasure.

    Combat preferences: Wilhelm uses his sword and shield whenever he is in close quarters combat, and sticks to his bow for long range.
     

    beast slayer

    New Member
    Name: Wulfgard Shatter-Shield.

    Gender: Male.

    Race: Nord.

    Age: 62. (Born on the 21st of First Seed)

    Description: 6'3, big stocky build, large muscles, dark brown hair, shaved but visible beard, blue eyes, pale skin, no wrinkles (yet), small scar above right eye, large scar on back from a bears claw.

    Personality: Wulfgard is a very loyal and honest nord but he isn't always friendly. If he knows someone and likes them, he would trust them and be there for them always but, he takes long to trust anyone and there are not many people that he trusts. Wulfgard is a very wary person and although he may not seem to notice everything, he does. Wulfgard is very strongly opinionated and nobody can change what he believes in. Wulfgard has high respect for people who deserve it and have earned it not just given it, (for example, jarls) and he tries very hard to learn all he can as he knows someday it will help him. Wulfgard strongly dislikes people who cheat or lie unless it's for the good. Wulfgard would kill a thief at first sight as he has no patience for people like that. Wulfgard prefers honour and fame above money (septims), although he does like to have a bit of gold (septims) in his pockets.

    Apparel: During combat, Wulfgard wears heavy steel armor (forged by his dad) which is enchanted with fortify health. This armor also has his name carved into it. He always wears his amulet of Talos and his gold diamond ring he had off his mother (before she died) for good luck.
    When out of combat, Wulfgard wears average clothes and some fine boots.
    When enchanting or brewing potions, Wulfgard puts on his gloves of fortify enchanting and fortify alchemy.

    Weapons: Wulfgard uses a steel battleaxe (which his father gave to him) and 2 hidden daggers in case of an emergancy.

    Backstory: Wulfgard grew up with his father (Torbjorn shatter-shield), his mother (Tova shatter-shield), his sister (Nilsine shatter-shield) and his dog (Faithful) in their house in Windhelm. Sadly, when Wulfgard was just 6 years old, his other sister (Friga shatter-shield) was murdered by a mystery killer in Windhelm.
    After this event, Wulfgard was not allowed out after 7:00pm every day. Wulfgard had no friends in Windhelm as a young boy and didn't like the city at all. So, Wulfgard's father took him out as much as possible either to go exploring or to go hunting.

    When Wulfgard turned 15, his father thought it was about time he'd teach him two-handed weapons (which he was an expert trainer at) so Wulfgard continued to have lessons with his father for the next few years. When Wulfgard turned 17, he asked his father to go and take him on a hunt, but not his normal hunt, he asked to go troll and bear hunting. His father had to think hard but decided that Wulfgard was ready to take the next step. So, they went to the jarl, Ulfric Stormcloak and asked if he was having any trouble with beasts. Ulfric said yes and gave them the bounty of 1000 gold for a cave of bears that had been stoping merchants from coming from the path down south. The both of them were surprised with the money offered and went without hesitation. They arrived and found 3 mighty cave bears chasing a woman, they drew they're weapons and went after the beasts. The cave bears turned around and stood up on both feet to scare the shatter-shields but they both striked 1 bear each and killed them both but then, Wulfgard thought to himself where could the other bear be and before he could turn around the bear swiped it's large claw and hit Wulfgard on the back. His father jumped in the way of the second swipe and blocked it and then swung at the bear. It was over, the 3 bears were dead but Wulfgard learned a lesson not to mess around or under estimate nature and it's beasts. Anyway, the wounded boy and his father went to collect they're reward and while they took the gold, Ulfric Stormcloak himself asked if the 2 men would join the stormcloaks but before Wulfgard could speak his father said no. Wulfgard went home and soon enough his mother was healing up his wound with her restoration skills.

    Wulfgard now had his half (500 gold) from the bear slaying and his parents gave him another 500 gold so he could go out and live his life. The strong young man didn't know what to do with his life but went exploring the wilderness of Skyrim to start. He travelled all the way to Whiterun and settled there in the inn for a while. He then went to the jarl seeking work and got some bandit contracts. He went to Embershed mine just past Riverwood and killed all the bandits there. While there, he found a prisonor.
    It was a female Nord named Danielle. She was beautiful, her eyes as blue as the sky, her long brown hair as smooth as silk, her skin was as perfect as a flawless Diamond except for a few wounds she had off those bandits. Wulfgard helped her up and gave her food before taking her back to Whiterun. The two fell in love and a year later got married.

    Wulfgard's life was all so good at the moment, a great mam and dad, a beautiful wife and a lot of gold off all the contracts he had been taking that year. So, Wulfgard and Danielle agreed to combine their money to buy a plot of land near they're favourite place, the edge of the river running through Riverwood. So they went to Falkreath and asked for a plot of land, they said it would cost 6000 gold but because I did the jarl so many favours, he gave it to us for 4000. We both worked very hard for the next month, building our dream home and then finally finished it. It was beautiful and we named it Riverside Manor. It had an entryway, a massive main hall, bedrooms, an alchemy lab and an enchanters tower. It even had a cellar which came to be one of his favourite places as he could use his forge down there, practice his fighting on a dummy and he even had a shrine of Talos down there. Wulfgard didn't care that the worship of Talos was against the law as he believed in him strongly. They then had a son named Falkvir and kept Faithful the dog which Wulfgard had as a child. Wulfgard trained Falkvir with a wooden sword when he was only 5 years old then gave him a real sword at the age of 9. Danielle trained Falkvir a bit of magic and how to brew potions.

    For the next 7 years, Wulfgard and his family lived happily away from the troubles of Skyrim, although they saw the occasional fight between Imperials and Stormcloaks or the occasional group of bandits pass. But then, all of a sudden things began to change. The jarls all got murdered and replaced with bad jarls. The companions and college of winterhold lost popularity. And all together, there were far, far more bandits around. The imperials got drove out and the stormcloaks quiet down. Sometimes, we even had to defend ourselves when bandits attacked the house. I would grab my battleaxe and release Faithful while Danielle would lock all the doors. Falkvir got annoyed that we wouldn't let him fight so I knew that one day, he would have to so I took him out and took him troll hunting like me and father used to.

    Combat Preferances: Wulfgard always prefers to use his battleaxe and his fists but if he must occasionally, he would use his hidden daggers.
     

    blue 468

    Well-Known Member
    this looks pretty interesting my cc is in my sig under Arannir:)
     

    beast slayer

    New Member
    Yeah ok that sounds good. Maybe there's a reason we're all there at the same time. Maybe like a big group of bandits are attacking or something
     

    The OP3RaT0R

    Call me Op. Or Smooth.
    I'll include this in my first character post, but Hrolmir distributed notes throughout Skyrim to attract people to help turn Skyrim around. And not to give too much away, but the Jarl and his corrupt guards don't care for Hrolmir...
     

    The OP3RaT0R

    Call me Op. Or Smooth.
    Tomorrow. The fourth RPer I was waiting on was just taking too long to get around to making his CC, so we'll just start with one less, which shouldn't affect things too much, since there will be a few semi-important NPCs who will be involved.
     

    Aerin

    IOK's Token Brit
    Is this still open? It looks really interesting. I have a character card ready and tweaked to suit the RP if that's okay.



    Name - Elsa The Fleet

    Gender - Female

    Race - Nord

    Age(in human years) - 24




    Appearance -

    Elsa is average height for a nord, and is deceptively slim considering her strength. She has a faint scar running down from her left eyebrow down to her cheek after misusing her father's dagger a a child. She has long light brown hair which she usually has tied back in a braid or loose down her shoulders and forest green eyes. (For image click the link in the sig)



    Equipment -

    Handcrafted brown leather with green accents, Ebony bow named Ulfvindr (Wolf Wind), two ebony daggers for close range combat, and an assortment of poisons. Ulfvindir was Elsa's first steal and has always been her favourite bow.

    Personality -

    Elsa is happy to live up to the label of "rapscallion and general ne'er do well." She's playful and mischievous on the surface, always trying to play people against each other for her own amusement. While her behaviour can be construed as "bad" it's usually without malice. It's just best for everyone else if she isn't bored. At a deeper level there are hints of a lost soul, echoing from her childhood, but she very rarely exposes that part of herself and prefers to be viewed as a charming, if a little annoying character.

    Backstory -

    Elsa was born in Cyrodiil, the Waterfront to be precise. She was raised by her father, a merchant and occasional fence for the local guild thieves. As a small child she learned the art of thievery very quickly and spent a lot of her time acquiring items for her father to sell on. That is until she was caught in a noble's house and instead of paying the price herself, her father offered to take her place. After that her only rule was never to get caught and eventually she packed her things and moved to Skyrim to start over.

    Upon moving to Skyrim she quickly realised that in the time of political unrest and moral ambiguity she had quickly carved herself a place in the unsettled terrain as a bow for hire and thief. Retrieving stolen goods and carrying out the vengeful wishes of wronged countrymen became her trade, earning a name for herself amongst those who dirtied themselves with talk of murder and theft. She travelled as much as she could, though she tried to avoid the northern territories as she loathed the cold after the warm nights of Cyrodiil.

    Her journey to Whiterun was longer than she had hoped after finding herself outnumbered by a bandit clan. Held hostage she was kept in chains for days as she planned her escape and let her anger fester and grow. Taking out bandits from inside their camp was far easier than from the outside and Elsa was finally able to gather her things and carry on to Whiterun, a bloody memory put behind her. She wasn't sure what drove her to Whiterun but the central position of it promised her with new adventure. Surely the quiet hold would be abel to provide her something to do. After all, in these turbulent times there was always need for people like her.



    Beliefs -

    Elsa was raised by her nordic father to belief and worship Talos. While she acknowledges the Nine Divines she prefers to make her own destiny and does not dwell on worship.

    Of the Daedric Princes Elsa follows Nocturnal. After a successful target she will always take time to thank Nocturnal, this often taking form of a few bottles of wine by the roadside.


    Skills -

    Elsa is an accomplished thief and alchemist. She dislikes getting her hands dirty, so she's more prone to use her bow for long distance shots, rather than her daggers which are only for life or death situations. She often has a number of poisons on her person at all times for aiding silent takedowns. He best skill how ever is stealth. She can often enter and leave a room without ever being noticed, usually with a fair few stolen items lining her pack.


    She is incredibly agile from spending much of her childhood clambering about the Imperial City to evade the guards. She also has limited magic skills which she learnt from an elderly mage travelling from Skyrim. She dislikes using her magic and will only tap into that source of power in situations of life of death. Her preferred schools are destruction and illusion.

    Weaknesses -

    Elsa has very little understanding of loyalty. She dislikes putting her trust in people and prefers to work alone which can cause friction with others. In a life or death situation she's more likely to save her own skin and side with whoever's winning rather than whoever she'd been siding with previously. There may be hope for her yet, but it will take a long time for her to gain anyone's trust herself. She's also weak in close combat. Her years of mastering the bow have meant that in cramped conditions she can sometimes struggle to hold her own.
     

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