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OOC King of Fire

Discussion in 'Skyrim Roleplaying' started by Blitzz, Sep 13, 2018.

  1. Blitzz

    Blitzz A Friendly Brit

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    upload_2018-9-13_18-56-36.png

    In the three years since the end of the Skyrim Civil War, High King Ulfric Stormcloak has reigned over Skyrim with an iron fist. The Dragonborn never existed; nor did the Dragon Crisis. General Tullius was slain by Ulfric's own hand, and without his leadership the Empire's forces in Skyrim crumbled and faltered. Under his rule, the Nords of Skyrim have prospered while foreign races have been oppressed. None so much as the Imperials, however, who have suffered a great deal under Ulfric's tyranny. He started with his own city, purging the Grey Quarter and expelling the Argonian workers from the docks, but of course, he didn't stop there. The Stormcloaks that served under Ulfric in the war became Ulfric's strong right hand, carrying out his will without question. Those that did not, those with enough of a conscience to oppose Ulfric's barbaric commands met a swift end at the wrong end of the headsman's axe.

    Many High Elves fled early to their homeland of the Summerset Isles, fearing Ulfric's wrath in the wake of the war ending. Ulfric closed his borders shortly after, trapping everyone in Skyrim within. Every dock along Skyrim's north coast has manned Stormcloak checkpoints, checking every arriving and departing vessel for smuggled refugees. The same can be said of every path in and out of Skyrim to its mainland neighbours, and at the main gates of all the major cities. Ulfric did not want those he looked down on to leave; he wanted them to suffer. He herded hundreds of men, women and children, like cattle towards camps and ghettos, squalid places little more than rows of tents, fenced in and guarded by Stormcloak soldiers. The conditions are appalling, with no clean water or bathing facilities. Food is available but rationed, and disease outbreaks claim dozens of lives. Those who aren't a Nord in Skyrim suffer on a daily basis.

    Ulfric's reign has gone utterly unchallenged thus far, at least it had, until an attempt on his life a exactly three days ago. Three hooded men infiltrated Ulfric's palace, a feat unto itself, during a meeting of his generals. Three of Ulfric's closest friends and confidants were slain and one more injured, in exchange for the lives of two of the would-be assassins. The third was not so lucky, and was captured by Stormcloak soldiers while trying to escape following the failed attempt on the High King's life. Under 'interrogation', the man revealed excruciatingly little to Ulfric and his men. With every nail pulled, every cut of the knife, every burn of the brand, the man would simply repeat one harrowing line. "The Fire will claim you," he said. He was hung, drawn and quartered the next day on the steps of the Blue Palace, the pieces of his lifeless corpse dragged by horses through the streets of Windhelm so that all may bare witness.

    Yesterday, an Imperial man was dragged before Ulfric by Stormcloak guards. He was a lowly ghetto worm, having been transported from a settlement near Whiterun, claiming to possess valuable information. He said that the assassins were hired by the Cult of Fire, an underground revolutionary movement that wanted to put an end Ulfric and his cruel regime. He claimed that the Cult has followers everywhere, in every town and every city, even within Ulfric's own palace and especially in the ghettos of Skyrim. Their leader is a ghost; a man who named himself Drake. Yet despite no one having seen him, he had amassed a substantial following, enough to make the High King worry. Ulfric granted the man freedom from the Ghetto as a reward for his information. This morning, his body was found on the bank of Lake Calenhad, with his eyes gouged out and his throat cut. Rumour has it the Stormcloaks did it, while others swear it was the Cult. No one knows for sure.

    Skyrim has been gripped by paranoia and tensions are running high. Ulfric called an emergency meeting of his generals the same day, under double guard. Gripped by fear and haunted by the informant's claims that there are even Cult members in his own household, Ulfric turned to one of his most dependable officers to aid him in this time of strife. He has tasked this man with assembling a team of individuals from across Skyrim of his own choosing, putting out a call for all to answer. He would be a fool to refuse the High King.

    ™˜™˜✢✢✢
    Hello and welcome to my first RP for about three years, give or take. I know the board aren't as active as they used to be these days, but I figured if there's still a few people about checking in regularly then there's no reason why we shouldn't be able to start up a game. For this one, each person will be playing one of the various recruits of the mercenary group hired by Ulfric to investigate the mischievous Cult of Fire. This won't be a black and white story; there are no good guys or bad guys, just people with different ideas and motives. I don't have any real ideas for group size; the more the merrier in my eyes but if it's a small group that's cool too, it means the interaction between characters will be more emphasized. I want this to be a well balanced RP, moving smoothly between scenes of meaningful character interaction and development as well as badass fight scenes that we can collaborate on. If enough people take interest I'll set up a discord.

    As you may have noticed from the intro, I don't shy away from gruesome details and for that reason I'll probably slap an 18+ rating on this. That doesn't mean I'm expecting you to write about how you buried your axe into your opponents throat and drank the warm spray of blood; if you're uncomfortable with that level of detail you don't have to include it and I'll try and tone my own down a bit. I want everyone to feel welcome and included in this story, there aren't many of us left on here so we should try and make the most of it and make everyone feel comfortable and happy. As such I'm more than open to improvement suggestions and ideas for plot points; I have a sort of start and end in mind but the rest is yet to be filled in.

    Unfortunately we do need a few rules to keep things ticking over. Standard forum rules apply (be nice, no metagaming etc.) but I have a few more specifically for this RP that I want everyone to be aware of.
    1. Any playable character race from the Elder Scrolls games will be permitted, as long as you can justify it. In this situation Ulfric hates other races but my character does not and will have no problems in selecting an ex-Imperial soldier or former Thalmor Agent as long as they have the right skills and have a justifiable backstory.
    2. Please please please, don't argue on this thread. I understand that not everyone will see eye to eye on everything, but if you have an issue with another player or their post please message me directly so we can sort it without making a scene. No one else wants to see two guys arguing, it brings down the whole mood of the group.
    3. Swearing is fine in this RP as long as it's at least somewhat lore-friendly. I'm sure you can all come up with some witty Tamrielic cusses if you think hard enough. Same goes for racist remarks. Racial discrimination is a theme within this RP but calling an Argonian character a Lizard is a lot different to actually insulting another person. Don't do it.
    4. Characters will die during this RP. No one is invincible, it's highly likely my own character will snuff it at some point. Normally character deaths will be at my discretion, but don't worry, it'll be an option not a forced event. I'm not Ulfric, I'm not gonna kill you for no reason. This way it allows people who get bored of their characters to write them out in a blaze of glory or hilarious tragic end, and lets me remove players who become inactive quite easily. At times I might use a randomizer to decide who survives certain situations, if that random element is something people would be interested in.
    5. One character to start with, but I'll probably allow submission of a second character down the line. You are welcome to create NPCs to travel with or interact with the group but don't take liberties; NPCs should serve a purpose and be expendable, they aren't an excuse to pad out the group with 10 chummy dark elf warriors who've known each other for years.
    6. Spellcasting, potion crafting, enchanting etc, can all fail. Nothing is guaranteed. Keep this in mind along with your character's abilities. I'd like there to be a fun yet realistic and gritty feel to this RP.
    If you've read this far, you have my thanks. All that's left to sort is the Character Sheet. I like to let people use their own format, but there are certain details I'd like everyone to make sure they include:
    • Your character will have a certain set of skills, like the skills in the Skyrim and ESO games. This includes all crafting and combat skills found in those games, plus any other skills you can conceive for your character as long as they are both realistic and justified. Skills like Thu'um, necromancy, Sword Singing etc. will not be permitted as they are unrealistic and/or overpowered. No character will have Master level skills. You may choose 1 expert skill, 2 adept skills, 3 apprentice skills, 3 novice skills. You may trade 2 skills of 1 tier for 1 of the tier above (e.g. trade 2 apprentice skills for an extra adept skill) and vice versa.
    • Your characters are realistic people, and so they will have weaknesses. I don't mean weaknesses like a small fear of death or anything, I mean real weaknesses. Be that physical disability through missing or mangled limbs, crippling addictions, phobias, mental illnesses, allergies, illiteracy, clumsiness, whatever you can think of as long as it actually makes your character imperfect.
    • Weapons aren't limited to what you find in game; spears, glaives, flails, morning stars, throwing knives etc are all welcome. Be sensible; no character will be able to fight with a warhammer in each hand. No guns, goes without saying.
    • Materials - things like Daedric metal and dragon bone/scale are off limits. Things like ebony, glass, stalhrim are all possible but need a good justification. I don't want to see anyone walking around in a full suit of glass armor with twin ebony swords, lets keep it realistic.
    • I'd like to see your character's inventory on your CS, showing me how much money they are carrying and what food, ingredients, weapons, armor, clothes etc they have. Again , no one will be carrying 100kg of stuff, the aim is not to loot horde. Keep it simple and keep it realistic.
    If you would like a character card format to follow, this one is provisional and is what I will be using personally:

    Character Information
    Name:
    Race:
    Gender:
    Age:
    Height:
    Weight:
    Birthplace:
    Birthsign:
    Class (optional):
    Religion (optional):


    Appearance

    An image is optional here, but a written description of at least one paragraph is mandatory.

    Personality

    What are your character's positive and negative traits? What do they like, what do they dislike, what do they love, what do they hate? What is your character scared of, and what motivates them? What does your character aspire to be or do? What is their outlook on life?

    Background

    This doesn't need to be massive, it's a background not a fanfic. Try to avoid the clichés and common tragic tales that have become so common but if you can put your own spin on it by all means do. I'm looking for quality over quantity, a few solid paragraphs is perfectly sufficient.


    Skills and Capabilities

    Divide this section up however you see fit. You need to detail your character's strongest and weakest attributes, their skills (the rules for skills are listed above). This includes crafting skills and any skills found in an Elder Scrolls game, as long as they aren't prohibited (Thu'um, necromancy, sword singing, Psijic magic etc.). What are your character's tactics? Do they know any spells? Arguably most importantly, what are your character's weaknesses? The rules for this can also be found above.

    Inventory

    How much money have you got? Keys? Lockpicks? Tools? Crafting materials? Clothing? Armor? Weapons? Ammo? Potions? Books? Scrolls? Documents? Jewellery, valuables, food, drinks, ingredients? How do they carry all of this? Remember to keep things realistic; the aim is not to horde loot and your character won't be carrying 5 swords and 2 sets of armor around with them.

    Other

    The last section, and optional. Include whatever you want to here that you haven't been able to fit in to the rest of your sheet. Personally I'll be putting a section for all my character's affiliations, relationships and opinions of other people, feel free to do the same with yours or whatever else you think you need to mention.
    If you have any questions, feel free to message me directly or post here. Not every character has to be combat orientated; logistics, medics, priests, craftsmen, or anything else you can justify including are all welcome.

    Characters

    Blitzz as Yngvar Snow-Heart
    Drahkma as Kaleg Greyhand
     
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    Drahkma: 17 Points (I missed out on joining this the first time around. Hope to have a CC up soon.) Sep 13, 2018
    #1 Blitzz, Sep 13, 2018
    Last edited: Oct 4, 2018
  2. Drahkma

    Drahkma Dashing Imperial Officer.

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    Name: Kaleg Greyhand
    Race: Nord
    Gender: Male
    Age: 34
    Height: 5'11"
    Weight: 175 lbs, approximately
    Birthplace: The Rift. (A mill just outside Riften).
    Birthsign: Warrior
    Class (optional): Warrior/Bounty Hunter
    Religion (optional): Nine divines, though he's not as reverent as most.

    Appearance:



    Kaleg is built as one would expect a warrior to be built. Well muscled and broad chested, he stands at just under two metres tall, making him an intimidating opponent to face. His face is scarred from several years of battle, the one at the corner of his lip gifted him by an imperial decurion, who soon met his end at Greystones' axe. Other scars are from bounties he has pursued after he grew tired of his career as a soldier. His hair is a dark brown, not quite dark enough to be black, and cut short, so that he can properly wear a helmet if he so wishes without having to braid his hair or worry about it getting in his eyes. He keeps his beard trimmed short as well, though when he is in the field for long periods of time, he will allow it to grow out. His eyes are the dark grey of storm clouds, contrasting sharply with his pale skin. The entire right side of his body from his hip to just under his armpit is covered in burn scars, though this is almost never seen, as he is generally always in armour. His left shoulder is also badly mauled, the consequences of being struck with a spike mace.

    Personality:
    Kaleg would never qualify as a kind person. As a boy, he was always surly and withdrawn, never playing with other children, and given to sudden bursts of rage, if pushed to interact with others. As a Stormcloak, he was known for fighting in grim silence, and keeping to himself at camp. As a mercenary, with no rules to guide him, he takes an almost obscene pleasure in hunting his targets, and pleas for mercy often fall on deaf ears. Kaleg is by no means a team player, but his lust for gold and the pleasure he takes in the hunt means he will work with others. He's often seen as callous and sometimes cruel, not hesitating to engage in torture if that's what it takes to complete a job. However, he does have some standards. He'll rarely go after women, and then only if they can defend themselves, and he refuses to take jobs that involve harming children.

    Background: As a boy, Kaleg lived just outside the city of Riften, helping his parents at their mill, and often accompanying his father to the city to deliver sacks of flour. When not working, he could be found wandering the nearby forest or sitting alone by lake Heinrich. He never played with other children, and seldom spoke. For most of his early years, he was regarded as strange perhaps 'touched' by the gods. Shortly before his nineteenth birthday, Ulfric Stormcloaks' rebellion broke out in Skyrim. At first, Kaleg didn't care, like he didn't care about most of the goings on outside of the mill. However, when the imperials requisitioned his fathers mill, and hanged him when the man refused, Kaleg saw the rebellion in a different light. He and his mother left for Windhelm, though his mother instead decided to settle in Kynesgrove, rather than make the trip to Ulfrics' city.

    He was quickly accepted into the ranks of the rebellion, and assigned to a unit in Whiterun hold. He gained a reputation as a ferocious warrior, and also somewhat of a trouble maker. He was disciplined many times for arguing or downright brawling with his fellow stormcloaks outside of combat. However, he followed orders and had saved the lives of his comrades more than once, and so he was allowed to remain with the rebels. It was at the siege of Whiterun that he would be seriously injured. As the rebels were preparing to storm the gate and walls of the city, a ball of flaming pitch, fired from a rebel catapult, fell short of its mark, striking Kaleg a glancing blow, and badly burning him. With such injuries, he was unable to participate in the battle of Whiterun.

    By the time he'd healed, Whiterun had fallen, and the war was moving on to other imperial-loyal holds. During a skirmish with an imperial patrol outside Falkreath hold, between Riverwood and the city itself, he was wounded again by an imperial decurion, though he managed to slay the man in return. His wound healed, leaving him with a scar at the right corner of his mouth, angling down his jaw. He was in the front lines at the battle of Falkreath, and it was there that he was wounded once more, this time by an imperial wielding a spike mace, who mauled his shoulder shortly before Kaleg shattered the mans' ribs with his axe. The wound was healed, but improperly. Nerve and muscle had been damaged, and the stormcloak healer was simply not skilled enough to repair it. Kaleg was discharged with honours from the rebel army shortly afterwards.

    Despite the damage to his arm meaning he could not lift his left arm higher that chest height, Kaleg did not retire to a peaceful life, as had been suggested by his commanders. Instead, he became a bounty hunter, tracking down criminals in the aftermath of the war, and making quite a name for himself. He became known throughout most of Skyrim as a relentless hunter of men. It was sometime after he'd built up this reputation that a shady organization approached him to capture a wealthy noblemans' son, living in Dawnstar, and bring him to the group so they could extract a ransom from the father.

    Kaleg left for Dawnstar, and made his way into the noblemans' home. What he found, shocked him. The noblemans' son was not some snotty, younger man, but instead a mere child, not past four years of age. His surprise allowed the boys mother to get the drop on him, nearly taking his eye with a dagger. He fought them off, and fled the city, returning to the would be kidnappers. Angered by their deception, and not wanting the boy to be in any further damage, he slaughtered them. After it was done, he returned to Windhelm, not bothered by the increasingly paranoid decrees and measures enacted by the High King.


    Skills and Capabilities

    Expert:


    Two Handed-
    Being primarily and battle-axe user, and having used one since his first days as a Stormcloak, he has become an expert in wielding most two handed weapons.

    Adept:


    One Handed- Due to his shoulder injury, he's been forced to adapt. The nerve and muscle damage meaning that he can't always rely on his axe as he used to. He now carries a short sword in his right hand, and has become quite good at it.

    Heavy Armour- He prefers heavy armour, and wears steel over his torso, shoulders, and thighs, with a heavier version of the scale armour over his arms and legs.

    Hand to Hand-
    Ever since he was a boy, Kaleg would get into fights. Near constant brawls with his fellow soldiers and uncooperative targets that were to be brought in alive have honed his unarmed skills.

    Apprentice:

    Speechcraft -
    He's in no way ,shape, or form a 'conversationalist' but with his blunt speech, intimidating height, and gravelly voice, when he tells someone to do something, they comply. Usually.

    Block- It's pretty much impossible to block a projectile with an axe. Ever tried it? However he can block most melee blows with relative ease, so long as he's not fighting more than one or two people at once.

    Novice:

    Smithing-
    Though by no means a blacksmith, he's picked up some ways to repair his armour over the years. Of course, he's much more likely to bring his damaged gear to an actual smith.

    Archery- About as likely to hit something as he is to grow wings and fly. He might have better luck with a crossbow. But real men get up close anyways, right?

    Sneak- Right. Sneaking up one someone in heavy armour. He might be able to if there's a storm going on. Or the target is deaf.


    Tactics: Being a melee oriented fighter, Kaleg knows the importance of closing the distance as soon as possible. He's not one to hang back while a fight is going on, even if the fight isn't in his favour. His skills make him a formidable close combat fighter, but he has no defense against mages or archers that can pierce his armour.

    Weaknesses: His arm, obviously. Being unable to lift his left arm higher than chest height has it's disadvantages. Overhead strikes are out of the question, and protecting his head? Well, he'd better be able to dodge. Worse, the left hand sometimes goes slack, making him lose his grip on the axe. The implications of losing your grip on a weapon that needs two hands to wield properly shouldn't need to be explained. Ever since he was so badly burned at the battle of Whiterun, he has had a justifiable phobia of flames, being burned alive, specifically. He's hesitant to get too close to campfires, and becomes irritable when torches are too close.


    Inventory

    Weapons- A two handed, steel battle axe, that he keeps on his person at all times. A steel shortsword, sheathed at his left hip. His secondary weapon.

    Armour: Steel armour that covers his torso, thighs, and shoulders. Steel gauntlets. Heavier version of scale armour that covers his legs and arms. Steel capped boots.

    Miscellaneous- Several pouches on his belt hold a small collection of items. Several dozen septims, preserved foods, a couple of minor healing potions, a couple of minor stamina potions, lockpicks, a small knife, several bounty letters.


    Dialogue:
    This
     

    Attached Files:

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    Latest Given Reputation Points:
    Blitzz: 16 Points (Awesome character, I like it.) Oct 4, 2018
    #2 Drahkma, Oct 4, 2018
    Last edited: Oct 4, 2018
  3. Blitzz

    Blitzz A Friendly Brit

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    I really like this character. My own character, Yngvar (sheet to come very soon I hope) is one of Ulfric's officers, having served in the Windhelm city guard before the rebellion and eventually ending up fighting for Ulfric. Therefore, there's a very good chance Yngvar and Kaleg's paths would have crossed a handful of times if not more, which gives a good basis for Yngvar seeking out Kaleg for the group. If, of course, that's all okay with you. If you'd rather, they can have never met and Kaleg can seek out the group when he hears of the order. It's up to you.

    I'm hoping for my sheet to be up tonight in any case.
     
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  4. Blitzz

    Blitzz A Friendly Brit

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    Yngvar Snow-Heart
    [​IMG]
    Nord • Male • 48 • The Lady


    NAME Yngvar Snow-Heart
    RACE Nord
    GENDER Male
    AGE 48
    HEIGHT 6’0”
    WEIGHT 177lbs
    BIRTHPLACE Dragon Bridge, Skyrim
    BIRTHSIGN The Lady
    CLASS Warrior
    RELIGION The Nine Divines


    APPEARANCE
    Yngvar does very little to maintain his appearance. His long brown mane falls just past his shoulders, and in recent years has been invaded by streaks of deep silver and begun receding. A thick beard covers his entire jaw, with three braids beneath his chin being the only sort of adornment he bears. That is, aside from a shallow scar above right his eye across his forehead, obtained dodging a grazing blow from a bandit’s dagger. His pale blue eyes sit wide on his face. Yngvar has a chiselled, craggy face with a deep furrowed brow, subbed nose and a generally weather-beaten look about him. Wrinkles tell his tale, cracking across his pale skin, forming crevices across his forehead and dark bags under both of his eyes. He was once handsome, but now has the face of a grizzled veteran of many years. His body was once strong and muscular, but in recent years his age has begun to show. He is still broad and muscular, but now boasts a powerful belly, having spent the last few years of ‘peace’ indulging rather than fighting.


    PERSONALITY
    Yngvar is a gruff, barb-tongued talker with a strong sense of comradery. He rarely expresses himself, maintaining a neutral manner. While to many he can come across as rude and blunt, he has a strong sense of loyalty to those he considers his friends and would give his life for any of his brothers-in-arms. As a youngster he was full of life and enthusiasm, awestruck by everything wonderful about the world. However, war has taken its toll on Yngvar, turning him into a man of discipline, disenchanted with the world and seeing it for what it really is; corrupt and brutal, a place where innocents bleed on behalf of men in high castles that wouldn't spill a drop for them. Yngvar lives for himself and his comrades now, angered at the fact that the cause he spent almost half of his life fighting for has turned into a tyrannical regime. The things Yngvar experienced in battle changed him, as men under his command died on his orders, leaving him with mild PTSD. His last few years have seen him become an alcoholic to try and cope with the constant stress.

    BACKGROUND
    Yngvar was born in Dragon Bridge near Solitude, the son of a tavern wench named Ingrid and a Windhelm guard who had been escorting the Jarl of Windhelm to a feast in Solitude, a man named Throgrim. Upon Yngvar's birth, his mother Ingrid named him after her own late father, and saved money to get a carriage to Windhelm. There, she tracked down Yngvar's father, and presented him with his son. Although he bore no great love for Ingrid he gave her room and board in his home, as the mother of his only child, and she began working as an assistant at the local general store. The two fostered a very happy and eventually loving relationship, brought together by their mutual love of their accidental and only child.

    Yngvar's childhood was a happy one. He had a very close bond with his father, a lieutenant in the Windhelm City Guard. He taught Yngvar to fight and conditioned him to eventually join the guard. In the meantime, he made sure Yngvar was sufficiently skilled. For a lot of his young teenage years, Yngvar was somewhat of a bookworm. He was fascinated with military history and tactics and spent hours trawling through tomes and scrolls, absorbing information on tactics and strategies. He was never particularly smart, but he had a good military mind that served him well throughout his career.

    When Yngvar turned 18, he joined the Windhelm Guard. However, he was initially dispatched as part of the wider Eastmarch Guards, more specifically assigned as part of a small contingent protecting the small mining town of Kynesgrove from bandit raids and the aggressive sabre cats dwelling in the nearby mountains. He repelled several raids over the next few years effectively, with him and just 9 other guards assigned to protect the town. The first person he ever killed was a Dunmer bandit, who charged at Yngvar with his sword raised. The young Nord deflected the blow with his shield, and drove his own blade through the man's unprotected chest, killing him instantly. Young and optimistic, he saw it as a heroic act, protecting innocents.

    Yngvar was transferred to the Windhelm Guards when he was 23, after five years of serving in the wider hold. He developed a strong reputation within the community. His job was largely dull for this period of his life Aged 30, after his father Throgrim passed peacefully in his sleep at the age of 66, Yngvar was granted his father's position as a Lieutenant among the Windhelm Guards. He built a very close personal friendship with Jarl Ulfric, often invited to palace feasts and even sharing regular drinks of an evening. Three years later, Ulfric's rebellion broke out, and as a guard in the High King's hold and one of his personal friends, Yngvar was naturally enlisted as one of his Stormcloak soldiers.

    Yngvar's service throughout the rebellion was exemplary. He was promoted to the rank of Officer after the first year, and placed in charge of his own squad. He spent years directing raids on Imperial territory, intercepting supply convoys and disrupting reinforcements. He claimed many a commendation, but with every year that passed and every comrade that fell, Yngvar grew less and less enthusiastic. By the final year of the war, he was fed up. He had seen so much bloodshed, he had seen innocents slaughtered and family homes burned to the ground in the name of both the Empire and the High King of Skyrim. Yngvar personally fought at the siege of Whiterun, leading his own team from which just over half survived. He also fought personally at the Siege of Solitude, and stood by in grim silence as Ulfric struck down General Tullius, effectively ending the rebellion. At the time, he was so relieved to see the war end. He could not have known it would only get worse.

    The things Yngvar saw played on his mind, haunting him in nightmares and raiding his mind with every minute he was awake. The only thing that dulled the pain was alcohol. Yngvar retired from the Guards immediately, settling down in Windhelm and maintaining friendly relations with Ulfric and his officers. He was glad he did so; when he heard of the atrocities committed across Skyrim at Ulfric's command he was disgusted. He had not ordered men to their deaths and bled himself on the battlefield to see the land he had fought for descend into chaos and death. Yet, he also knew to refuse Ulfric was suicide. So in Windhelm he remained, silently hating Ulfric's regime, drinking away the days. Until someone was bold enough to try and take the High King's life. Yngvar was summoned to the Blue Palace two days later.

    SKILLS AND CAPABILITIES

    Yngvar was once a ferocious and fearsome warrior, but cannot fight with the same fury and vigour these days as his younger self could muster. Instead, he must draw on his experience. What he now lacks in strength and endurance, he makes up for with his sharp military mind and wealth of combat experience, both in single combat and battlefield scenarios against multiple opponents. Still, prolonged engagements prove troublesome for the old veteran. Yngvar's combat style utilises a one-handed sword and shield, and is very defensive and conservative. Generally he will wait behind the protection of his shield, blocking and parrying blows from his opponents to create an opening in which he can lunge out and strike hard, looking to end his opponent with just one attack if possible. His shield also allows him to block arrows, but magic attacks create problems.

    Yngvar has several weaknesses. His first is his age; he lacks the youth and energy he once had which makes prolonged combat tricky. The second is his alcoholism; his dependency on alcohol to get through the day in unhealthy to say the least, leaving him drunk most of the time, hardly a model leader. His third key weakness is his mild PTSD, which can cause him to have violent outbursts, as well as frequent nightmares and panic attacks.

    EXPERT
    One-handed (Sword)
    ADEPT Block, Medium Armor
    APPRENTICE Heavy Armor, Provisioning, One-handed (Axe)
    NOVICE Speech, Archery, Two-handed (Sword)

    INVENTORY
    Yngvar is currently carrying a little over 300 septims, given to him by Ulfric to pay for supplies and provisions for his and his group's journey. He is also carrying a copy of the flyer sent out across Skyrim for assistance from the High King. He is not currently carrying any food but does have possession of a few bottles of mead.

    WEAPONS A one-handed steel sword, the same sword he has carried for almost twenty years throughout the later stages of his career as a guard and the rebellion.
    ARMOR A large wooden shield covered with a sheet of deer hide for extra protection. His armor itself is his guard armor, with the blue sash of the Stormcloaks replaced with simple brown cloth after it tore. He also wears a large fur cloak to protect his old bones from the bitter cold around Eastmarch.
     
    • Winner Winner x 1
  5. Drahkma

    Drahkma Dashing Imperial Officer.

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    Yeah, makes sense Yngvar and Kaleg would have crossed paths once or twice. If you're still up for it, let's have him seek out Kaleg.
     
  6. TommyTequila

    TommyTequila Member

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    Nice, definitely some dark themes and realism. Should be interesting. I have an idea of the character I am going to create. I plan on making an imperial character stuck in Skyrim for personal reasons trying to scratch out a living for his family in a province where imperials aren't very popular. Would it be easier for us to have a discord for discussion?
     
  7. Blitzz

    Blitzz A Friendly Brit

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    A discord server would make things easier but I'm going to hold off from making it until we've gathered a little more interest. If either of you know others who may be interested don't hesitate to make the reccomendation. In the meantime, if there is anything either of you want to discuss feel free to ask it here or PM me if you'd prefer.

    Drahkma - I'll have Yngvar seek out Kaleg. They're both in Windhelm and it makes sense for Yngvar to counter his own physical weaknesses with a beastly bruiser.

    Tommy - I like this idea a lot. It can definitely work, but you'll need a strong justification for why he would join a team trying to help the man who's been oppressing his people and making his life a general misery. As long as it's justified, its perfectly fine and should create an interesting dynamic in the group.
     
  8. The_Lost_Foxtrot

    The_Lost_Foxtrot Lord of Shadows

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    Heyao! saw this when I logged on after a loooonnnggg time off of this site and found it interesting.

    Name: Ravexious Mikealson.
    Race:Half Nord, half Imperial.
    Gender: Male.
    Age: 32.
    Height: 5'9.
    Weight: 171.
    Birthplace: the Reach, Markarth.
    Birthsign: Shadow
    Class (optional): Warrior, hunter.
    Religion (optional): The Nine to some extent.

    Appearance


    Ravexious has dark blonde, almost brown hair and emerald eyes. He has fair if not slightly pale skin, his body is trained and fit for speed and agility, as well as for streanth and power.

    Personality

    Ravexious is a calm and collected person, he is one that would look at a troll roaring him in the face with an indifferent look before slicing it's head off. But that doesn't mean he likes killing, he only does for his own survival. He is a wise and quiet person that usually only tells you his opinion when asked directly too, nad has a great sense of honor.

    Background

    Ravexious was born to an Imperial mother and Nord father, they lived peacfully in the Reach until his father left to join the Stormcloaks in the Civil War only to be killed off a few months later. He was then taken in by a group of the remnants of the Blades agents after his home was attacked by Forsworn, having killed his mother when she tried to protect him. They trained him and even gave him his own set of slightly modefied Blades armor and a sword when he was finished with his training and left the group to travel Skyrim.


    Skills and Capabilities

    Expert: One handed (sword).
    Adept: Archery, Block.
    Apprentice: Sneak, Alchemy, Hand Combat.
    Novice: Smithing, Enchanting, Heavy Armor.

    Inventory


    He usually wears a dark gray, more on the black side version of the Blades armor, with a red sash around his waist and a metal plated face mask, and a dark tattered cloak. His Blades sword, a steel dagger and an Imperial bow with steel arrows for hunting and long ranger combat. He also carries a back pack with smaller things like a bit gold, lockpicks and some herbs and potion/ingridients.
     
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  9. The Phantom

    The Phantom Consulting Criminal

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    I may be interested in filling a healer/illusionist role. If this is still going to go ahead?
     

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