OOC The Illusion Of Knowledge

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    Farthlion

    I swear to drunk, I'm not Talos.
    I stole this blank CC from rex, but it's okay he said I could.


    Hallis


    INFO

    » NAME - Hallis

    » ALIAS - None

    » AGE - 20

    » RACE - Human

    » BIRTH DATE - 12th of Spring

    » BIRTH PLACE - Kilbride

    » CLASS - Sailor,

    » GENDER - Female

    » HEIGHT - 5'4

    » WEIGHT - 140

    » LATERALITY - Right-handed

    » SEXUALITY - Heterosexual

    » MARITAL STATUS - Single

    » PROPERTIES - Nothing to her name.

    » AFFILIATION - Port towns, Eastern Gate (Kilbride)

    » AFFLICTIONS - None

    » RELIGION - Pantheon, God of the Waves

    » HABITS - Humming, telling inappropriate jokes, doodling

    » HOBBIES - Drinking, riddles, listening to stories, telling stories, making friends, fishing, cooking


    PERSONALITY

    » POSITIVE TRAITS - Friendly, outgoing, positive, motherly, confident

    » NEGATIVE TRAITS - Inappropriate, not often serious, can be an asshole

    » LIKES - A challenge, people with a good sense of humor, stories

    » DISLIKES - Non-Kilbrideans, violence, the concept of the desert.

    » FEARS - abandonment

    » ASPIRATIONS - To go where the waves take her.


    APPEARANCE

    » HAIR LENGTH - Anywhere from resting on the nape of her neck, to her shoulder blades. Often held into a messy pony-tail, which gets lazily chopped off once it reaches an uncomfortable length.

    » HAIR COLOR - Dirty blonde.

    » EYE COLOR - Brown

    » SKIN COLOR - Tanned from the sun

    » SCARS - A few welts from where she earned lashes, but nothing else.

    » ATTIRE [CASUAL] - Blouse, pants, boots, I can't describe plops and am just doing this so I can RP




    SKILLS

    MASTER

    » Navigation

    » Charisma

    Hallis doesn't have many skills, but she's naturally charismatic due to her friendly nature.

    HISTORY

    » Born as the illegitimate daughter of a travelling mercenary and a high-born woman, Hallis was orphaned at a young age. The mercenary had taken her in after her mother's family did not support the union, placing her in the care of an elderly woman while he left for war. As war goes, the mercenary was presumably killed during the war and payments to her caretaker soon ceased. Hallis was subsequently abandoned near the docks in Kilbride. She wasn't very bright as a child, but she was terribly lucky, finding a home amongst a small group of sailors who had, in various circumstances, lost family or children in the recent wars.

    She filled a strange niche, taking the place of a daughter for some of the men. Despite the dangers of drunks and cruel men, Hallis was always well-cared for. She had found a place under the watchful eye of a retired Navy commander, and others knew that if she were meddled with, there would be hell to pay. When she became more capable she took on chores such as cleaning and helping repair small cracks in her current ship's infrastructure. By age 7, she had become a regular sight on the trading routes. It was almost unheard of to have a female child aboard voyages, but she was nearly invisible and normally did not cause any issues. When she did get in trouble, it was punished swiftly and severely with a number of lashes, depending on the severity. For example, once at age 10 she, out of spite for the ship's captain, loosened the fastenings on several crates of cargo. During a storm in the nights the crates ended up moving about the ship, causing the goods to be damaged and the captain to be furious. Hallis was given the option of a good deal of lashes or to leave the ship once they hit land and receive only half the lashes. She opted to be given 13 lashes with the very ropes she had tampered with.

    Continuing her streak of good luck, Hallis was given an apprenticeship to a navigator for 3 years. From 13 to 16 she gained a solid understanding of astrology and how to confidently navigate using both the stars and charts. She was quick to pick up the trade, having an acute sense for detail. She was much like a dog with a good, natural sense of direction. At the end of the apprenticeship she was old enough to go into the trade herself, having developed an excellent network of connections and understanding of the politics for each port.

    Personality-wise, she wasn't much of what you would expect from a woman raised by men. She was good natured, loyal, and easily trusting. She could hold her own in any argument, making up where her combat and physical skills lacked. She was a cheerful and confident drunk, often finding herself making new friends that she barely remembered in the morning. Hallis' greatest trait was perhaps her motherly and caring side. She had a soft spot for troubled souls, and often found herself more interested in the lives of others' rather than her own. She was very much content to be a listener.

    By her 20th birthday she had 4 years of private, solo navigational practice. While she was anything but a master, she was a quick learner and enjoyed her work. The sea was her home, but Hallis yearned for more, deciding to head for Dornach in order to find work that her further inland.
     

    The OP3RaT0R

    Call me Op. Or Smooth.
    Avari Ahrusk Khimer
    Exiled Noble, Wandering Warrior

    INFO
    » NAME - Avari Ahrusk Khimer
    » ALIAS - Most people just call her Avari or Vari, depending how familiar they are with her.
    » AGE - 26
    » Species - Human
    » BIRTH DATE - Oshen 29th (29th of Autumn in Argylle)
    » BIRTH PLACE - Kamenik, Severnaya
    » RESIDENCE - None permanent
    » GENDER - Female
    » SEXUALITY - Bisexual
    » MARITAL STATUS - Unmarried
    » PROPERTIES - None
    » AFFILIATION - The Khimer clan
    » ALIGNMENT - Chaotic Good
    » AFFLICTIONS - Color deficiency
    » RELIGION - Hrish Convent Reformed Savanism
    » HABITS - Doesn't speak with contractions
    » HOBBIES - Swordplay, board games, debate, smoking Severnayan tsvetinye and other herbs, reading


    PERSONALITY
    » POSITIVE TRAITS - Confident, assertive, helpful, earnest
    » NEGATIVE TRAITS - Bad at relating to others, emotionally detatched/repressed, assumes authority, struggles to be a team player
    » LIKES - Quests, honor, acceptance in a group, skilled people, learning
    » DISLIKES - Being told what to do, being reminded of home, cheap stuff
    » FEARS - Failing to realize her dreams, failing other people
    » ASPIRATIONS - To become a renowned hero so that she can either return home in spite of her exile or find a new home
    » OVERVIEW - Coming from Severnaya's very structured, practical culture has shaped her both through direct influence and her reaction to it. She believes that it is important to always have a goal in mind and to act with purpose, and that one's work or passion should be important to oneself, but her resistance to her culture's dictation of her purpose has made her a proponent of being true to oneself regardless of what tradition or authority says. She wants to help people, but coming from such a foreign culture and in general being an introverted person means that she can come off as insensitive or unconcerned with others.


    APPEARANCE
    » HEIGHT - 5'9"
    » WEIGHT - 140 lbs
    » BUILD - Lean but strong

    » LATERALITY - Ambidextrous, prefers right
    » HAIR LENGTH - Shaved head
    » HAIR COLOR - Blonde
    » EYE COLOR - Hazel
    » SKIN COLOR - Pale
    » SCARS - None
    » FACE - Sharp jaw and cheekbones
    » ATTIRE [CASUAL] - Traveller's robes, or otherwise a shirt and pants
    » GEAR - Light leather and mail armor, a sword, a rucksack


    SKILLS
    » Writing - she scorns her past instruction as a scribe, but it's still useful whenever she has to write anything down.
    » Diplomacy - coming from an established clan in Severnaya, she's used to dealing with authority.
    » Travel - she's a long way from Severnaya, and to get that far she had to learn how to cover ground and use her wits in foreign lands.
    » Sword combat - the various Chantries and Convents she visited taught her well, and experience while on the road has helped to hone her skills.
    » Knowledge - a noble's education has taught her about history and culture even beyond Severnaya, and she continues to show interest in the world around her.


    HISTORY
    » Avari was born in the ancient mountain city of Kamenik, in the snowy highlands of Severnaya far to the north of Argylle. As a Severnayan, she was a part of the complex social order from the day she was born, and so her future was defined within the confines of her family's standing in Kamenik. The Khimer were middling nobles in Kamenik, their station set by their history of producing administrators who either helped to run things within the city or to facilitate relations with the rest of Severnaya; as such, while Avari was afforded a great deal of freedom and privilege in her upbringing, it was ultimately to the end of grooming her to be an administrator. She enjoyed travelling the region with other clan members, exploring the mountains and highlands and seeing more of the world, but she had little opportunity to direct her own life when her teen years came around and she was set to be trained as a scribe, which would be her stepping stone into government.

    She had no choice but to proceed with her education and training, but she was unhappy. The long tradition of Severnayan social organization that she had learned of and marveled at in her past schooling turned sour for her as it came to trump her own desires to explore and learn, and later as she watched the other facets of Severnayan society, administration looked to her as a path of dull ineffectuality. She longed for some escape. In the past, she had enjoyed stories of adventure, and watching Kamenik's guard strut in their armor and regalia with shining weapons excited her, so in her desperation for change she began to nurse a fantasy of becoming a warrior. It seemed to her that it would fulfill the Severnayan virtue of service without driving her insane, and so as her training progressed toward apprenticeship she began to search for alternate options. She started a correspondence with the Hrish Convent on the southern border of Severnaya, and they were willing to board and train her for a year, so he began preparations for a journey south. When her parents learned of this and informed the rest of the clan, they were disappointed, but as was the way with Severnayan culture, there was little more than social pressure and tradition to actually restrict Avari from leaving; she would have to be exiled, and she accepted this, so at 18 she began her journey and reached the Convent.

    She studied for a year, converting from the establishment interpretation of Savanism to Reformed Savanism, which de-emphasized the supremacy of Savan without discarding it - it focused more on a body of texts called the Principles and Wills, which dealt mostly with morality, ignoring the foundational Edicts and their questionable historicity. The Convent guard trained her in basic combat and survival, and in addition to this she helped to get work done to keep up the Convent. When the year was over, she moved on, leaving with a traveller who could offer her an inroad with any one of a number of adventurers' groups. From here, she spent her life moving from place to place, seeking adventure and opportunities to help people and make a name for herself. She became accustomed to having a very limited level of routine and regularity in her life, and she came to enjoy transience. When she came to Argylle seven years after leaving the Convent, she was still looking for whatever adventures presented themselves.
     

    The Honorable Gidian Diva of Sass

    Sahrot Vahlok Spaan. Bahnahgaar. Minion #88!
    Staff member
    Rex, is it okay if I copy the format of the CC you posted?
     

    The Honorable Gidian Diva of Sass

    Sahrot Vahlok Spaan. Bahnahgaar. Minion #88!
    Staff member
    Basic Information


    Name: Ekkert Vernidari

    Age: 19

    Birth Date:27th of Winter

    Birth Place: Stornaway

    Hometown: Stornaway

    Residence: None (left the home of his parents and is now homeless)

    Species: Human

    Gender: Male

    Laterality: Right-handed

    Sexuality: Heterosexual

    Marital Status: Single

    Alignment: Neutral (Not sure how to classify him atm)

    Afflictions: None

    Religion: Verk (god of the Mountain,god of trials and hardships, as well as great pain and suffering in the form of self sacrifice and endurance) (Family religion)

    Philosophy: None

    Habits:

    Hobbies:

    Family: Comes from an average family that was well off, but not so well off as to be considered rich (for the area, at least). Mother, father, and sister. Aunts and Uncles, Grandpas and Grandmas.


    Personality


    Positive Traits: Easy-going, forgiving, dependable, tenacious,

    Negative Traits: Stubborn, Proud, Bad-tempered, Absent-minded,

    Likes: His close family, stories, jokes, mountains, conflict, adrenaline rushes

    Dislikes: His extended family, insects/arachnids, infants, people he deems “too nice”,

    Fears: Helplessness, in any of the various forms that could take

    Aspirations: simply to accomplish something great in his lifetime that will be remembered

    Appearance


    Height: 6’2”

    Weight: 177 Ibs.

    Build: tall, athletic

    Hair Length: medium

    Hair Color: Dark brown

    Facial Hair: None

    Eye Color: Dark Brown

    Skin Color: Caucasian

    Scars: Nothing noteworthy, just a few one would expect of a boy raised in the chill north in a thieving city

    Face: Somewhat high cheekbones and generally more narrow features

    Tattoos: One of a Celtic Knot type design on his chest over his heart, and one of a simple dragon on the center of his back


    Gear


    Armor: sturdy furs and leathers

    Weapons: a hunting bow (not powerful enough to penetrate most forms of armor), a hunting knife, a hatchet (more for utility than combat), and a rather standard sword

    Misc: Wears simple clothes, typically earthy browns and greens in color


    Biography

    There is not much worthy of note in his life as of yet. He was born in a rather simple family setting and grew up with keen interests in hunting and other martial skills. These typically dominated most of his free time, and would eventually lead him to simply leave his family for independence from a family he never quite felt a part of and a job which would help him go further with one of the few activities he really enjoyed. Unfortunately, his position as a guard wasn't quite what he expected, and he often found himself bored in positions which nothing ever happened in (he was carefully positioned so that he didn't interfere with the underworld of the town). Until, of course, it was decided upon that a young and green guard would be serviceable for a position which was intended as a target for said criminal underworld, and corrupt superiors needed someone to take the fall. This, of course, resulted in disaster for Ekkert. Not only did he end up getting lumped in with criminals and blames for the failure of the guard, but on top of that he would have to face this prospect without a proper home or family to go back to (he of course didn't want to crawl back tail between his legs, and a criminal history to boot). So from there, working whatever odd jobs would take him (of which there were few), he eventually had an encounter with his sister. Still just a little girl, she came to him and begged him for help, and he couldn't find it in himself to refuse. She said she had nowhere to go, and despite his better judgement, he agreed to take her in, despite all of his warnings that he was poor and homeless and jobless and not at all fit to take care of a child. It was a spur of the moment decision, but after making it he decided he'd take her back to their family.


    Of course, it didn't pan out that way. The girl had an acute talent for skills one would normally attribute to those individuals with a criminal background (stealing food and money and the like, and absolutely taking advantage of the unwary with her young age). This set off alarm bells all throughout his mind, and he didn't think taking her back would turn out so great after all, and besides, by this point he had become sympathetic to her plight, and figured she’d eventually go back on her own anyways, or their parents would come looking for her, or something. But, after awhile, she didn’t go back and no one came looking. He finally realized that there was something a bit more to this than he thought, and needing to take care of two now, he didn't have time to wait for honest odd jobs which rarely didn't hire him or drastically underpaid him due to his failure as a guard. And so he embraced the label that was attached to him, and descended into the criminal underground. Ironically, this was possibly one of the luckiest periods of his entire life to that point, and he ended up being accepted with relatively open arms. He didn't get robbed for everything he had (including the clothes on his back), nor did he get stabbed in the back (literally) and left to die. And so, together with the little girl, they began to to turn their awful circumstances around.
     
    Last edited:

    Delusional

    Connoisseur of Hallucinations
    Heh


    Sent from my iPhone using Tapatalk
     

    Rextoret

    top kek
    Ok so, I'm split between two titles - Am Manadh de Eòlas (AME or AMDE, that's the closest scots gaelic translation I could get of "the illusion of knowledge". It's not perfect at all, but it'll do. It's closer to the apparition of knowledge or the ghost of knowledge.) or just The Illusion of Knowledge. I'm resistant to do the latter for a few reasons. It seems like that'd be the penultimate RP we'd do, and I'm not sure I'm ready to say this is that. Also, I feel like we might get a bunch of kids trying to hop into the thread. Probably not, but hey that's just something that passed through my mind.

    In terms of getting the RP going, Farth and I have characters who could start in Kilbride over Dornach. What I was thinking of for the start was something more intuitive than - "we all happen to meet in one place". More as in two or three starting groups - Farth and I in the east (Kilbride), Gidian and Ponder in the west (Arran), and Skies, Op, and Del already in Dornach. Caden and Hallis meet on a ship from Kilbride headed for Dornach, Ekkert and Ponder's character meet on a ship from Arran headed to Dornach, and Lillac, Avari, and Delu's character would meet in Dornach (A tavern, or whatever you guys decide on.) Lillac would start on Tha Tùr Eilean (that's the name I decided on for where the magic academy is) but no one else is starting there so let's just say he already took a ship to Dornach. I don't know where your character starts, Op, but I said Dornach to make it more even in terms of grouping.

    There was a bit of talk about the scale of the fief on steam. I want to keep it small, but also unspecified. Large enough that it takes a bit of time to get around, but small enough to keep it interesting. Having it be too small isn't an issue, as I can always just map out another fief or island archipelago or something if Argylle gets stale. I did try to add a few interesting locations throughout Argylle, such as the immense system of tunnels under Chaille Morachd like a sprawling RPG dungeon (Think of how in Diablo, a small church in a small town lies over a massive system of tunnels until it reaches the lord of darkness himself.), or the presence of abandoned ruins like Srah, or the giant dragon icon on the map.

    26707230643_805bcc6681_b.jpg


    So there's version 3 of the map, added Gairlock which is a small village dedicated to running a ferry between the mainland and Chaill. Also added a few small islands Just Cause.

    Gidian, I wanted to point something out about your character. Like you said, rather stereotypical which is fine I suppose. My only main concern is the presence of the girl as the main driving force of the RP's plot. For your character sure, he's bonded with her and losing her could cause him to want to pursue. But the rest of our characters wouldn't realistically feel any need to follow some dude whos pseudo-adopted "daughter" or ward got killed. Originally, I was thinking the most likely target would be Skies's character Lillac as he's (kind of) a noble and as such his murder would be justifiable as a political action. I'm split between whether having a character or NPC be the target. If a character is the target, he will continue to follow us and while it wouldn't be as realistic - it would be more engaging. Having an NPC be the target doesn't make as much sense in my mind, because the assassin would kill her and be on their way. Hop on a boat and leave the fief, or just hide somewhere we wouldn't find them. Plus, having your character pursue them relentlessly doesn't make much sense. The girl isn't his actual daughter. The guy is 19, not exactly super mature. He's known the girl for, maybe a year? The likelihood of a deep connection is possible, albeit slim. I'm not bashing you though, and I think we should go with it. Just keep in mind that everyone's character is just as important to the story, and it's possible that some of them might eventually get pissed and fed up with going through with this crusade over a little girl's murder. That said though, there's nothing wrong with some in-group conflict in an RP.

    So here's the plan: I'll create the thread and an opening post, which will describe the locations of the start for each group. (Arran, Dornach, and Kilbride.) Farth and I will have our characters ride a ship to Dornach from Kilbride, Ponder and Gidian will do the same from Arran, and Del, Op, and Skies will have their characters meet up in Dornach somehow. Try to keep the journeys short. My main post, then maybe 1-3 posts for each person detailing the trip and them meeting up with the other characters, and after that we should all be in Dornach. From there, the girl will be killed, and we'll start the RP in earnest.
     

    Delusional

    Connoisseur of Hallucinations
    So I'm currently at a music festival this weekend, so I'll post my CC and then make a real post as soon as I'm able


    Sent from my iPhone using Tapatalk
     

    Delusional

    Connoisseur of Hallucinations
    Soundset, in Minneapolis.


    Sent from my iPhone using Tapatalk
     

    The Honorable Gidian Diva of Sass

    Sahrot Vahlok Spaan. Bahnahgaar. Minion #88!
    Staff member
    The assassin killing the girl is meant specifically for my character. Your characters won't be following mine, or at least if that was the plan I wasn't informed. I was assuming you would each have your own motivations for chasing the assassin, unless I missed a day where you guys changed that idea.

    If I need to come up with something else it's no big deal, I have several alternate ideas, I just figured this one would ground my character the most and bind them to hunting the assassin.
     

    The Honorable Gidian Diva of Sass

    Sahrot Vahlok Spaan. Bahnahgaar. Minion #88!
    Staff member
    Sorry if my post seems ill mannered, I'm kind of distracted atm and just skimming
     

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