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    Katastrophe

    King of Tales
    Z1wP1L6.png


    In the last century of the First Era, the Akaviri began work on the construction of Alduin's Wall. This wall held the prophecy for the conditions that would lead to Alduin's return. During it's construction, a member of the Morag Tong beheld this wall and endeavored to ensure it would never come to fruition. During the split of the Dark Brotherhood from the Morag Tong, this man swore them both off, citing the Brotherhood as a religious cult and the Morag Tong as mere political hitmen. So, the Order was founded. The Order has since existed as a loose group of assassins sworn to ensuring Tamriel's safety, their goals achieved through honeyed words, misplaced goods and (at times) with steel. It is only recently, since the Oblivion crisis, that new light has been shed upon their purpose. The Order believes that there is someone, or something, behind the unravelling of the prophecy... That someone convinced Mankar Camoran to kill Uriel Septim VII. They then placed Titus Mede I in power so that he and his family (and, in turn, the Empire) could be manipulated into collapsing the White Tower and instigating the civil war in Skyrim, heralding in the return of Alduin. It is for this reason that the Order has dispatched assassins to Skyrim - to root out this threat and do all that they can do ensure the survival of Tamriel.

    ~ * ~ * ~ * ~
    The Official OOC Thread
    Status: Accepting!
    If you'd like to join, simply click the below link - Character Card Template - and create a character card for yourself using the required information. Feel free to add any information you'd like to add. Once complete, please just post it here and await approval. Once you've been accepted, I will provide you with an opening post to the roleplay so that you can seamlessly join into the adventure. After that, you may begin posting. Thank you!​

    Cast
    Sorex Liore, the Illusion Thief. Played by Rextoret
    Therin Vulpes, the Witchunter. Played by Therin
    Gunnbjorn Skull-Splitter, the Viking. Played by Gunnbjorn
    Ardin Wolfs-Bane, the Warrior. Played by Wolfbane
    Anyanka, the Thief. Played by heliumradio
    Asturia Sarkath, the Assassin. Played by Netherworld

    Quick References
    FAQs - The Order - Character Card Template - List of Original NPCs (N/A)​
    Signature Banners:
    bXKGvgL.png

    Code:
    [url=http://skyrimforum.com/threads/the-order.20028//][img]http://i.imgur.com/bXKGvgL.png[/img][/url]
     

    Katastrophe

    King of Tales
    If the following people who were accepted could repost their character cards here with all the required information (found here), that'd be much appreciated. I want to give everyone the chance to provide a desired starting location before I make the IC thread. Sorry for the delays, guys. Really. "/

    Those people being...
    Rextoret, Therin, fellowknight, Gunnbjorn and Wolfbane.
    And I apologize if the you've already posted a completely updated profile. I just want everything in this thread. Thanks. :)
     

    Gunnbjorn

    Formerly known as Arillious
    Character Name: Gunnbjorn Skull-Splitter

    Race: Nord

    Class: Viking styled Warrior

    Looks:
    Height: 6'9" (A Giant among Nords)
    Weight: 260 lbs.
    Age: Unknown
    Hair: buzz-cut, no facial hair.
    Hair Color: Dark brown.

    Personality:
    Gunnbjorn rarely shows any emotion, he speaks in a low tone, and is so calm and quiet it's almost as if he's mumbling. The only thing he ever seems to enjoy doing is fighting and killing. Although this makes him seem like a stupid brute, he actually has a good way with words, he doesn't speak his mind, everything he says is thought out well before he says it. He could care less about anybody he doesn't know, but he is a great companion to have once you get to know him. He is a completely different person around his Brothers in the Sanctuary and close-friends he trusts.

    Combat Preferences:
    Gunnbjorn wears a mixture of Nordic-styled armor coated in fur (think scaled horned armor) and he wields a steel battleaxe. His quiet demeanor off of the battlefield balances out his personality on it. He is constantly screaming to induce terror into his enemies, his eyes look almost inhuman as he slays person after person. He shows no mercy to anything or anyone who is fighting against him.

    Background:
    Read about Gunnbjorn here.

    Factions:
    The Order: Unknown to Gunnbjorn
    Thalmor: No relation. (dislikes)
    Imperial Legion: No relation. (dislikes)
    Stormcloaks: No relation. (doesn't mind)
    Falmer: No relation. (dislikes)
    Reachmen: No relation. (dislikes)

    The Guilds:
    Thieves Guild: No relation.
    Companions: Former member, bad relation. (dislikes)
    Mages College: No relation. (dislikes)
    Dark Brotherhood: Loyal member.

    Starting Location: Whiterun
    Skills: Skyrim Perk Calculator - Plan the perks for your Skyrim character before spending them!


    Examples of my writing can be found in the previous Role-plays I have been involved in which can be easily found thru the links in my signature.
     

    Rextoret

    top kek
    INFORMATION
    » NAME Sorex Liore
    » ALIAS Rex
    » AGE 28
    » BIRTH DATE 26th of Evening Star
    » BIRTH PLACE Anvil, Cryodiil
    » BIRTH SIGN The Thief
    » RACE Imperial
    » CLASS Illusion Thief
    An Illusion Thief is a person who specializes in both the Illusion school of magic and the skills typically represented in a thief or assassin. Sorex uses important Illusion spells like muffle and invisibility to aid his sneaking skills. The more common Illusion spells like calm, fear, fury and courage to aid him in battle. The less used Illusion spells such as clairvoyance are useful in their own respects.
    » GENDER Male
    » HEIGHT 6’1”
    » WEIGHT 144.5 lbs
    » LATERALITY Right-Handed
    » SEXUALITY Heterosexual
    » MARTIAL STATUS Single
    » PROPERTIES Small house in The Rift
    » HEALTH Sleep Deprived
    » AFFLICTIONS Insomnia
    » RELIGION None
    » PATRON DEITIES N/A

    AFFILIATIONS
    » THE ORDER Unknown to Sorex
    » THALMOR On bad terms
    » IMPERIAL LEGION No relation
    » STORMCLOAKS No relation
    » FALMER On bad terms
    » REACHMEN No relation
    » THIEVES GUILD Close friend; Often called upon for jobs, but not an official member
    » COMPANIONS No relation
    » MAGES COLLEGE No relation
    » DARK BROTHERHOOD On good terms

    PERSONALITY
    » POSITIVE TRAITS
    Cautious, polite and trustworthy
    » NEGATIVE TRAITS Serious and rebellious
    » LIKES Exploration and power
    » DISLIKES Opression and Mer
    » FEARS Death
    » MORALITY Sorex is a firm believer that morality is something decided by the beholder and tries to be as neutral as possible when it comes to morality. Many would label him evil, but he is truly just an opportunist. If something directly benefits him, he will likely do that certain thing. If it does not lend itself to him, he will ignore it. Certain circumstances may change this.

    APPEARANCE
    » HAIR Dark Blond
    » FACIAL HAIR Light Stubble
    » EYE COLOR Blue
    » SKIN COLOR Pale Tan
    » BUILD Lean
    » SCARS Large diagonal scar on his chest
    th

    COMBAT
    » SKILLS

    Master
    » Illusion

    Expert
    » Archery
    » Sneak
    » One-Handed

    Adept
    » Lockpicking
    » Light Armor

    Apprentice
    » Pickpocketing
    » Speech

    Novice
    » Alteration
    » Conjuration
    » Destruction
    » Restoration
    » Enchanting
    » Block
    » Heavy Armor
    » Two-Handed
    » Smithing
    » Alchemy

    Perks- Skyrim Perk Calculator - Plan the perks for your Skyrim character before spending them!
    GEAR
    » Morrowind Thieves Guild Armor
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    » Orcish Bow
    » Steel Sword

    HISTORY

    » CHILDHOOD Sorex was born in Anvil, Cryodiil to parents who were guards. They spent most of their time away from taking care of crimes. Sorex came to resent them because they were never home, and decided to rebel against them. He would steal things and cause mayhem in the city. He would picklocks to break into stores and then throw the items he still into the bay of Anvil. He was progessively getting better at being a thief. He caused his parents so much grief that they were forced to quit the watch because crimes were mysteriously accredited to them. As he grew older he realized that he wanted to travel, to see the world. And he knew that living his whole life in a city with his hated parents was not what he wanted.

    » TEENAGE YEARS So he ran away at 14 to travel Tamriel and learn as much as he could. Sorex traveled east through Cyrodiil going through the Imperial City. He stole items in the city and traded them to the Thieves Guild there. He soon after left the city after acquiring some gold. He ended up in Cheydinhall and was caught thieving by a rather old Illusion mage when he was 16. The item that Sorex was in the process of lifting was a very valuable statue that he could be killed for attempting to steal. The old mage told Sorex that he would not rat him out if he studied under him and learned Illusion magic. Sorex decided that this was for the best and said yes to the old man. He wanted to keep moving, but he knew that knowing some magic would help him. For years Sorex studied learning Illusion magics as well as more general education like history and government. The old mage did not believe in the gods and, neither did Sorex in time. During his free time he practiced archery outside the mages house. He would talk to people in the tavern and learn the ways of speech from a few drunks there. From this, came Sorex’s love for taverns and mead. The old mage taught him how to calm an enemy and induce fear in him. How to force an enemy to flee as well as other things. Each year that Sorex grew stronger and smarter, the mage grew older and weaker. After it seemed that the old mage had taught Sorex everything he could, he revealed to Sorex one last spell. The old mage had told himself not to teach this spell to Sorex because it would aid him in his old thieving ways. But the old mage knew there was nothing he could do to pull away Sorex from the path he tread on. The very least he could he could do for the boy he had come to love as a son was teach him one last spell. Invisibility. Sorex was amazed and spent weeks after weeks training this spell. Soon after, it was evident to both the mage and Sorex that the old man was dying. Late one evening, the old mage passed away in his favorite chair. After a small funeral attended by one boy and no gods, Sorex buried the old mage in the backyard of the house.

    » ADULTHOOD Sorex was now 20 and he decided to move along. He did not want to be held down in one place for too long. So he continued east into Morrowind. The odd culture there amazed him. He was taken aback at the Dark Elves’ racism even though they were not in a position of power. From this came his hate of Mer. He adventured around Morrowind thieving and building his fortune. He trained with swords and light armor during this time. He robbed many homes and traded with fences in the Thieves Guild there. They offered to recruit him, but he refused. He told them that he was not ready to settle down. By the the time he left Morrowind for Skyrim, he had amassed a small fortune. When he arrived in Skyrim he was 24. He knew he was getting older so he purchased a small home in the Rift, outside of Riften. He stored all the mementos of his life in that small home. He still hadn't had enough adventure though, so he kept adventuring in Skyrim.

    RP SAMPLE
    Rellicus looked out from the shadows of a nearby house. The sun was setting over the vast land of Tamriel. "Marcus Black, eh?" Rellicus whispered to himself. His eyes drifted over the sinister stone fence that surrounded the massive two-story house. "Hmm. Pretty good pay for a guard captain." He told himself snickering. Most of the man's money was gained unlawfully, no doubt. Rellicus' eyes drifted to the heavy pad lock on the front of the gate. "Not getting in that way." He said. Sewers were not his forte either. He looked at the tall tree outside the gate. There was a branch that, with some luck, would let him jump over the fence and onto the window. "Good enough." He said to himself. He quickly dashed over to the tree and ran up it. He jumped off the side of the tree aiming up for the branches. He connected with the branches and grabbed tightly onto them. He lifted himself carefully onto the branch trying not to break it. He positioned himself to jump over the fence and onto the window. The branches flexed under him and he knew they would last long. He was glad he was quite lean. He could hear the branches starting to crack under him. "Crap!" He looked across to the window, then down. It was a long fall to the ground, plus there was movement behind the window. It was a long jump, but he had no choice as the branches were falling out from under him. He leaped as the branches broke. He was too late though, and the branches did not prove strong enough to launch him to the window. His fingers scraped the ledge of the window. He had missed. He plummeted and hit the ground with a thud. "Argh!" He stifled back. He hoped no one had heard him. At least he was in the yard now. He staggered up with a groan. Rellicus knew he had only one way to go. Up. So he climbed a wood ladder that was propped up against the side of the house. From the top bar of the ladder, he could climb onto a small window balcony. He pulled himself up onto the balcony and started climbing up using the loose cobblestones. His whole body ached from the fall, but he knew that he had to get that necklace. So he pushed on and kept going until he reached the second story window and opened it. Inside was a man who had recently gone to sleep. Rellicus sneaked in and found a small lockbox. He picked the lock on the front with a lockpick and opened it. Inside was a fancy necklace that fit the description. He grabbed the necklace quickly and sneaked own the stairs. He found Marcus Black sleeping on a couch. He approached the sleeping man to pickpocket him. He knew he had the keys out of here. He reached his hand into the man’s pocket and felt the keys. Marcus shifted in his sleep, and Rellicus stifled his breath. He grabbed the keys and slowly left the house. He locked the door behind him and then the gate as well. He walked down to the tavern for a drink. One more successful hit, he thought.



    FORMAT BY ACRYLIC
    CHARACTER BY REXTORET
     

    Gunnbjorn

    Formerly known as Arillious
    Thanks you two. :)

    Gunnbjorn - Did you forget to link the perks, or am I not seeing it?
    Rextoret - You're still okay with starting in Riften, correct?

    I hadn't gotten around to changing it since my previous "lockpick" request was denied, and as of right now the Perk Calculator Server Application is unavailable, so I will have to make it later. I will be sure to edit and notify you when I have done so.
     

    Therin

    Active Member
    Name: Therin Vulpes
    Alias: The Fox, Fox, and others as needed
    Gender: Male
    Race: Breton
    Age: 50*
    *While the life-expectancy of the races is never officially divulged, certain assumptions can be made from Tamrielic lore. My personal assumptions are that the Man races (Redguard, Imperial, Nords) live to comparable ages to humans on Earth, ~70 years old (although, realistically we don’t share the same standard of living, so in truth, they would really live until ~40-50, but for the sake of argument, let’s say ~70). The Mer races live longer lives with Altmer (being the most pureblooded) living 500+ years, and in some confirmed cases almost to 1,000 years. Since Bretons are a mixture of Nedic and Mer bloodlines, I assume that they’ll have slightly longer lifespans than other Man races, ~150 years. So, while Therin has lived for 50 years, it’s truly only been 1/3 of his life, so he’ll have the physical characteristics and endurance of someone in their late 20s.
    Height: 6’0”
    Weight: 170lbs
    Birth Date: 1st of Evening Star
    Birth Location: His family’s estate, located East of Evermor, in the foothills of the Druadach Mountains.
    Birth Sign: The Atronach
    Class: Witchhunter
    Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers. Swift on foot, and clever with spells, they use distance as their ally. Slower adversaries are fodder for their arrows.
    Religion: Eight Divines
    Patron Deities: Arkay – God of the Cycle of Life and Death; opposes Necromancy
    Julianos – God of Wisdom and Logic; associated with Law and History
    Stendarr – God of Mercy; opposes Daedra, Vampires, Werewolves, and Witches

    Family History
    Therin’s heritage can be traced back to the Merethic Era, when the Nedic people were still enslaved to the Aldmeri. Despite sharing blood with the Aldmeri, the newly created Bretons were looked down upon by both their Elven masters and fellow pureblood Nedic slaves. Therin’s grandsire was owned by a particularly vicious Ayleid wizard, known as Fire King Hadhuul, who consulted with Daedra and practiced profane magic. His grandsire lost two sons – one in the gut-gardens of Sercen and the other, who was set aflame for nighttime tiger sport. When Alessia, the Slave Queen, rebelled in 1E 242, Therin’s grandsire was primed to join the rebellion. However, Fire King Hadhuul was a powerful wizard and Alessia’s army could not get close to his estates. Direct combat was ineffective and no one in his household could match, let alone exceed, Hadhuul’s arcane brilliance. Hadhuul ruled his estate with an iron fist and Therin’s grandsire knew that he could not organize the slaves into a revolt. There were spies set among the slaves, eager to rat out the conspirators in hopes of currying favor. So Therin’s grandsire began a lengthy campaign to take down the evil Elf by himself. He secretly taught himself the art of Illusion magic and began employing its use on Hadhuul’s closest advisors. One by one, he would manipulate their fears or embolden their courage. Hadhuul noticed the change in his court. Some of his advisors grew afraid of Alessia’s army and encouraged the King to surrender. These elves were immediately put to death to discourage insurrection. Others began acting out, pressuring Hadhuul to meet Alessia’s army on the field of battle and destroy her. These advisors, too, were quickly dealt with and silenced. After a while, Hadhuul could not trust anyone close to him, and so he spent increasing times alone.

    One night, Therin’s grandsire decided to capitalize on the situation. Hadhuul had gone to bed, with only two guards set by his door. He had grown mistrustful of late and dismissed most of his guards for fear they were plotting against him. The hallway was long and lit by torches in the middle. The guards would be able to see anyone approach and call out for help. But Therin’s grandsire stayed in the shadows on the far side of the hall. He knew that the guards could not see much beyond the light of the torches and kept as quiet as possible. He notched an arrow to the bow he stole and aimed carefully for the guard’s throat. As soon as the arrow was launched forward, he grabbed the second arrow and pulled back. By this time the first arrow had founds its target and the guard was drowning in his own blood. The other guard was stunned for a moment, trying to comprehend what was happening. It was all the time Therin’s grandsire needed to aim and let loose the second arrow. It, too, found its mark and silenced its victim before granting them death.

    The clattering of the guards’ armor banged in his ears like thunder as they slumped to the floor. Surely it would wake the entire castle and Hadhuul would come storming out of his bedchamber ready to strike down any adversary with fire, ice, or lightning. Therin’s grandsire began taking deep breaths and slowly counted to a hundred. But nothing happened. The noise mustn’t have been as bad as he feared. Dropping the bow, he inched forward closing on the door. He opened the door and peeked inside. Hadhuul was there, sleeping on his bed, his chest rising and falling in slow rhythm. He approached the bed quietly and took out a small unadorned iron knife. He considered the irony that such a great and powerful wizard would be killed by such a crude and simple weapon. But he also wasted no time in bringing it up and slamming it down through the wizard’s throat.

    Therin’s family was granted a small estate in High Rock on the border with Skyrim many generations ago. High Rock, new home to the Bretons, served as a bastion where magicka users came to train and strengthen their arts. However, when a mage became corrupted and too powerful for a conventional attack, the King of High Rock would send a secret message to the Vulpes family and the problem would be dealt with quietly and discretely. The Vulpes family kept this service hidden so an up and coming evil mage could not preemptively attack their future assassin. To this day, the Vulpes family continues providing assistance to the crown of High Rock, parent teaching child in order to keep the tradition alive and the realm safe.

    Personality
    Alignment: Lawful Neutral
    Positive Traits: Intelligent, calculating, friendly, curious
    Negative Traits: Stubborn, proud, impatient with others
    Likes: History, politics, current events
    Dislikes: Unknown, exposure, perversion of magic
    Fears: His family’s safety, failure, corruption, spiders
    Aspirations: Continuing his family’s legacy of Witchhunting, contributing to society in a meaningful way

    Therin is a man who lives a double life. As a landowner and minor noble, he tries to govern his fief with fairness and integrity. Therin is quite approachable, and will lend aid to any of his peasants if the circumstances warrant it. His family’s service to its liege lord, the King of High Rock, has been a secretive one. While on an assignment, Therin’s personality becomes harsher and more calculating. His main goal is to end a life, or lives, and as such he hardens his compassion and steels his resolve.

    Appearance
    Hair: Dark brown shoulder length hair, tied back by braiding his hair on either side. (It’s a style in Skyrim’s character creation, if that helps narrow it down.)
    Facial hair: Close-cropped mustache and goatee, same color as his hair.
    Eye Color: Light blue
    Skin Color: Pale skin, typical of a Breton
    Build: Lithe, but muscular
    Physical: Therin’s heraldry gives him a noble appearance. In public, he often holds himself with his back straight, shoulders back, head held high with a conscious gait…the model of minor nobility. However, when he’s training in either Khajiiti or Redguard martial arts, he loses the stick-up-his-butt stature and becomes a fluid and graceful fighter. His lithe build allows him quick movement with great agility. His strength is sub-par; he will never beat a Nord in arm wrestling, male or female, but his combat style comes from quickness rather than brute strength. His height is disadvantageous to sneaking around; a smaller man would be harder to detect, which makes his sneaking slower and more deliberate. He has an average face, neither too beautiful nor too ugly.
    Attire:Therin is a practical man, and only a minor lord with limited means, so most of his clothes are of stout wool, usually plain and unadorned. He does have a few embroidered outfits when visiting the King or for special holidays, but would prefer wearing loose, simple shirt and pants in High Rock’s temperate climate. These clothes would probably do well in The Rift and Falkreath Hold, but in Skyrim’s harsher climate, he will prefer heavy furs to keep the chill off.

    Combat
    Skills - Perk Layout

    Master
    Illusion – Therin would much rather orchestrate an enemy’s demise from a distance, and preferably at another’s hand. As Therin’s grandsire learned, it took no skill to plunge a knife into a man’s throat, but it took great dedication and subtly to present that situation. Therin’s skill in the Illusion school focuses more on the Courage, Fear, Fury, and Calm spells than the sneakier spells of Muffle or Invisibility. He has also mastered the ability to quietly cast his spells, allowing him to stay in the shadows undetected.

    Expert
    Archery – In keeping with his preference for distance, Therin has trained extensively in the use of bows. Mages often have the advantage of distance with ranged spells, and when things go awry a bow can give him the same advantage.

    Restoration – It may seem odd that an assassin would be skilled in the arts of healing, but they are often alone on a job with no support, but themselves. Healing spells have come in handy many times for Therin as a job didn’t go as planned and things got messy. A majority of Therin’s foes are conjurors dabbling in necromancy or vampires looking to spread the curse, and Turn Undead spells have often tipped the scales in Therin’s favor. In fact, so often has he used these talents against his undead foes that he has perfected the (Necromage) talent, increasing all his spells against the undead.

    Adept
    Sneak – What’s the best way to kill a mage? From the shadows when they least suspect it. Therin’s adversaries are a powerful lot, commanding potent energies that will destroy any man or mer. The philosophy of a Witchhunter is to kill the mage before they have time to attack with a spell. Preferring ranged attacks with manipulation or a bow, Therin has only become adept at sneaking, and will use close quarters combat as a last resort.

    One-handed – Sometimes a ranged attack is impossible or the mage is alone with one else to manipulate. Sneak will only get a person so far and then a blade is necessary to finish the job. Daggers are Therin’s fallback weapon; while daggers are limited to stabbing and slashing at close range, Therin has increased his talent for throwing daggers from a distance. Not as accurate or reliable as a bow, they will still do in a pinch. Luckily for Therin, mages, as a general rule, are even less talented in one-handed skills than he, so his talents are sufficient to do the job. However, even a junior warrior could outperform Therin with a sword.

    Apprentice
    Destruction – Therin could never beat his enemies trading fireball with fireball. However, Therin uses his knowledge of destruction runes to set up a trap for enemy spellcasters.

    Lockpicking – While no thief, Therin has learned the basics of lockpicking in order to easily infiltrate a mage’s lair. This skill hasn’t been too useful as most of the magical outcasts have retreated to caves or ruins. Once his enemies have been dealt with, Therin can take his time opening chests or lockboxes without the need for speed.

    Novice
    Smithing, Heavy Armor, Block, and Two-Handed
    Light Armor, Pickpocket, Speech, and Alchemy
    Conjuration, Alteration, and Enchanting

    Natural Abilities
    Therin is a Breton, and therefore has a natural affinity, and resistance, to magic. The resistance, especially, is useful in his career as a Witchhunter. It is also augmented by the fact that he was born under the sign of the Atronach, which grants him the ability to absorb more of the spells’ effects, using it to replenish his own magicka, which doesn’t regenerate nearly as quickly as a normal Breton’s.

    Gear

    Elven Bow and Arrows
    The same bow that Therin’s grandsire used during the regicide of King Hadhuul was awarded to him by Saint Alessia, herself. In honor of his service, Alessia had the bow enchanted with a chance to paralyze its target. However, the spell is so powerful that the enchantment is quite unpredictable (about 1% chance) so the wielder should never count on it. Since the bow was created by Ayleid craftsmen, it has withstood the test of time successfully with only minor repairs needed throughout the ages. Instead of using typical moonstone in its construction, Hadhuul had ordered that a rare stone found in Elswyr, called Tiger Iron by the Khajiit, be used to make the bow. Instead of the golden sheen of elven weapons and armor, this bow took on the quality of the Tiger Iron, with its mostly black hematite with small bands of dark red jasper and the chatoyance of Tiger’s Eye. This coloring has allowed this bow to be drawn undetected in the shadows.

    Daggers
    Later on in the Vulpes family history, the King of High Rock had two elven daggers created matching the elven bow. He presented these to Therin’s ancestor after a particularly large, and difficult, den of vampires had been eradicated. These vampires had infiltrated the High Rock nobility and were very close in attempting a coup. The rarity and value of these daggers professed the King’s gratitude to the Vulpes family.

    tiger_iron_slab.jpg


    This is a picture of Tiger Iron. Change the composition in your mind to 90% of the black hematite, 7% of a darker red jasper, and 3% of a darker golden tiger's eye (cut in the en cabochon style to display its chatoyancy.

    Attire
    Therin’s main enemies are magic users. Standard heavy armor or light armor holds no protection against these powerful energies. As such, Therin prefers simple black cloth shirts and pants to wear while infiltrating an enemy’s area, but circumstances will always dictate what could be the best approach. These simple clothes make sneaking around much easier than heavy, and even light, armor. Therin will also wear gloves, hood, and cowl to obscure his hands and face, allowing him even greater sneaking skill.

    Factions:
    The Order: Been a member for thirty years, but hasn't had contact with them in twenty years.
    Thalmor: Dislikes and distrusts.
    Imperial Legion: Supports the Legion, like all good Bretons should.
    Stormcloaks: Dislikes, sees the rebellion in Skyrim as weakening the Empire, which is disadvantageous in the "Cold War" with the Dominion.
    Falmer: No relation.
    Reachmen: Neutral. Sad to see ancient Bretons degraded, but they cut off ties with High Rock a long time ago.

    The Guilds:
    Thieves Guild: No previous interaction with Skyrim Thieves' Guild, but minimal dealings with High Rock Thieves' Guild.
    Companions: No relation.
    Mages College: No relation.
    Dark Brotherhood: No interaction with Skyrim's Dark Brotherhood.
     

    Katastrophe

    King of Tales
    Gunnbjorn - Ah, so it is. Alright, just edit it whenever you notice it's back up. No big deal. :)

    Therin - Not seeing the faction stuff and/or starting location. Am I missing it?
    Also, I swear on my life I'll read that PM tonight. I promise. Hahaha!
     

    Therin

    Active Member
    You're not missing it; you just haven't given me enough time. For some reason, long posts on these forums gives my internet browser a hard time, so bear with me; I have to do this in steps.
     

    Katastrophe

    King of Tales
    You're not missing it; you just haven't given me enough time. For some reason, long posts on these forums gives my internet browser a hard time, so bear with me; I have to do this in steps.
    I understand - I think I know what you're talking about. No worries. :p
     

    Wolfbane

    Why change the past when you can own this day?

    Name: Ardin Wolfs-Bane (pronunced air-din)
    Race:Nord
    Class:Warrior, archery, healing
    Gender:Male
    Likes: reading,writing,gold,family,best friends,smart people,honor,humor,good stories,dogs,good food and drink,beautiful women
    Dislikes: Politicians,stupidity, arrogance,ignorance, ice wraiths,Nazeem,jesters.

    Looks: Ardin is a mountian of a man, 6'6, 240 and one hell of a pain tolerance. He has black hair down to his neck with four braids, two on each side, he also has a large scratch across the rightside of his face. His brown eyes are very loving and comforting to his friends,fiery and strong to his enemies. His hair and facial are well kept.

    Personality:He is quite and can be very serious. To his friends he is very loving and caring, will listen to you if you need someone to talk to and won't judge. He is extremely loyal to his friends and often have their backs in and out of battle. He always tries to accept your views and opinions. Ardin can be very stubborn and does argue a lot, but in the end he is quite caring,funny, and sincere.Ardin while open, is more introvered. He is however, very open and talkitive around his friends. He is very open around his best friends

    Gear/skills: He uses his family sword "Blackfrost" which is one of a two piece set and is also dragonbone. His Brother Hendrikk has the other sword "Winter's-sting". His dragonbone bow "Fire's sorrow" was crafted by a nomadic race. Now both were crafted, but Blackfrost was said to have come from a dragon even before alduin. Nobody is sure if that is true or just a tale.

    Misc: Lots of stories surround the last name. Some say he fought a pack of wolves off, some say he was a illegimate son of hircine, some say he fought off a werewolf( Story varies based off who you ask. The weapon often's changes, in some cases it was his bare hands, others his sword, and even some with a tree branch!(ardin's favorite). Ardin has a brother. His brother's name is Hendrikk, they were quite close, always having each others backs in and out of battle.His best friends is Avia'Cael, a wood elf he met while in valenwood scouting and sharpening his archery skill.

    Backstory:
    Family history:Ardin was a first born to a family of warriors/healers. His father fought in the great war and his mother was a healer in it as well. Thats how Odvar(the father) and Aliea(the mother) met. They have been in love since. Ardin at a young age showed interest in reading, the sword and bow, and writing. Now his father showed him all he knew in sword combat and some in archery. His mother taught him how to read and write. Ardin's brother Hendrikk was born two years after Ardin. Hendrikk at a young age was more loud and hyper than Ardin. As the years went by, the boys were very similar, but Hendrikk was more a people person(and ladies man for that matter) and more sociable. Ardin while open, is more introvered. He is however, very open and sincere around his friends.They both travel together, but recently they decided to split up to see more, correct injustice, and to experience other places. They both grew very close to their mother over the years, not saying that they hate their father, they do love him as well.

    The Traveling Sword:Ardin and Hendrikk joined a pack of roaming warriors and law bringers called The traveling Sword( often shortened as "The Sword"). There he met a handful of warriors, archers, and so fourth of like minded people who believed in justice and protection of innocents that were ignored by the law. He also met his best friend Avia'Cael, a female wood elf that saw injustice daily in Valenwood and in her travels.Over the times and years, Avia and Ardin became very close. There was people from all walks of life, an Orc warrior, a reguard spellsword, a nord warrior, a Khajiit archer with two elven daggers, Avia'cael, a master with the bow and her blade, Breton healer with a nac(and Obsession really) with daggers, a dark elf spellbow, Ardin, and Hendrikk.Ardin and Avia grew very close over the years. They have a "romance enkindling". Their travels took them far and wide, from Skyrim to Cryodiil, and Cryodill to morrowind, morrowind to hammerfell,Elsweyr, and every place in between. They loved the adventure and bringing peace and justice to places where the law ignores or isn't present. They often deal with corrupted officals, bandits, theives. A few times they even dealt with a elite group of mercenaries called "The Black band". The black bands consists of warriors, mages, archers, and just flat out sadistic animals. The black band is leaded by Jullius"Wolff" aventius, an imperial veteran from the great war that was discharged for his war crimes.

    "The red sleep": On a cold night, the group set up camp, told stories of triumph, love,( both are Ardin's favorites) humor, lust, and horror.They also ate, sang, drank. Finally after some time, they all finally fell asleep. Thats when it began. a scouting party of the black band was stalking the sword for quite some time. After the battle at mistwatch, the black band wanted blood. Both sides lost men. The scouting party was headed Hemsley Cold-eye and Wolff himself. Cold-eye served with Wolff many times, both as animalistic as they come, they were tried at the same time for their war crimes. It was all hell after the fighting began. At this point Hendrikk and the surviving members were fighting back.After some time, there was just the sword, Wolff and Hemsley. The redguard charged in and Ardin blocked with his sword pushed him back, and then hacked his head off, no challenge at all. Ardin shifted his attention to wolff, while Hendrikk fought with hemsley. " You think you can kill me, you filthy nord?", Wolff said to Ardin. " I killed five of your guys last time. Not to mention my friends and brother's kill count" wolff charged swinging his glass war axe, Ardin was moving and swaying like it was nothing. Then Wolff just started landing swing after swing, Ardin did block a few, and sliced wolff's leg, but Wolff got him in the leg and chest. Wolff started taunting Ardin by hitting him with the broad side of the sword, and just deflecting the hits he dished out. After a long battle, Ardin got the upper hand and right as wolff was about to sink his blade into ardin, Ardin grabbed a tree branch, blocked the attack and stabbed wolff through the leg. He rised up and put his sword to Wolff's neck. Wolff muttered these last words," Even if you kill me, I have already won in the end" and with that Ardin sliced off his head. Hendrikk on the other hand, was more merciful, sending hemsley out without a hand.

    Prairie fire of sun's dusk:The fight was over and the sword had won, it was time to go back home( Ardin and Avia would make the trip to valenwood to sharpen his archery skills and to "drop off" Avi.) But what Ardin came home too, was nothing but horrific. His home was on fire his dad fighting four mercenaries, and turn his father was struck down. His mom tried healing Odvar, but was killed by Hemsley himself. Ardin, Hendrikk, and Avi fought and killed everyone even hemsley. In the end all they have is each other. After all that Ardin and Avia decided they needed to take a break for the sake of hiding and safety from the black band. The black band hasn't found them or tried to since



    Factions:The Order: He has heard rumors from his time in the sword. He didn't believe the stories so he dismissed them.
    Thalmor: Hates them to no end. To ban someone else's god is unheard of. He thinks they are pompous, arrogant,ignorant, and animalistic
    Imperial Legion: He is conflicted. He likes how they are trying to make a stronger skyrim and equal rights for the other races( Just look at windhelm as in example.)
    Stormcloaks: He is also conflicted. He hates how they treat the other races, and disrespect anyone who isn't a nord. He tries to see through his kinsmen eyes but finds it hard.
    Falmer: Vile creatures that were backstabbed by the dwemer. They weren't always vile
    Reachmen: Understands them, disagrees with there methods. They weren't the first on the land.

    Guilds:
    Thieves Guild: He views their skills as useful and hard to do. His best friend is in the thieve's guild
    Companions: Thinks they are very honorable. His brother Hendrikk is apart of the companions as well as Ardin. He is friends with Aela and Vilkas.
    Mage's College: Thinks magic is interesting. He doesn't use magicDark Brotherhood: He doesn't like them, but knows they can accomplish things that can help or destroy lives.


    RP SAMPLE:
    The afternoon air had that cool spring feel, the nice break of winter. The trees were moving calmly, wind whistling,grass moving ever so peacefully. Not a single sound, no distress at all, almost as if the gods walked among earth. But to Ardin, this was not the case. Cold stone was all around him, the smell of blood and the clashing of steel were filling the air. He could hear his heart beat madly like a war drum, yet he was focused as an archer aiming to hit a bullseye. The Bandit chief was a formidable opponent. The bandit would charge in and let out a war cry as if he was a bull. The battle lasted 3 hours, but to both of the men it felt like three days. One od them was bound to slip up soon. Nothing else mattered, just them and the battle. Half of the battle was finding a weakness, formulating a method of attack. Previously the bandit chief had sent his friends to deal with ardin before he reached him. Bandits never fight fair, or honorably. Ardin knew this, of course, seeing how he has dealt with bandits before. But he still laughs over it everytime. Ardin heard shuffling of multiple bodies; they were coming, and fast. He decided to hang back and use the element of surprise to take out as many as possible. Bandits love abandoned forts/outposts, so he had an idea where the archers, if any, would be. When the bandits finally got to the surface and out into the mainland, they were greeted by empty space. They didn't know where he went, and they had no idea what they were in for. Ardin was lurking in the shadows with his bow in hand. Ardin caught sight of a bandit, a redguard with one eye bandit at that. He drew back the bow string;the cracking of the string gave him the joy of battle. He acquired the target, and let the arrow fly with no remorse. The arrow hit the bandit in the right in the back and went through. The sound of a pained scream was let out. The others looke around, still didn't see anything, then other bandit went down. At this point the remaining ones were back to back. Ardin decided to put his bow away and face the remaining bandits face to face. Ardin showed himself and drew his sword. The bandits saw him, and drew their swords. To say it was a formidable battle would be an insult( Even though one of them slashed Ardin's chest and drew blood). Finally he got to the chief, the heart of why he was there. He was more of a challenge. Ardin gripped his sword, cleared his head and prepared for the task at head. He always lets his foes charge in wreckless, and open themselves up for attack. The chief charged in like a bull and slashed. he slashed ardin's sword arm, " Nota good start to a battle" Ardin thought, but he continued on and fought. Three hours passed and finally Ardin won the battle.
     

    Katastrophe

    King of Tales
    Alright. Unfortunately the perk calculator is still down but that's not a problem.
    IC thread will be posted early tomorrow morning.
     

    Katastrophe

    King of Tales
    In case you're inserting our texture colors Kat, mine is #996633.
    Good looking out. ;)

    IC thread is up, but please don't post. I'll be posting an "overall" opening post that just sums up the week between the start of Skyrim's events and the present day. I'll then be making an opening post for Gunnbjorn, Ardin and Sorex in one post. Obviously, separated into parts. Because of the opener Therin sent me that he has in mind, he'll be making a not-so-small backstory post. It's really well written, so I couldn't deny it. Then I'll give him an opening post.
     

    Gunnbjorn

    Formerly known as Arillious
    Good looking out. ;)

    IC thread is up, but please don't post. I'll be posting an "overall" opening post that just sums up the week between the start of Skyrim's events and the present day. I'll then be making an opening post for Gunnbjorn, Ardin and Sorex in one post. Obviously, separated into parts. Because of the opener Therin sent me that he has in mind, he'll be making a not-so-small backstory post. It's really well written, so I couldn't deny it. Then I'll give him an opening post.

    By "making an opening post for Gunnbjorn, Ardin, and Sorex in one post." Are you simply stating their starting locations? Because I have something in mind for my first post that takes place in Whiterun.
     

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