Warhammer 40k Forum and Wargaming Forums banner

21 - 40 of 99 Posts

·
Registered
Joined
·
41 Posts
I'll let someone else take Thalmor Dissident, tell me if I need to change or clarify anything about my character. I may have made a mistake or two.
 

·
Registered
Joined
·
393 Posts
Discussion Starter #23
The Ashlanders still exist...but there is doubt about whether or not the Ashlands survived Red Mountains eruption...your Dunmer could have been born in the tribe's new territories.
 

·
Registered
Joined
·
41 Posts
The Ashlanders still exist...but there is doubt about whether or not the Ashlands survived Red Mountains eruption...your Dunmer could have been born in the tribe's new territories.
He wouldn't be old enough at age 97? I suppose you may be correct, regardless, the location isn't so much an issue for the character. It's mainly the culture of the Ashlanders that affects Redras. I could always change the age as I didn't intend on making the eruption a big part of his backstory.
 

·
Registered
Joined
·
393 Posts
Discussion Starter #25
The Eruption doesn't necessarily have to be part of his background...perhaps he could have been cast out of the tribe before the eruption?
 

·
Registered
Joined
·
41 Posts
The Eruption doesn't necessarily have to be part of his background...perhaps he could have been cast out of the tribe before the eruption?
Alright, here's what I just figured out. The eruption happened in 4E 05, and it's currently 4E 172, so my character wouldn't have even been alive. I'll change it so that he was born in the new Ashlander territories in year 4E 75 and change the rest of the story where it's necessary.
 

·
Registered
Joined
·
657 Posts
well if hes an elf he could have been alive
 

·
Registered
Joined
·
41 Posts
well if hes an elf he could have been alive
True, however, I wasn't interested in making him old. I wanted him just old enough to have plenty of life experience and relative maturity while being young enough to be hot blooded and adventurous. I may even make him younger yet.
 

·
Registered
Joined
·
414 Posts
Man oh man I am sorely tempted to join this :p But I've promised myself no more joining until I get up a post for DasOmen's N7; mock exam week has absorbed my time lately though so I doubt I'll get one up until as late as Thurs.

If I can manage to get my things in order though a Khajit may join the ranks! :D
 

·
Registered
Joined
·
657 Posts
name=DarFurtim (instead of calling him DarFurtim all the time you can come up with a nick name for him)

race=khajiit (Cathay-raht)

age= 101

birthplace= Fenchal a port settlement in the vey south of elsweyr

physical appearance= as he is a cathay-raht he looks basically like a jaguar on two legs however not a standard jaguar but a melanistic one who are a rare breed born with jet black fur leaving them looking like panthers and night terrors often making those who see him at night fill with fear but are occasionally mistaken for werewolves at night which leads to hostilities.he wears a mithril vest over which he wears simple fur armour preferring to appear like a hunter than a fighter so that opponents will underestimate him and he also has leather greaves,boots and gauntlets.the cathay raht are larger than many other breeds but are no were near as big as the so called “tiger men” but are larger,faster and more agile then cathay and are often described as being the same size and speed of werewolves.

religious beliefs= darFurtim during his time as a bandit and thief started to worship the khajiit god Baan dar the bandit god who is a common choice of deity for khajiit and due to spending a great many years in cyrrodil he has also adopted the worship of Arkay as after every battle in the arena he prayed to arkay that those he had killed would be treated well in the afterlife and that they would forgive him as many of his opponents he knew and now e still carries around an amulet of arkay as he believes that in order for the spirit of the fallen to truly find peace they must be near an amulet or shrine to the death god and so he carries it.he does not let his beliefs get in the way to much but he is very stubborn about what he believes and will not take kindly to someone telling him he's wrong.

personality= DarFurtim is quiet a strange character,he only likes to take lives if their is a reason behind it and after every conflict he will take his time to make sure that the bodies are not left to scavengers wether that means burying them,burning them or just muttering a few words asking arkay to protect their body until their souls are received.also he is a skilled and quick killer slicing his opponents in a storm of slashes usually taking a head or a limb and if they are left with a slit throat or a cut gut then they are one of the lucky ones as he hates the idea of a slow death and doesnt think others deserve it either unless they commit a very very serious act that leaves only great disgust and hatred. he is a rebel when it comes to the law as he thinks that the empire is nothing but a selfish human wishing to control and that the aldmeri dominion are ignorant,stuck up posh thalmor dictators that cant stand someone else having more power than them.to his allies he is a kind and protective friend who will offer guidance and gratitude to those who deserve it and will stand by those in need no matter what the others if they also deserve it for if a murderer was cornered he would do nothing but let him meet his deserved end.

background= born in the port city of Fenchal at the southern sea border of elsweyr DarFurtim is a Cathay-raht also known as jaguar men one of the different breeds of Khajiit that depends on the alignment of the moons on the night of his birth.as his farther was a caravan trader DarFurtim learned from a young age how to persuade,to intimidate as he travelled elsweyr.one day when he awoke he was sat on the back of a kart with his arms and legs bound and the rest of the kart was taken up by imperial soldiers. when he tried to fall off the back he got dragged back by one of the soldiers and smacked in the face by the hilt of his sword.DarFurtim was knocked unconscious for hours and when he awoke he was knocked out again for days as the imperial patrol passed through elsweyr back into cyrrodil. he knew not why he was taken and were his father was but when he awoke this one time he was not attacked for he had reached his destination,as he was carried off he cart by two soldiers he found himself standing in the center of the imperial city. the two soldiers escorted the young khajiit now roughly 16 years old through the city streets until they came within site of a strange structure.

out of the entrance walked a redguard clad in steel armour with a great sword slung over his shoulder.

“what business have you here soldiers and why do you bring a feline in your arms?”called the redguard holding out his hand signaling the soldiers to walk no further.

“a young khajiit,we we’re patrolling through elsweyr when we came across their caravan raided by bandits leaving him the only survivor.we thought you could take him in maybe train him.”

“fine let me have a look at him.”moaned the redguard as the two soldiers started escorting the young khajiit towards the man.

The man agreed to take him in and when the soldiers had unbound the khajiit
he escorted the young feline towards the structure that layed before them.

“welcome to the arena!”said the redguard as they walked through the doorway and down into the bloodworks.

for the rest of the week DarFurtim was shown the different areas of the imperial city,introduced to the fighters and trained. He took a natural liking for swords especially when dual wielded. for years DarFurtim was trained in the arena as a fighter and when he reached 40 years he started competing in the tournaments but upon reaching gladiator he had seen enough of those who helped train him die by his blade,killing was what he was good at but he wanted more to his life so he left the arena. After he left he found it hard to find work and so he started training in lockpicking and thievery,one day he was breaking in to a wealthy mansion when things took a turn of events,wile he was in the wealthy persons bedroom unloading everything from the vault when the noble decided to take a nap.upon entering his bedroom he saw the khajiit trying to rob him and so ran at the thief with a wooden cane.quickly in defense the khajiit drew its sword and in a sudden flash of movement the noble was on the ground with his head rolling under the bed.quickly in panic he bolted from the home before someone went to investigate the thud of the body falling on the floor.

that night he slept in an inn somewhere in the north eastern side of cyrrodil however he wasn't there when he woke up. he woke up in a cave somewhere surrounded by three dark figures,each wore dark and red bodysuits with a black handprint on their chests for they were members of the dark brotherhood.they recruited him into their ranks making use of his blademaster and his stealthy skills and enhancing them till he was as deadly as an knife slicing through paper,however the assassin life was not for him as he preferred to have those who he killed he see his face and to have a reason behind killing them other than money so he left.

making a life outside of the law he started to assemble a group of bandits that used stealth to infiltrate their enemies and reveal themselves with a flash of steel that no one could escape but when a member turned over their hideout to the law he fled and now he finds himself in a bar hoping to be accepted into a dark elf’s band of smugglers.


skills=

destruction=solar embrace

illusion=terror incarnate

conjuration=the undoing

alteration=arcane senses

enchanting=twin blessings

one handed=blademaster,dance of death,storm of blades

blocking=wall of blades,bladebreaker

sneak=sweet silence

lockpicking=living key, hands of shadow

light armour=second skin

speech=silver-tongued,inspiration


equipment=

chainmail vest

fur amour (chest)

leather gauntlets,greaves and boots

jode=scimitar enchanted with damage stamina and damage majicka,improved at smith to be sharper and lighter.

jone=scimitar,improved at smith to be sharper and lighter.

amulet of arkay

leather satchell of picklocks

a backpack full of books including “ales and meads of tamriel”,”guilds and groups of tamriel” and “a list of illegal items” which he has used in the past to choose his next mission.

bed roll

simple hide tent

normal clothes for non adventurous activities

whetstone for sharpening his swords










traits=

night eye=better sight in darkness than others

claws=deals more damage in unarmed combat

tail control=using his tail DarFurtim can use his tail kind of like an arm in the fact that he can wrap it around objects and left them wether it be opening a door,stealing someones keys or throwing his sword over head and catching it catching his opponent off guard.

worshiper of arkay=being a follower of arkay DarFurtim has a great amount of knowledge about the dead,burials and tombs wether it be navigating them or keeping the dead dead he knows them well.
 

·
Registered
Joined
·
1,927 Posts
Arg ladey, Captain Eugene Blackheart at yur service!




Name: Captain Eugene Blackheart


Race: Imperial


Age: 55


Birthplace: Anvil, Cyrodiil, Tamriel


Physical Appearance: Eugene is a large, bulky man. He has a ragged visage, with two large blue eyes and a full black beard. He has black braided hair that hang over his shoulders. He wears fine clothes, plundered from royalty that he has slain. He wears a large black leather Imperial captain’s hat.


Religious beliefs: Eugene prefers Daedra worship, as they may best suit his needs. He chiefly worships the Daedra Sanguine in hopes of being rewarded for his sinful lifestyle.


Personality: Eugene is a rough, hard man. As all Imperials, he has an insatiable lust for gold which led to his lifestyle of slaughter and plunder. He cares little for the lives of his comrades and sees most “pitiful” behavior as cowardice. Despite his tough nature, he’s not totally void of compassion. Often he will hear out his crew when problems arise in hopes of boosting morale. This, however, was also his downfall on many occasions because this show of weakness spurred mutiny. Thankfully, due to his excellent foresight skills, he has rooted out many a mutiny before it begun and made a show of their leader. He is an excellent swordsman who enjoys a good fight and has bested many an opponent in single battle. He is a great tactical thinker and a hard leader, as well as an exceptional fighter.


Background:
Eugene grew up in the small Imperial town of Anvil near the coast of Cyrodiil. There he worked with his father as a blacksmith. As he grew older, he joined the Imperial navy due to his fascination of naval warfare. On one occasion, during a battle with sea-faring bandit thugs, his captain was struck by a bow and the crew flew into panic. Eugene forcefully regained control and proceeded to win the battle with minimal casualties. Upon his return, he was made captain himself. He served the navy for many years, but grew bored of it because it would yield him little gold – the thought pillaging and raiding was far more attractive.

Since then, he chose to dedicate his life to this greedy, selfish desire. He abandoned the Empire and rounded up a crew of bandit outlaws encompassing many of Tamriel’s different races and came to understand and respect each of their unique skills and usefulness. His crew raided Imperial ports and stole many of their vessels, taking to the seas and laying siege to distant towns and villages. They killed, raped, and plundered many villages that they passed by on their journeys, amassing vast amounts of wealth and equal amounts of notoriety. This notoriety attracted many other bandit clans into Eugene’s embrace and thus his pirate army began to grow.

In one fateful event, an Imperial fleet was sent to ambush Eugene’s army and stem his growing power. A massive naval battle ensued and ended with the destruction of the Imperial fleet – but Eugene’s forces had suffered nearly the same amount of casualties. His fleet was decimated and only a handful of ships remained. Enraged and saddened, he turned back to consolidate, but many of his men either abandoned him or attacked him, hoping to steal all the plunder. Eugene managed to fend for himself and defeat his rival crew. He was now alone without his men.

He later forged new campaigns, summoning up other bandits that he could find and led small crusades that nearly always ended in failure. Eugene was getting old and his lust for plunder simply could not be satisfied. One day, after an unsuccessful raid, Eugene’s men mutinied and forced the captain to walk overboard, leaving all his wealth to the crew. In no shape to fight, Eugene obeyed and fell to his watery tomb. As his crew took off with a song in the air, Eugene managed to swim back to shore where he spent the rest of his life travelling from tavern to tavern, drinking ales and meads of all kinds, spending whatever remained of his loot knowing that he would die soon enough – of not of age, then of assassination.


Skills: Blademaster, Silver tongued, Merchant’s flair


Perks:
One-handed:
- Blademaster
- Storm of Blades
- Dance of Death
Blocking:
- Wall of Blades
- Bladebreaker
Smithing:
- Master of the Forge
Pickpocketing:
- Thief’s Intuition
- Under their Noses
Speech:
- Silver Tongued
- Merchant’s Flair
- Inspiration
Light Armor:
- Second Skin


Equipment:

Pirates’ Wrath: A large curved sword, forged by Eugene himself to suit his fighting style.
Pirates’ Lust: A second curved sword, forged by Eugene to be used in conjunction with its twin.

Gold jewellery: These comprise of necklaces, wristbands, rings, and pendants. They show prestige and experience, but nothing else. These were stolen during Eugene’s old pillaging raids.

Imperial light armor, gauntlets, and boots. He wore this since he joined the navy.
Royal clothing: Shirt and pants that once belonged to Imperial nobility. He wears this over his armor as a show of wealth.
Ale: Eugene comes with three bottles of ale to suit his new drunkard lifestyle.
Torch: Eugene is an old man by Imperial standards – when it gets dark out, he needs to find his way home.
Rag: Eugene has a rag which he uses as a handkerchief.



Traits:

Imperial Luck: Finds more gold in chests and loot.
Voice of the Emperor: Calms nearby enemies for 60 seconds, but can only be used once a day.

Imposing Presence: Eugene has the ability to unite hostile forces, as was clearly demonstrated when he formed his pirate crew of bandit outlaws. He may force two enemies to help him, but only once a day and only for the time of 60 seconds.

Burning Ale: During Eugene’s crusades, he devised the strategy of lighting bottles of mead or ale on fire through the use of a rag to be thrown at enemy ships. This weapon proved incredibly useful for boarding parties who first set the enemy’s ship ablaze and then cut them down in their panic. If Eugene has a bottle of ale, mead, or any other alcohol, a torch, and a rag, he can make a burning Molotov and throw it as a weapon.
 

·
Registered
Joined
·
951 Posts
Colour me stupid, but I'm very confused about the Skills bit. I don't get why some people are listing a few skills before all the others, nor do I get how to indicate which skills are 'specialist', as per your instruction on the example. Could I get a clarification?

On another note, I'm almost done. Just everything post-history, or in other words, the less wordy side.
 

·
Registered
Joined
·
393 Posts
Discussion Starter #33
Normally these perks actually represent what skills your character is capable of. Take storm of blades for example, if your character has this, it means they are skilled in the use of dual wielding swords/axes/maces. If you choose the pyromancer perk, it means your character's an expert in fire spells (hurling balls of explosive fire, creating walls of said element etc)...So in conclusion the perks are your skills (as well as the occassional bonus)
 

·
Registered
Joined
·
393 Posts
Discussion Starter #35
With the choice of perks/skills...it kinda allows for what direction you want your charcter to go into. Your character will have 8 skills...but it's up to you which ones you make him best at.
 

·
Registered
Joined
·
41 Posts
So, you have to take the perk in order to specialize in it as a skill? I'm just saying what makes the most sense to me.

The new pirate captain is freaking badass, Destroyer. Avast, ye scallywag!
 

·
Registered
Joined
·
393 Posts
Discussion Starter #37
Generally its what you have the most perks that makes the skill specialised in...the other skills are bits on the side unless you're aiming for a particular character build.
 

·
Registered
Joined
·
1,927 Posts
The new pirate captain is freaking badass, Destroyer. Avast, ye scallywag!
Oh dear God, we're BOTH drunken pirate captains!? Hahaha, things should get interesting...
 

·
Registered
Joined
·
951 Posts
So we have two pirates? Sweet jesus, this could be funny. Bust out the rum before we all get killed by not-drunk-enough pirates.

So have a character sheet:

------------------------------------------------
Name: Tullahvul

Race: Altmer

Age: 71/86

Birthplace: Alinor (city), Summerset Isles

Physical Appearance: Always robed from head to toe (a full 6’4”), it is rare for someone to find Tullahvul’s skin, though it is a paler shade than that of most Altmer, more similar to that of the hardy Nords than that of the dextrous Bosmer. His eyes are a striking green and his face usually reads cold and calculating when out of view, though this will change to whatever is best if his face is visible. His features are striking and fairly sharp. He normally takes to the outside world in wizard robes of a distinctly black shade (read: black as you get), robes, hood and all. He wears normal leather boots, also normally black, along with gauntlets that run under his sleeves. His robes emit many colours, quite faintly, while his boots and gloves radiate a light green glow, visible only to those who are really looking for it. Despite this aura of power, his muscular ability is rather lacking.

Religious beliefs: Tullahvul never reveals his beliefs, even to those closest to him. However, it is notable that he refrains from making any reference to religion, such as the common remark of ‘by the Eight!’, in any of his speech.

Personality: To say that any man or mer alive on Tamriel knows Tullahvul for who he is would be a statement falser than any. For the most part, he is quiet and tactful, interjecting useful little tidbits into conversations to turn them his way. He appears to be plotting, scheming and thinking for the most part, but he does not talk about it, so nobody knows for sure. Sometimes, he comes alive, actively taking part in the dialogue. Sometimes, he will just slip away without a word. He is as changeable as can be known, but there is one fact for certain: he must know things. That fact is as inescapable as fate itself. He will do anything for knowledge, brutally efficient in his endeavours. But he must keep to his own agenda…

Background: Tullahvul’s childhood was one of normality for the Altmer – secrecy from other races, daily affirmations of Aldmeri superiority and a top-notch education. Due to the eruption of Red Mountain in his early childhood and the reformation of the Aldmeri Dominion, his childhood was not the most open one – the Altmer were taking their normal haughty reaction to world events and were in the middle of a powerful bout of feeling themselves Tamriel’s rightful authoritative power. He learned a lot but was indoctrinated more. He harboured no hatred for the Thalmor, nor any great feelings for his parents or even other Altmer – he just studied as he wanted to.

His childhood was of no consequence for the things to come, as fate dictates him being a mage in every timestream and said experiences were to be for little. Upon his 20th birthday, Tullahvul left the city of Alinor for other places to learn and to gain more practical experience. He made his way to the Crystal Tower, the Mage’s Guild of Cyrodiil and various mages about Tamriel, learning, fighting; becoming who he was to be. He travelled as far as High Hrothgar to Sentinel, into Ayleid Ruins and even into Daedric realms in his travels. He was becoming great, advancing to numerous positions within magical organisations at a young age for an Altmer. But his tale took a turn for the odd.

A messenger was sent with instructions for him to travel to the Temple of the Ancestor Moths, high in the Jerall Mountains. Here, a priest took him forcefully, eyes glowing with ethereal power, and locked him away in a hidden catacomb within the temple. Even for a mage of his calibre, this was a strange experience. The catacomb was completely empty, save for a single, black tome. There was only one option for him to take, after a process of decision spanning a week. He had to read it, whatever it was. Then he disappeared from the world, and spent the next fifteen years in a place known to few. When he emerged a mere fifteen seconds of real time later, he was a changed Mer.

He was an enigma to all, completely and utterly changed. Where he was once relatively jovial and outgoing for an Altmer, vocal and eager to learn, he had become sullen and insular, quiet and efficient. His stations grew small to him and he rose in the order of these organisations, more suited to teaching than learning, but seeking knowledge nonetheless and never teaching a mass. His robes, once of the colours of the rainbow, cheerful and energetic, were changed for those of black, forbidding and dark. He was feared by many, but few knew what they were afraid of.

At the start of the Great War, Tullahvul was present in Leyawiin. As the Aldmeri army besieged the city, he cast a horrible, foggy blackness for yards around him, hampering both armies to little effect, save for his own escape. Eventually, on his own business, he came to the Flowing Bowl Inn in Bravil. He waited and waited for the people to arrive. His motives may be his own, but his business was to be shared.

Skills:
Perks:


Destruction: 18
-Pyromancer(2)
-Chryomancer(2)
-Electromancer(2)
-Master of Elements(5)
-Leechmaster(7)

Restoration: 9
-Wardmaster(7)
-Magic-Bound(2)

Illusion: 24
-Master of the Mortal Mind(3)
-Shaper of Realities(5)
-Invisible Prince(10)
-Terror Incarnate(3)
-Shadow Spells(3)

Conjuration: 22
-Prince of Oblivion(10)
-Daedra-Kin(5)
-The Undoing(7)

Alteration: 10
-Mage Armour(3)
-Arcane Senses(2)
-Living Stone(5)

Sneak: 10
-Shadow-Kin(10)

Alchemy: 5
-Snake-Kin(5)

Equipment:
Robes of the Black Mage (Magic Armour): Grants a boost to total Magicka to, reduces spell costs of and exudes a fearsome aura from the wearer.

Elven Leather Gauntlets and Boots: Mild protection, but less cumbersome and better at being armour than casual imperial leather.

Tendril Knife (Magic Weapon): Makes foes sluggish and stupid 75% of the time. A very sharp and very strange self-protection blade.

Traits:
Highborn (Race Trait): Increased Magicka regeneration rate (1000%) once per day, for a short period of time (60s).

Fortify Magicka (Race Trait): All Altmer are born with a distinctly greater amount of Magicka to draw from (+50).

Servant of the Tome: Tullahvul knows things nobody else does and a strange power is on his side when it comes to business. He has access to specific spells and abilities and most people couldn’t even dream of, as well as the knowledge of how to bypass traps and puzzles with eerie ease.

Years in seconds: Tullahvul’s voyage into the unknown has left him a changed Mer. He has wisdom and magical ability far beyond his years (increased magicka and magicka regeneration rate) and has the strangest aura surrounding him (speechcraft skills are temporarily lowered in his presence and enemies have a small chance of fleeing in the same area).

---------------------------------------
Hope you like it. And on a side note, feel free to begin guessing his motives and plans at any time. I want to see how easy he is to see through.
 
21 - 40 of 99 Posts
Top