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Discussion Starter #41
Hmmm intriguing, I'll enjoy figuring this enigma out that's for sure...and this book smells a little Daedric.
 

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Hmmm intriguing, I'll enjoy figuring this enigma out that's for sure...and this book smells a little Daedric.
Sniff sniff sniff. All should become clearer by the time this wraps (hopefully in a long time). And when will the action go up? Do you want a certain number of players?
 

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Discussion Starter #43
We just need Santaire to put up their character...Still need my lieutenant after all :biggrin:
 

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Yar har fiddle dee dee, being a pirate is alright with me. Do what you want 'cuz a pirate is free, you are a pirate!

... yes, I created this character under the influence of Alestorm.
 

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Filthy landlubbers.
 

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Discussion Starter #47
As we're smugglers, we start in Cyrodiil, then we move into Morrowind and then Skyrim (since the Dominion probably has the routes to the North completely blocked)
 

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Question. Where is this? Skyrim? Morrowind? What? What province? City?
It's in the second italicized paragraph, ya goofball.

Cyrodil, Anvil, The Flowing Bowl Inn.
 

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Discussion Starter #51 (Edited)
It's really up to your characters whether or not they want to stay on, smugglers get paid real good despite the risks....Theirs also always the chance of friendships forming here...if no one slits each other's throats that is.

There will be inbetween tasks, we may have to deal with obstacles. Also Dreyva isn't the type to stop his employees from making an extra penny.
 

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Name: Jenna

Race: Nord

Age: 19

Birthplace: Riverwood, Skyrim

Physical Appearance: She has blonde, shaggy hair that while is normally tied in a ponytail goes just below the shoulders when hanging loose. She refuses to get a tattoo on the grounds that it ruins one of her greatest aspects - her innocent face. Making her eyes wide and her lip just slightly pouty, combined with her blades, she can get out of most trouble. Her features are hard, but she easily softens them when necessary having almost complete control over her face. She wears simple clothes of a dark green color that, while designed to allow movement and flexibility, show off generous cleavage.

Religious beliefs: She worships Talos, but not with particular fervor. In her opinion, if the god doesn’t directly help her its not really worth dealing with. Her existing beliefs are only there because of her deceased parents - they were stout believers and instilled in her a sense of awe, but it has diminished over time.

Personality: She is slow to trust and generally wary of others, as she is a thief by trade. She doesn't like to fight, preferring to sneak her way past any enemies, but she is adept with a knife and not too bad with a bow or a short sword. In general though, she is not the type to kill without purpose, but rather looks for alternatives - but when her life is threatened, she does not hesitate. She can feign innocence very effectively, but it is a sham. Jenna is a kind person at heart, but her experiences have hardened to a point where it doesn’t show.

Background: Jenna was born in Riverwood to a fairly wealthy family - her parents were successful traders. Her life was practically perfect, with everything she could ever want - until, that is, her 7th birthday. Her dad had been travelling from Whiterun with a special gift for her, but he was attacked along the way. The caravan was lost, and the traders were killed to a man. Her mother died of a combination of grief and disease not long after, and Jenna was left alone. Because she was so young, the family business was taken over by her uncle. He was a cruel man, but shrewd, and he was a good trader - but she hated him. At 9 she stole some gold and ran away, and he didn’t even bother to send men after her. He simply didn’t care.

She had no idea where to go, but she had to leave riverwood so she stowed away in a cart that was going to Falkreath and ended up there. She met some others like her, thieves, and an imperial named Leo who was a couple years older than her. He taught her to steal, fight, and use basic magic, and for a while the two traveled together. Both their skills developed, and few were their equals. They had other companions over the years, but after numerous betrayals, disguised guardsmen, and failed jobs, they decided to go it alone. However, Leo became infatuated with a girl, another thief, named Sara. He begged for permission to allow her into their little group, and Jenna, afraid he would leave otherwise, reluctantly agreed. Then there were three.

Jenna never trusted Sara, believing her superficial, facetious, and annoying. This drove her and Leo apart, though they still remained close, and he continually became angered at what he perceived to be simple jealousy. He wouldn’t be convinced to force her out, so Jenna left. At the age of 16 she was on her own. She couldn't bear to remain in Falkreath, so she planned to stowaway as she had when she was younger. Sara, however, didn’t want her to leave, and quite frankly hated her. She informed the guards that a thief who had remained elusive for 10 years would be hiding in a carriage leaving the city.

The guards discovered her, and were about to arrest her when she burst into tears. They didn't know what to do - here was this beautiful 16 year old girl, bawling because they were trying to arrest her. One tried to comfort her, and for his efforts received a knife in between the ribs. The other two guards blanked for a moment, not sure what to do - one charged her and Jenna pulled a second knife and battered away his attacks expertly before gutting him as she had the first guard. She turned and saw the third guard running for help, and she knew she only had a few moments to escape.

She escaped into an alleyway, finding her way to the place where Leo and she had lived most recently, and who should she find but Sara. Jenna implored Sara to help her escape Falkreath, and Sara replied with Venom, saying "If I wanted you to escape I wouldn't sent those guards after you." With that, she drew her bow and aimed at Jenna's heart, which began to beat faster and faster. This was it. In a moment of clarity, Jenna jumped behind a pile of nearby barrels but was still hit in the arm. Sara advanced on Jenna's hiding place bow in hand, ready to shoot. Jenna peered out, and pulled back just in time to avoid getting shot. Her heart hammered - what could she do? Sara had range. Then it hit her.

"Why do you need to do this Sara? What threat am I to you?" "Stupid girl. It's Leo, he misses you, and I can't have that, now can I?" "That's because he loves me, Sara. He was going to come with me to Whiterun, but he wanted to make sure you didn't freak out about it." She swallowed, hoping Sarah would buy her lie. "What do you mean? He loves me! He let you go!" Jenna grinned at her success. "He never loved you. How could he, when I was right there? He was infatuated at first, but that passed. He's just too nice a guy to tell you - until I convinced him." "You little liar! He loves me!" Jenna just started laughing, mostly at Sara's reaction but it helped her be convincing. "You Bitch!" With that, Sara dropped her bow angrily and drew her short sword, passed all reason at this point. Jenna smiled - even hurt as she was, she was more than a match for Sara and her clumsy, angry strokes.

Leo returned at probably the worst moment possible - Jenna was standing over Sara's corpse, and spat on the ground beside it just as Leo saw her. He was filled with anger and started screaming insults and curses. She turned and tried to reason with him, but refused to back down. She readied her knives for the upcoming duel, and he advanced angrily. A tear ran down her face. She blocked his first two blows then bashed his stomache with the hilt of her blade. His next advance was more cautious, and he was clearly the better fighter of the two. She tried everything to stop him, but his blade found her flesh. He pierced her side - it wasn't fatal, but the next one would be. He raised his sword, about to end her forever.

"Leo," she called out softly. Her voice stopped him - then, all at once, their years together came flooding back to him. He teared up, but then saw the corpse of his lover and his mind was made up. He looked back to Jenna, anger in his eyes, and he walked forward. He cast one last glance at Sara to harden his resolve - this was his undoing. Jenna lunged forward, using the last of her strength, piercing him between the ribs as he had taught her. "I love you," she cried softly, as his hate-filled eyes stared at her.

She escaped. To this day she's not entirely sure how, but she staggered away from her former home with whatever coin she could carry and her weapons, then woke up in a hay bed in an apothecaries house. He had bandaged her up, and kept her hidden as well. She asked where she was, and was told "Just out of Falkreath. Don't you worry, the guards wont look for you here." "Thank you." He helped her away, informing her that for the guards she had killed (in addition to her fellow thieves), making her a fugitive throughout Skyrim. She went south, travelling about for a few years, finally ending up in Cyrodil.

Magic

Alteration
Arcane Senses (2 points)

Illusion
Invisible Prince (10 points)

Combat

One-handed
Storm of blades (5 blades)

Blocking
Wall of blades (10 points)

Stealth

Sneak
Shadowkin (10 points)
Sweet Silence (5 points)
Assassin's blade (10 points)
Swift Shadows (5 points)

Lockpicking
A Living Key (10 points)
Hands of Shadow (5 points)

Pickpocketing
Ghosthands (10 points)
Thief's intuition (5 points)
Master of Deception (3 points)

Speech
Silver-tongued (10 points)

Skills:

One-handed
Blademaster

Illusion
Shaper of Realities
Invisible Prince
Shadow Spells

Restoration
Advocate of Life

Speech
Silver tongued
Merchant's flair

Sneak
Sweet silence

Equipment:

The Twins: two daggers, completely identical, they hold an edge almost unreally, and never seem to break.

Green clothes - so dark that they are almost black.

Brown boots and gloves (these normally in a hip pouch).

Amulet of Talos - she's not sure what it does, but since she acquired it she has survived horrid injuries and had surreal luck.

Traits:

Nord - resistant to cold (race).

Among them - After a lifetime of pickpocketing, Jenna can pass unnoticed through any crowd.

Feminine Allure - When she chooses to, Jenna can make almost any male do whatever she wants, and can often influence girls as well.

How is this? Should I change anything?
 

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It's really up to your characters whether or not they want to stay on, smugglers get paid real good despite the risks....Theirs also always the chance of friendships forming here...if no one slits each other's throats that is.

There will be inbetween tasks, we may have to deal with obstacles. Also Dreyva isn't the type to stop his employees from making an extra penny.
So my character could run off for a short while and return to the party at an opportune time?

Also, will we be picking up (new) magical items along the way?
 

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Name: Jo’Ravar

Age: 72

Race: Khajiit

Gender: Male

Birthplace: Torval, Elsweyr

Physical Appearance: Jo’Ravar is one of the common Cathay breed of Khajiit. He has relatively light grey coloured fur save for a few black stripes on the top of his head. A number of tattoos also are displayed prominently on his arms, telling of his training as a healer and also describing his place of birth, Torval. Ravar is generally seen in his leather armour, which has seen him through many fights; however, he also wears a plain shirt and trousers. However, he is rarely seen far from his personal carrying pack, which contains much of his tools of the trade and herbal remedies.

Religious Beliefs: Although Jo’Ravar believes in all of the gods, and ascertains that only a fool would think that they had no sway on the mortal realm; he himself worships the Khajiit pantheon, particularly Baan Dar, the god of ingenuity; Alkosh, the god of time and S’rendarr, the runt.
Personality: Jo’Ravar may be seen as a somewhat scornful character, often being blunt about the world the way he sees it regardless of how it may affect those around him; however, although many may not call him as such, Jo’Ravar is a realist and an optimist, believing that salvation is possible for his people if they can free themselves from the oppression of the Thalmor. Regardless, he is a loyal friend to those who have earned his trust, and he hates wasting life, as is his profession to try and save those that he can. However, over time he has become more and more cynical of his duties, patching up too many young soldiers only to have them sent to their deaths once more.

Background: Ravar was born the youngest child to a fairly well off Khajiit merchant family, having earned their wealth through brave trade deals and delivering their goods whether through warzone or storm. It was expected from the start that Ravar would follow in his parents’ footsteps, as were his older siblings. However, it became clear from the start that he had no intention of being some reserved merchant making deals and trades from the security of their estate. Ravar became infamous throughout his clan for heading out for nights at a time into the wilderness, returning with prey he had hunted and in need of the apothecary not a few times. Despite at first being horrified of his activities, soon Ravar’s parents began to encourage their son, admitting to themselves that their youngest had the least to inherit. As he grew, Ravar proved himself time and again, eventually earning himself enrolment in the local colleges of Torval; where he joined many other wealthy clan children, some seeking to better themselves and make their own name more prominent than their families’, whilst others simply sought to hone their skills to the capacity their wealth afforded them. Ravar felt himself drawn to restoration magic and spent days and nights training with the apothecary, his escapades into the wilderness giving him a ready experience to draw upon for herbal remedies. However, upon turning 15, Rovar’s life began to collapse around him.

In 4E 115, the Elsweyr confederacy was overthrown in a Thalmor supported coup, and replaced by the two ancient kingdoms of Anequina and Pelletine, which swiftly became client states of the Aldmeri Dominion. At first, such changes meant little to the young Khajiit, but as time wore on the occupation made itself known. The Thalmor raised those who had supported them to new heights, and many of Elsweyr’s new elite did not look kindly on the state of those beneath them. Thalmor Justicars and soldiers policed the streets as Aldmeri businesses received honorary tax breaks supposedly as a sign of ‘thanks’ from the new Khajiit governments. Ravar soon could not ignore the injustice on the streets as he witnessed poor evicted from their homes if a Thalmor willed it, or a beating by guards go unnoticed and unpunished, his greatest mistake happened on one such occasion.

A poor merchant was dragged onto the street and beaten within inches of his death by Anequina guards, apparently for daring to compete with a large Thalmor business. The man’s family were dragged out with them, forced to witness their father’s humiliation. Ravar was part of the crowd that surrounded the event, perplexed by the total and public demonstration of the Thalmor and their clients’ power. Once the guards were satisfied that their quarry had fully comprehended their message, along with all who witnessed it, the man’s bloody form was left where it lay. Without thinking, Ravar ran forward, reaching into his medical kit as he went before tending to the Khajiit’s wounds when no one else would. Ravar felt nothing of the world around him, only his patient, and paid no attention to the crowd once more forming around the scene as the young Khajiit worked to save the man’s life. Eventually, Ravar had done all he could, and instructed the family on how to get to his teacher at the college, who would tend to the man’s greater wounds. The wife and children of the Khajiit thanked him deeply before leaving the events to catch up to the perplexed Khajiit; Rovar slowly began to make sense of what had just occurred, and the feelings which he felt to what he had witnessed. Remaining at the scene was his blunder; his actions had drawn unwanted attention and the guards decidedly did not take kindly to what they perceived as defiance. Ravar was dragged out in front of the crowed, whipped and beaten; however, the guards were more cautious with their punishment of a merchant’s son, so left him with his life and the ability to stumble along the street. Upon returning to the college, Ravar found his parents waiting for him distraught at what had occurred. His father instructed him to leave Elsweyr immediately, warning that the Thalmor would not take kindly to his actions and even his heritage could not save him. Ravar left that night, with a caravan chartered by his clan and enough gold to see him through; before he left one final gift had been bestowed upon him, the aged apothecary had pulled Ravar aside and thrust a bag of supplies into his hands along with the college’s seal and bestowed the title of ‘Jo’ upon his name.

And so, Ravar found himself in Cyrodil. Eventually, Ravar realised that the inheritance from his clan would not last him long and so he began to travel the province, making something of a name for himself as a travelling apothecary, surgeon and doctor, indeed whatever was required of the people where he arrived. Over the years Ravar also found himself performing some mercenary work, helping local communities to root out bandits that plagued them, for a small fee of course; he also became an able hunter, honing the skills he had first toyed with as a child. In some more distant communities Ravar came to be well-known and respected for the aid he brought when he passed during his travels, yet he never settled in a single spot. At the age of 45, Ravar found himself in the Imperial City for the first time, and somewhat down on his luck; it was then that he was approached by a representative of the Imperial legion, who offered him what he needed most: work.

For the next 22 years Ravar was an auxiliary in the Imperial Legion and was deployed alongside soldiers as both archer and apothecary. It was in this line of work that Ravar learned the most of his skill in battle and honed his skill in his trade, tending to everything from poison, to disease, to battle-wound whilst in the heat of combat. However, during this time Ravar also became somewhat removed, witnessing the deaths of his patients both in battle and on the table time and time again; more and more he also comforted himself with the thought of vengeance of the Thalmor and saw the Legion as his means of opposing them. It was during one operation where they were hunting bandits near the Elyswerian border that a message arrived for Ravar, stating that two of his brothers had been killed by the Thalmor in a brawl, one in the fight itself and the next in the summary execution which followed. Enraged, Ravar left the Legion, disgusted at how they continued to succumb to the Thalmor. He became a mercenary once more, at times fighting alongside the Legion, but more often than not fighting in places where their waning power was all too obvious, Ravar took up where he left off, taking jobs where he could, but despite apparently not caring for legality, it would be ill advised to say that he lacked morality.

Skills:

Archery

The Piercing arrow (5 points): Even from a distance you can see the flaws in the opponent's armour, allowing you to penetrate it with ease.

Deadly Shot (10 points): You know the right places to shoot to bring down your enemies swiftly.

Storm of Arrows (10 points): Such is your accuracy, you can fire arrows at great speed while they hit flawlessly.

All seeing eye (3 points): You can hit the furthest targets that you can see.

Crippling shots (3 points): You know just where to hit to cripple your enemies.

Clear thinking (3 points): Nothing can impede your concentration when shooting.

Restoration

Advocate of life (5 points): Life is your duty to preserve, the energies of magicka serve this purpose through the healing of wounds and the purging of toxins and diseases.

Wardmaster (7 points): All but the most powerful spells can be blocked by your skill in wards, and you can tease the energy from them to power your own spells.

Maker of Guardians (5 points): Restoration allows you to shape the world, allowing to heal allies and scorn the unholy when such zones are created

Magic-bound (2 points): Such is your connection to Aetherius, you can use more magicka than other Mages could.

Embodiment of Life (10 points): Such is your skill at the school of restoration, you can save yourself from the point of death.

Light Armour

Second skin (5 points): Having acquainted yourself to the lightest of armours, they pose no obstruction to you.

Light as a feather, hard as steel (10 points): Such is your skill with light armour, you can easily make it rival that of heavy armour.

Alchemy

Snake-kin (5 points): Like a snake, you are skilled in making the deadliest poisons in Tamriel.

Apothecary (10 points): A knowledge of life-giving and augmentative tonics helps greatly.

One with the forest (5 points): Such is your knowledge of plant life, you know what to avoid and what to pick to achieve the right effect.

Alteration

Arcane senses (2 points): With the right spell, the living and the undead become known to you, even behind the very walls.

Total: 100

Traits:

Night Eye – Can see in the dark better than others.

Claws – Deals more unarmed damage than others.

Doctor – Jo’Ravar is a trained apothecary and has had significant experience tending to wounded, giving him the ability to treat even the most grievous injuries; even if that treatment is the last bottle of ale.

Traveler – Jo’Ravar has been on the move for most of his life, as such he can survive capably in the wilderness. He can make use of what is available and is an experienced hunter.

Equipment:

Elsweyrian bow - A bow made in the tradition of the Khajiit and one of Jo'Ravar's most prized possession which he picked up from a travelling caravan. It is one of the few reminders of a home he has not seen in over half a century.

Leather armour - Light and quiet, Jo'Ravar's armour has seen him through many battles and for all intents and purposes does not hinder his movements whilst he is at work.

Scaled Bracers of Medicine - Bracers given to Jo'Ravar during his time in the Imperial Legion, they have seen use by a number of battlefield healers and increase his abilities in restoration magic.

Leather boots - Given the amount of time and distance these boots have weathered, its no wonder Jo'Ravar turned down the standard Imperial alternative, even with the make-shift mends and repairs you simply cannot beat reliability.

Imperial light helmet - A memento courtesy of the Imperial Legion, the Imperial light helmet has been tested in wars across Tamriel and as such is one of the most common pieces of armour in the lands, Jo'Ravar has been spared many potentially fatal blows due to the protection it offers.

Medical satchel - The only true keepsake Jo'Ravar holds onto of his old life, given to him just as it all began to change by his old teacher. The satchel has been a decider of life for decades to people across Cyrodil in the hands of Jo'Ravar, with the medicines it contains healing countless, and its poisons also killing many. Within the satchel Jo'Ravar also keeps a single bottle of the strongest ale, for when he can do nothing more. (I'm going to go ahead and count this as one of the enchanted objects).

Letter from Elsweyr - A short a worn letter that travelled across the vast distances to finally find itself in Jo'Ravar's hands. He is guarded of its contents, but it drives him onwards as he hopes to gain some from of vengeance on those whom have wronged him.

Plain clothes - For when armour is not needed; Jo'Ravar also can use the clothes underneath his armour in cooler climates.

Silver Emerald Necklace - Kept close at hand by Jo'Ravar at all times - he's learned through experience to keep some form of investment for when times truly become tough.

Sleeping Roll - Light weight and practical over comfort, another item courtesy of the Imperial Legion which Jo'Ravar still holds on to.

Ok here we go! :D Hope I'm not too late. I'm kinda wrestling with myself over whether to change some of the skills (NOTHING SERIOUS!) so as to get 'merchant's flair' for the sake of his backstory :p
 

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Discussion Starter #55
Sweet character...and on the question of magic items, yes we will be acquiring more on the way...since we will be running into all sorts of places
 

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edit:just realised you picked cathay and i picked cathay raht so we will be different.
 

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Haha, cat people for the win! :p If u'd rather I chose another SoA though I'm cool with it :p No idea what the differences really are so just chose the breed that had 'common' and 'skyrim' in its description :p .
 

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well the cathay raht are jaguar men and are known for their agility and thievery compared to the tiger men who are massive brutes but saying that ill probably be changing mine anyway as the breed doesnt match my character
 

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well the cathay raht are jaguar men and are known for their agility and thievery compared to the tiger men who are massive brutes but saying that ill probably be changing mine anyway as the breed doesnt match my character
I've read through and I think Jo'Ravar is more of a normal 'cathay' than the bigger ones :p
 
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