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> The Wobbly Goblet Discussion Thread, Out Of Character Stuff Goes Here
Grits
post May 16 2013, 05:03 PM
Post #1


Councilor
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Joined: 6-November 10
From: The Gold Coast



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Discussion Thread



What’s this?

A player-run TES RP tavern where your characters can drop in for some fun. Celebrate a holiday, plan an adventure, or share a relaxing time with friends. The Wobbly Goblet is located in County Chorrol, and the year is… any year. Imagine a place where parallel worlds magically meet. We’ll use the Tamriel calendar and the real-world date. (So today is Second Seed 16th.) All are welcome! Grits and King Coin are your hosts, so contact us if you have questions.



Do I need to sign up or be invited?

Nope, just drop in. Post a character sheet here if you like, or link to another one you’ve used, or just give us a quick description of what your character looks like as they walk in the door. Link to a picture, if you have one. This is an informal meeting space, so we don’t need a whole lot of information.



So which thread should I use? What’s with all of the WGs?

The main thread can be found here: The Wobbly Goblet Playground. Feel free to introduce your character here in the discussion thread and jump right in to the Playground. The threads such as WG – Black Rock Caverns are adventures in progress, so you need to contact someone who’s posting there to possibly get involved. Sometimes players meet up in the Wobbly Goblet and decide to head out on various escapades together. When that happens they start a new thread.

Occasionally we host special events at the Goblet, like the Harvest’s End Festival. These events run for a certain period of time so that folks have an opportunity to join in. Watch this thread for announcements of upcoming occasions.



Code of Conduct:

1. Remember your forum rules. Keep it PG-13, be courteous, no spamming.

2. The tavern thread is for IN character posts. Please keep other discussion in this thread.

3. The Wobbly Goblet is a safe zone for all characters.

4. You only control your own characters. You should not give other player’s characters actions, lines, thoughts, or move them without the player’s explicit permission. Very small things like a nod, a grunt, or a word is usually fine, but if the player asks you to edit, then please do so. For example if you and another player go outside and brawl: ‘Thirsty Hair-Back picked up Myelfindil and slammed him to the ground’ =NO. Thirsty’s player just controlled the other player’s character. ‘Thirsty Hair-Back reached out to pick up the annoying elf, hoping to slam him to the ground’ =OK. Now Myelfindil’s player can decide what happens to him.

5. NPCs can be used, but posts should not be from their perspective. Your hosts Grits and King Coin will write for the NPCs when necessary.

6. Immediate emergencies should be avoided in the main thread. They can be fun, but they also can place other people in uncomfortable positions. They force people to either drop what they are doing, or else awkwardly find an excuse to not run to someone’s aid.



Roleplaying Guidelines:

1. Each thread is its own story or theme. New stories should have a different thread. Offshoot threads will be governed by the thread starter as they see fit. The Wobbly Goblet main thread doesn't have a story, but a theme. That theme is the inn itself. Posts in the main thread should be in, around, or traveling to or from the inn.

2. If you want to post, you need to keep your post consistent with the current state of the world. Read previous replies, or ask other players to tell you what is happening.

3. Posting in the roleplaying threads should be done with the purpose of interacting with other player’s characters. Not every post is required to interact with other player characters, but if your posts will never put you in a position to interact with other player characters, then please reconsider the content of your posts so that you can interact.

4. Disputes. We are going to assume that the rules here are being followed unless something looks very off. If your character is used by another player, we will assume they had permission. If this is not the case try talking to the poster. If you are unable to get a favorable response, then let us (Grits or King Coin) know.


Any comments? Questions? Post them here.



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This post has been edited by Grits: Oct 3 2013, 02:37 AM


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Grits
post May 16 2013, 05:06 PM
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Joined: 6-November 10
From: The Gold Coast



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A Player’s Guide to the Property



The Wobbly Goblet Public House

In a clearing in the Great Forest just off the Black Road stands an old manor house. Built on a rise of oak timber and field stone, the house looks down across a lawn and over stately trees and tumbled boulders toward Weynon Priory. The chapel bells can even be heard when the breeze is right. Perhaps the original owner cleared the land to farm, but the property has been a public house for as long as anyone can remember. (Even the high elves.)

Ground Floor: The main hall houses the Wobbly Goblet’s tavern. Food and beverage service is provided at the long bar. Pull up a stool or take your refreshments to one of the long tables with benches. But first you might want to warm yourself by the fire. The small tea room (to the left as you enter the front door) provides a quieter atmosphere with table service. The kitchens and scullery are through the back. Here's a link to the Bill of Fare, and here are some pictures of Yetta at work baking apple turnovers and stirring the stew.

Upstairs: The Goblet offers guest rooms with or without bath. (Hethilion will bring in a tub and fill it for you. Ignore the grumbling.) Each guest room is fully appointed and warmed by a wood fire. The second floor also houses a cozy library and reading nook.

Attic: The owners’ quarters, younger staff quarters, staff lounge, storage, and offices are located here. It’s bigger than you’d think.

Cellar: Wine racks, mead barrels, crates, Hethilion’s quarters. Hethilion will thank you to stay out of the cellar.



The Grounds

Feel free to explore the vegetable and herb gardens, sit by the fish pond, or take your ease on a bench under the oak trees. On festival days you will find a mead tent on the lawn providing minstrels, games, and revelry. Lowren will welcome you at the stable any time day or night. It is said that the lad never sleeps.

Stable: Accommodations for your horse, dog, guar and other large but well-behaved pets. Lowren’s quarters are here.

Staff Cottages: Yetta, Auguste, Dar’muktah, and Tooth-in-the-Grass dwell in the cottages.

Outbuildings: Garden shed, wood shed, chicken fortress, laundry, Tooth’s workshop. There are some other small buildings as well. Who knows what they’re used for?




The Staff

Bograk gra-Mugshak, Owner and Proprietor.
Bograk is an Orsimer woman of middle years. She usually keeps an eye on things from behind the bar. Bograk has big hands, an even temper, and a terrifying smile. Her club is called Arbitrator. Folks tend to get the message even if they don’t know what that means.

Lowren, Osler.
A youngish Bosmer of limitless energy. He’ll take good care of your horse. Lowren’s quarters are at the stable.

Riad, Business Manager.
Redguard man in his mid-forties. If you need something, ask Bograk. Riad’s suite is in the attic.

Yetta, the Cook.
Nord woman of twenty-three winters. Tall, blonde, friendly, and generally dusted with flour. She can often be found in her gardens in the hours between breakfast and lunch and in the mid-afternoon. She leaves a kettle of stew on the fire for guests who arrive after she has retired for the evening.

Auguste Allard , Barman.
Breton man of thirty-two years. Auguste keeps the bar shiny enough to see his reflection. He lives in a cottage on the grounds. Auguste shows up around lunch time and works late into the night, so Yetta and Lleris handle breakfast service.

Stefania Velvus, Barmaid.
Imperial lass of nineteen. Dark hair, dark eyes, and a charming pout, or so she thinks. Stefania’s chamber is in the attic. She serves in the tea room from lunch time until directed otherwise, and then she joins Auguste in the tavern. Stefania works late, so she sleeps in and habitually skips breakfast. She is often given some free time in the afternoon. Stefania flirts continuously and carelessly with whoever might give her a tip.

Tooth-in-the-Grass, Groundskeeper and Handyman.
Argonian man of uncertain years. Who can tell how old an Argonian is? Anyway he’s strong and healthy. He has an orange throat and outrageous blue feathers. Tooth’s cottage is on the grounds. He keeps his own schedule. He is often found working on the grounds, in his workshop, or in the tavern after dark.

Dar’muktah, Muscle.
A hefty, black-furred Khajiit with impressive ears. Late twenties. Dar’muktah is available to port bags, shift barrels, and remind Stefania’s admirers that no means no. Dar’muktah has a cottage on the grounds, but many suspect that he sleeps somewhere in the inn. He is known to appear at odd hours seemingly out of nowhere. Dar’muktah reports to Bograk and Riad. The exact nature of their association is the subject of some speculation among the staff.

Hethilion, Housekeeper.
Altmer man of a few centuries. Hethilion keeps the place clean. He also maintains the extensive library (found on the second floor). Hethilion’s quarters are in the cellar. He uses a variety of spells in the course of his work to clean and secure the guest rooms.

Lleris of House Hlaalu (as if that matters here), Drudge.
Dunmer teen of uncertain origin. If you ask someone on the staff for something, it’s likely they’ll get Lleris to do it for you. Lleris sleeps in his chamber in the attic, but exactly when is anyone’s guess. He’s up late helping in the tavern and up early helping Yetta take deliveries and serve breakfast. Maybe he abuses anti-fatigue potions. Lleris is generally wide-eyed and cheerful. Bograk views him as a promising lad, and she has taken him under her wing.



The Regulars

Laegon, Altmer man. Bard. Golden of voice, smooth of skin, and eager to play his lute. Laegon lives nearby, but he spends most of his time at the Goblet.

Nora Roscia, Imperial woman. Legion Rider. Her devotion to duty gives her an almost telepathic connection with her fellow legionnaires.

Sapphire, bay mare. Legion Rider Roscia’s mount. Often found at leisure in the paddock or stable.

Cats, assorted. You may call them whatever you please, as they won’t listen.



The Village of Weynon

Marcus Inventius, Imperial man. Fine Artist. Marcus has settled in the Village of Weynon. He will paint your portrait for a fee.

Martine Thierry, Breton woman. Apothecary. Martine has recently relocated from the Morrowind city of Blacklight. She has rented a cottage in the village and intends to open an apothecary shop. Martine brews a variety of simple potions, but her specialty is compounding non-magical remedies and household aromatics. She offers a range of supplies for the Alchemist. Martine is not affiliated with any Cyrodiil guilds. It’s likely that she needs partners to provide potions for sale as well as help her replenish her stock of ingredients.

Thals Andus, Dunmer man. Traveling Trader. Thals is a proud if somewhat low-ranking member of House Hlaalu, a Coalition of Merchant Princes that favor the Empire, Money and Trade. Not necessarily in that order. Thals travels between Morrowind and Cyrodiil with his pack-guar whom he has affectionately named 'Nally.'



The Player Characters

(For your convenience. Present participation is not implied.)

Click here to be transported to links page.



The Mod

For those playing Oblivion on a PC: mALX has made a magnificent inn mod! Her mod can be found here: LINK. Here is a link to the video tour. YAY!!! biggrin.gif *ahem* embarrased.gif




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This post has been edited by Grits: Feb 5 2014, 03:44 PM


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mALX
post May 16 2013, 05:38 PM
Post #3


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Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN



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Maxical




Full Name: Ma'Thjizzrini Qa (now S'Thjizzrini Qa, since she is no longer a virgin)

Nicknames/Aliases: Maxical

Sex: Female

Religion: Any god or Daedric Lord she thinks will listen when trouble hits - which ever one’s name pops into her head at the time.

Race: Khajiit

Age: Turned 21 the same year Uriel Septim was assassinated.

Day of Birth: Unknown to her* Maxical was born 3rd Era 412, the 27th of Last Seed. When she was found orphaned at age five the Legion guessed her age at 2 and listed the birthday given all beasts, making her new birthday 3rd Era 415, the 1st of Morning Star. This was the only birthday she knew till she turned 20 years old.

Birthsign: Unknown

Birthplace: Somewhere on the Septim’s Gate Pass - No man's land.

Occupation: Former Arena fighter, final rank achieved: Gladiator


Major Skills: Blade, stealth, picking locks, illusion

Minor Skills: Light armor

Maxical is small, but she is strong/agile/and athletic. She fights dirty, uses psychological warfare and anything she can get her hands on.

She trained under Alix Lencolia in Blade; the late Uriel Septim in strategic planning and espionage; and Sir Damien in espionage, infiltration, and stealth. She has worked with the Blades.

Unknown where it comes from, but she has “The gift of the voice” - untrained, so knows no thu’ums. (but her singing is known to be some form of torture to Daedra, vampires complain that their spleens nearly rupture when hearing her sing - and it hasn’t been proven, but it is rumored her singing caused the spontaneous sterilization of the rats around the Arena.



** Maxical has a magic conduction disorder that causes 100% weakness to magic and almost the complete inability to heal. It also effects her ability to aim using ranged weapons or spells (therefore she must use area spells). It also causes all her conjures to be hostile.

While the healing side of her magic is blocked, the destruction side is intensified + unstable/volatile. (more likely to blow up a building accidentally killing all in it than kill the one enemy she was aiming at).



Gear: The Honor Blade of Chorrol, un-enchanted. A silver dagger, un-enchanted.

Glass Cuirass, Spell absorption greaves, Spell absorption amulet, spell reflection shield. Springheel Jack's boots.

2 dresses, 1 red striped shirt, (1 same type gray striped shirt for pajamas, it has matching socks and panties), 1 bathing suit. 1 ancient Dunmer ring with 100% resistance to magic (Aren family crest on it), the Jewel of the Rumare (swimming underwater), 2 rings to boost her healing magic. 1 joke ring that makes people giggle hanging on a gold chain, 1 amulet of spell absorption.

2 vials vampire juices, 2 healing potions + 10 chameleon scrolls for duplicating potions when needed.


http://a3.ec-images.myspacecdn.com/images0...fd988d6ec/l.jpg


Family: Adoptive Father and mother: Alix Lencolia and S’Jirra.

Birth mother: Shivani (deceased). Former slave of the Dunmer Stronghold of Hlormaren on the Bitter Coast of Vvardenfell. Shivani and her husband S'Vandra were both freed when a man claiming to be the Nerevarine cleared the Stronghold, freeing all the slaves.

Birth father: Shivani had an affair with Ormellius Goldwine, her boss. Shivani‘s husband S'Vandra (also deceased) is not Maxical’s father.

Two best friends, Eyja and Nisaba (the Khajiit bandit by the bridge just north of Waters Edge).

Appearance: Pure white Khajiit of mixed race (Imperial and Khajiit). Red hair in ponytail, shorter than most Khajiit, (5’2” and weighing 100 pounds). Gray-green eyes depending on outfit. Small breasted/athletic build, keeps herself immaculately clean whenever possible. Does not like to smell like a cat.

Personality: A good natured prankster, naďve, not the brightest candle in the sconce brains-wise. Very quick red-headed temper, but cools down just as quickly. She is frank on speaking what is on her mind, and not always diplomatically (spontaneous blurting). Loyal. Maxical tries to be good (but doesn’t always succeed). She is not always on the right side of things, but believes strongly in whatever she does.

History: Mother Shivani and her husband S’Vandra were killed in a minotaur attack in County Skingrad when Maxical was age 5. Maxical has no memories of the attack or any moment of her life prior to it.

At that same time and vicinity, a centuries long feud had heated up and was raging between three ancient vampires (Greywyn Blenwyth, the necromancer Dagoth-Malan, and his cohort Movarth Piquine).

At the center of the feud was Amiela, a 137 year old vampire who had died a century ago (but the wars being fought over her continued on for possession of her soul). The soul was stolen and through necromancy was hidden inside 5 year old Maxical.

Maxical was dropped off at the Legion Office in the Imperial City, and later moved to an orphanage for the un-adoptable. Because of her tiny size and odd appearance, they labeled her “Unknown albino beast,” guessed her age to be 2 years old. Maxical spoke little Cyrodiilic, and because they couldn’t understand her name (Ma'Thjizzrini Qa) they listed her name as “Maxical.”

4 years later Alix Lencolia and S’Jirra applied to adopt her. Before the paperwork went through, Fathis Aren came to the orphanage to chose a student for a scholarship at the Arcane. Maxical was chosen.

Before the adoption was finalized Dagoth-Malan came to the orphanage to kidnap young girls to “farm” and discovered the soul of Amiela was hidden inside Maxical.

Because of Maxical’s pending adoption and the scholarship, people would notice if she disappeared. Malan instead planted a post-hypnotic command to come to him when she turned 20 (not knowing her age was wrong).

The adoption was approved. 5 years later Maxical started her scholarship at the Arcane. After nearly destroying it they pushed her out the door almost 6 years later. Due to the extraordinary damages she caused at the Arcane that Fathis Aren paid, (and out of schoolgirl crush/love for him) Maxical vowed her virginity to Fathis (but he never came for it). Oh, that didn’t sound good, lol.

Unbeknownst to anyone at the time, Janus Hassildor had Fathis under a spell, which is why he wasn‘t going near Maxical. (since he had hopped on board everything that walked prior to that).


Everyone thought she was 17 years old, but Maxical actually turned 20 that year. She joined the Arena and married Gils (the Blue Team Gladiator) in a country ceremony. Because there were no witnesses it was not considered legal, but despite this Gils taught her the sacred Dunmer mysteries (breaking Dunmer law). Since her virginity was promised to Fathis, she remained a virgin.

Unbeknownst to anyone, Malan had used mind control on Gils to make him marry Maxical, wanting to steal Gils' sacred Dunmer mysteries that would be unlocked in marriage.


The day before war broke out Fathis married Maxical, invalidating her marriage to Gils. Then Fathis left her at the altar (and untouched). She had nowhere to go but back to Gils. They almost mated, but before the act could be completed Azura sealed Maxical to Gils, binding her to him for life.

Azura placed the binding seal on Maxical’s tongue. (Azura’s seal = moonsugar when her mate is present, an excruciating burning in his absence. Only an ancient vampire’s presence or the drinking of vampire juices interferes with the seal and stops the pain).

Dagoth-Malan started an uprising and the vampire war broke out the next day. Fathis was thought to be dead. (Malan has Fathis in his dungeon, Fathis is a vampire now). Gils did die, but not before Malan took his soul.

Malan erased Maxical‘s memory of Gils’ death, told her Gils abandoned her and defected with Captain Renault (who Malan actually killed).

After manipulating Maxical to a mentally weak state, Dagoth-Malan performed necromancy on Maxical to raise Amiela’s soul inside her - planned for Amiela to take over Maxical’s body permanently. Through willpower Maxical was able to fight off Amiela from taking her body.

Malan impersonated Janus Hassildor (using illusion magic), kidnapped Maxical and used her virgin blood against Fathis to swear his soul over to Malan. Malan took his soul, Fathis is now a thrall. Malan then took Maxical’s virginity.

Malan pretended to be a Dunmer Arbiter and held the power of that office over Maxical for her illegal marriage to Gils and illegal knowledge of the sacred Dunmer mysteries (to control her).

Malan also put his nature inside Maxical, pretending to make her his chosen. (also to control her) - continuing to try to get Amiela to take over Maxical‘s body.

With the help of Malan's nature, Maxical threatened to eliminate Amiela permanently. Scared of losing Amiela, Malan performed necromancy on Maxical while she slept and removed Amiela's soul permanently from her.

Maxical learned that her extraordinary Blade skills belonged to Amiela, not herself. She lost that ability with the soul. Maxical was left not knowing what parts of her personality had ever been her own (and which had been Amiela all along).

Since then Maxical has been alternately trying to kill Malan or hiding from him. Right now she is hiding from him.


*

This post has been edited by mALX: May 16 2013, 05:48 PM


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Grits
post May 16 2013, 05:42 PM
Post #4


Councilor
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Joined: 6-November 10
From: The Gold Coast



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~Bill of Fare~


Small Plates
Cheese with Grapes or Strawberries (in season)
Potato, Leek, and Onion Pie
Stuffed Mushrooms
Cheese and Tomato Salad (in season)
Cheese

Dinners
Roast Mutton
Grilled Ham
Slaughterfish (if Lleris can catch one)

Dinners are served with bread, potatoes, onions, and gravy.

Sweets
Apple Pie
Blackberry Crumble with Cream
Pear Tart


~From the Bar and Cellar~


Fortified Drinks
Comberry Brandy
Colovian Brandy
Cyrodilic Brandy
Flin
Stros M’Kai Rum

Beer, Mead, and Ale
Beer
Ashfire Mead
Honningbrew Mead
Argonian Ale

Wine
Comberry Wine
House Wine (It’s Cheap)
Firebrand Wine
Surilie Brothers Red
Tamika’s West Weald White

Nonalcoholic Beverages
Apple Cider
Ginger-Root Beer
Kahve (Hot or Chilled)
Milk
Tooth’s Nightshade Tea
Yetta’s Blackberry-Alkanet Tea
Yetta's Orange-Arrowroot Tea



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This post has been edited by Grits: May 16 2013, 06:52 PM


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Darkness Eternal
post May 16 2013, 05:48 PM
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Master
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Joined: 10-June 11
From: Coldharbour



Great thread!!



Name: Vera Castius.

Race: Imperial.

Gender: Female.

Age: Unknown. Appears in her mid twenties.

Sign: The Warrior.

Home Country: Cyrodiil-near the Great Forest.

Faction and Rank or Guilds: Former Fighters Guild and Companions member. Free-lance mercenary and Bounty Hunter/Hitwoman.

Faction Description: Vera first got in touch with the lifestyle of hunting others for profit through the Fighter's Guild, and eventually turned to being a free-lance mercenary with no allegience to any guild. Vera is hired by high-paying employers and she undertakes almost any quest, whether to recover an escaped convict or run-away daughter of a nobleman or tracking down an infamous crime lord through the swamps of Blackwood. She doesn't dwell too much on the morality or sense of "right," and "wrong," when tasked to either capture or kill her target.

Skills and talents: As a mercenary for hire, Vera considered preparation as the key to any quests’ success. Even though she could not foretell the outcome, she tries to minimize the need to improvise on location by always having a plan prepared. Vera wanted everything operated her way, and in that knowledge she holds the belief that there is a chance that someone is always after her, to either slay her or to pose a challenge. This fueled her skill for staying a step ahead of her competition and enemies.

Vera also has a skill of reading people and classifying them into what they may do for a living or what they’re role in life is. She puts considerable effort into analyzing her prey and enemies to locate and take advantage of their flaws. In combat, she has a tremendous streak of guile about her. She possess skills in the various forms of martial arts learned by a fellow Khajiiti warrior in the Fighters Guild. She was well-known for her prowess in battle and was a deadly person with a bow or crossbow in hand. She rarely misses a shot(I am rather good at archery in-game, too ).

Physical Appearance: Despite constantly wearing her ebony armor, Vera was a subtle huntress and was dependent much on her efficiency and intelligence as on pure strength and combat prowess. Speaking with a cold, callous voice, but still being recognized as a woman, Vera allowed few to see her face to face and even fewer to truly know her origins, history and family bloodline, giving her persona a mysterious sense and a psychological advantage over her quarries who may have heard about her(in stories).

When Vera took her first steps in her line of work, she was a fresh-faced and beautiful young woman who went to great lengths to keep herself presentable, though it changed when she forced herself to work "anonymously,". Even though she hides her face behind a helmet, Vera is known to those who see her face as very beautiful. When not on the quest, Vera keeps her blond hair loose and down to her shoulders in a savage manner. Her eyes, equal in color as to her hair, sometimes glow in the dark without any visible pupils once the torchlight hits them, which gives away her secret to those who aren't ingnorant.

Eyes: Amber and golden. Sometimes yellow.

Build: Lithe and Athletic.

Weapons of preference: Vera took pride in surrounding herself with only the finest weapons and tools. She carries a dwarven crossbow she personally helped forge at her Estate—which she tipped the bolts with potent paralysis poisons made from various plants and ingredients. She also has a habit of possessing spare weapons, such as smaller daggers and hunting combat knives in which she conceals in her boot(inventory). She also uses a silver bow and arrow from time to time when hunting for food or sport. She also is handy with the blade and blunt weapons, and favors the longsword and axe. Despite being extremely well-equipped, she was not totally dependent on her arsenal. In dire times when waking up naked in the wilderness, Vera makes use of her preternatural instinct for survival and relies on her teeth and nails and sharp mind as weapons.

Vera also has in her arsenal bear traps and other types of dangerous snares meant for maiming and slowing down her prey.

Clothing: Vera’s armor was made and forged from ebony, allowing it to endure a tremendous deal of damage sans degrading. Her armor also had two shoulder pads which were black in color. The ebony armor also increased protection from flames and intense heat, frost and cold conditions, and among other natural and supernatural elements. Her sharp shoulder pads also allows her to charge and attack her adversaries with a shove of the side, making her armor something beyond the use of defense. Additionally, helmet also served to conceal and preserve her identity from her enemies and foes, who knew her only by gender and not by age or race or physical attributes(eye, hair, skin color). This allowed her fame to be widespread but whispered and mired in rumors and half-truths. Even her employers almost never truly saw her face, but still hired her due to her reputation.

When not on bounty hunting duty or on a quest, Vera tends to stray away from too much trouble and wears more simple and basic clothing. Though she was born in a very wealthy household, she garbs herself in tattered and peasant clothing as she was never swayed in maintaining a sense of good-fashion as regular women may. This also helped reinforce the idea to strangers that she was a low-class citizen, and could pose no threat, despite her being dangerous than most. When traveling in the mountains or in the forest, she garbs herself in a more primal attire.

Miscellaneous: Vera, since a young age, occasionally likes to read. She carries with her a few

Vera has a set of “special,” rings that are said to be legendary for her particular kind. She also has a journal in which she writes the events of her life for the purpose of leaving it to her children, if she ever has any.

Magic abilities or powers: One of Vera’s many natural weaknesses is that she is not adept in any arcane or magical arts, and when put toe to toe with wizards or mages, she is at a disadvantage. She relies mostly on her physical capabilities and racial and birth powers. Vera still lived her life at extraordinary level; she had enhanced speed, strength and endurance that most would achieve through drinking potions or contracting a life-altering condition/disease. Vera had enough strength to fight off an Orsimer in hand to hand(who’s race are known for their brute strength). Vera Castius has an immunity against diseases. She also has natural regenerative powers. She has a supressed aging process due to a Daedric Pact and thus has the appearance and vitality of a woman in her prime physical condition, which would partially explain her presence in the Fourth Era.

Vera also has acute senses that can compare to certain animals; she's able to see objects with tremendous clarity and at great distances compared to an ordinary Imperial. Her sight is enhanced to the degree of even seeing clearly in the dark, almost like a Khajiit or a wolf. Her sense of hearing is the same, allowing her to listen and hear sounds that Man, Mer or even Beastfolk could not. She also can use her well-developed sense of smell to track down prey. With this, she was a gifted huntress, able to track her prey with much success, even if the scent itself had been corrupted or altered by natural factors.

Mental Profile/Personality: Vera was known for being the friendliest child around, and her love and caring attitude was well-known. Though she was by all means a normal child, witnessing her mother’s dead body at a young age was the event that set her mind to near madness. The events following that tragedy and her time in the Asylum due to parental neglect shaped and scarred her life, giving birth to a woman who had a difficult time forming any bonds or laughing out of happiness.

Vera’s earlier adolescent years was filled with death and suffering, so much so that she became desensitized to gruesome sights, death and tragedy and eventually came to be responsible for slayings and questionable acts herself during her stay the Fighter’s Guild. Her personality shifted from a happy, positive child to an angry, bitter and spiteful individual even after she had ran away from an Imperial Asylum she was sent to. Her bitterness and hateful state of mind was simply the first stage of her spiral into insanity.

Despite her dark sarcastic demeanor and dry sense of humor, Vera also bore a heavy urge for self-improvement, to be the best of the best that there was in her line of work, which she performed well to the letter. When in a good mood, she is witty and snide but to a much more emphasized degree. Her weakness at times is that she is prone and quick to give into her urges, and angers rather quickly when questioned or when she is in the presence of a weak and feeble person(mostly a child) that can be torn to pieces by claw or fang.

Though being a bounty hunter and a mercenary, she was not completely heartless and went as far as to grant those she felt worthy of her respect swift deaths. Even upon being a hardened individual with a history of depression and alcoholism, she had a pinch of emotional connection with some people, feeling respect and admiration for others despite her horrific family history, though she rarely ever formed relationships.

Over the years as a hitwoman, Vera adapted to her life and became thorough, instinctive, and merciless when pursuing criminals or any target and she was infamous in Cyrodiil and Skyrim for her considerable approach toward buisiness, though secretly she had a soft side for the few people she cared about in life. Even though her brutal reputation stemmed from tale tales of drunks, skooma addicts and even superstitious villagers, Vera was often hired(covertly) by governing officials of the Imperial Palace and the highest echelon of society.

When hunting people, Vera never kills randomly or without purpose. She grants many of her adversaries and enemies a chance to survive and escape by making personally making deals or allowing them time to run away out of the need for sport, though when it comes to getting paid and compensated she almost always makes sure her prey has no chance to flee. She was still considered patient and would relentlessly pursue her bounty across the province if need be, no matter how much of a threat to her life the quest or her quarry may pose. She always pays close attention to detail and double-checks her surroundings to make the best decisions in how to approach her task.

In her early twenties, Vera preferred to work in solitude as a sword-and-bow for hire. She became a loner who usually kept to herself, believing that the most efficient manner in completing a task was if she does it herself. Working alone also gave her the desired liberty of improvisation and more coins that did not have to be shared. Another reason in which she doesn’t like to admit would be the suffering that may come with forming bonds or attachments due to her unpredictable and murderous nature.

With her choice to work alone, Vera additionally chose to live by herself. Despite her heart’s desires to find a mate someday, she never formed any romantic bonds or relationships until a certain point in her life. From her young age she was very puritanical, never engaging in sexual relationships until after a particular point in her career.

Biography/Life History:

“My mother died. My uncle died. A good half of my kin were all killed. My bloodline thrived centuries over centuries under an ancient curse. Doesn't equip one to be a family woman. Trust me, I tried."

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And yet I am, and live—like vapours tossed.
I long for scenes where man hath never trod
A place where woman never smiled or wept
There to abide with my Creator, God,
And sleep as I in childhood sweetly slept,
Untroubling and untroubled where I lie
The grass below—above the vaulted sky.”
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mALX
post May 16 2013, 06:02 PM
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Will we be able to rent rooms for the night? Will local Chorrol NPC's drop in there too?


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Grits
post May 16 2013, 06:24 PM
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QUOTE(mALX @ May 16 2013, 01:02 PM) *

Will we be able to rent rooms for the night?

Yep. Talk to the orc.

QUOTE
Will local Chorrol NPC's drop in there too?

Can't see why not. Go for it! smile.gif


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Elisabeth Hollow
post May 16 2013, 06:36 PM
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I NEED TO BE HOME FOR THIS!!!!


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Grits
post May 16 2013, 09:16 PM
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I added pictures for Dar'muktah and Tooth. smile.gif


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mALX
post May 16 2013, 10:39 PM
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QUOTE(Grits @ May 16 2013, 04:16 PM) *

I added pictures for Dar'muktah and Tooth. smile.gif



Pictures will help imagine them for our characters to interact, will help me at least.


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Grits
post May 16 2013, 11:14 PM
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It's going to take me some time, but I'd like to get pictures for all of the NPCs. (If that's even what they should be called in this situation, lol.)

I'm going to make an NPC post. smile.gif


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King Coin
post May 17 2013, 01:29 AM
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NPCs are exactly what they are. smile.gif

I see what you mean by Impressive Ears on the Khajiit.

Also just FYI, the Argonian at the counter in my first post eating is supposed to be Tooth-in-the-Grass.

This post has been edited by King Coin: May 17 2013, 01:45 AM


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Aravi: A Khajiit in Skyrim

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Grits
post May 17 2013, 02:03 AM
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Oops. Thanks, I added him in. It makes perfect sense that Tooth would not be outside in a lightning storm! ohmy.gif


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King Coin
post May 17 2013, 03:01 AM
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Just a quick character sheet for Aravi.

Name: Aravi
Race: Khajiit
Gender: Female
Age: Unknown, probably early to mid-twenties
Country: Grew up in Morrowind, started her adult life in Cyrodiil, and traveled to Skyrim
Skills and talents: Aravi is most talented with her swords. She fights with a pair of them, preferring to end fights fast. She is adept with her bow, but far from the best marksman. She’s comfortable in light armor. She can bend weaker minds with illusion, harden her armor with alteration, and is a reliable healer in a bad situation. Alchemy is something she enjoys and occasionally makes something useful.
Physical Appearance: Just a little taller than a Bosmer, she’s small for a Khajiit. Males of the same race tower over her. Her fur is thick, but relatively short with snow leopard coloration. She’s built like a dancer or a gymnast. She has a scar visible on her right cheek.
Eyes: Green
Weapons of preference: short swords
Clothing: light armor or simple clothing. No shoes or boots.
Magic abilities or powers: She knows a variety of spells that assist her in combat. She can also transform into a powerful though unstable werewolf. She dislikes transformations and does it very infrequently. (like never if she could)
Mental Profile/Personality: She has a strong sense of what is right or wrong. She generally follows the law, but will break it if she feels it is the right thing to do. Will not steal or murder. She tends to be quiet but has a wicked sense of humor that occasionally surfaces.

This post has been edited by King Coin: May 17 2013, 07:56 PM


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Grits
post May 17 2013, 11:01 AM
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I added pictures for Bograk and Yetta. smile.gif


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Darkness Eternal
post May 17 2013, 12:15 PM
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Awesome. You're doing a fantastic job, Grits! And mALX, too!

biggrin.gif


--------------------
And yet I am, and live—like vapours tossed.
I long for scenes where man hath never trod
A place where woman never smiled or wept
There to abide with my Creator, God,
And sleep as I in childhood sweetly slept,
Untroubling and untroubled where I lie
The grass below—above the vaulted sky.”
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mALX
post May 17 2013, 03:54 PM
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QUOTE(Darkness Eternal @ May 17 2013, 07:15 AM) *

Awesome. You're doing a fantastic job, Grits! And mALX, too!

biggrin.gif



Me? What did I do? Lol. Oh, you mean Maxical's Bio? Thank you!


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Elisabeth Hollow
post May 17 2013, 04:04 PM
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I tried getting on last night and my internet quit working.


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King Coin
post May 17 2013, 04:07 PM
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Not sure if I should have Aravi do something or wait and see if anyone else is driven out of the storm?


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Aravi: A Khajiit in Skyrim

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Grits
post May 17 2013, 05:52 PM
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I'll have some folks showing up soon, probably tomorrow (our time, lol). But don't let that stop Aravi from doing anything. I'll just jump in with whatever. smile.gif


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