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To Heir is Human III revamped, discussion and planning, C'mon everybody, post your ideas and let's discuss! |
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jack cloudy |
Nov 29 2008, 09:21 PM
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Master
Joined: 11-February 06
From: In a cold place.
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I'd say it's ferrying supplies to some part of the yet to be built ghostfence. (Admittedly, that could be half Vvardenfell. Anyone have some good ideas for a slightly more specific location?)
The supplies could be tools, food, blankets, sanitary stuff, a new bunch of workers to relieve those currently on duty, perhaps some of the stuff (whatever it is) that is used in making the ghost-bit of the fence, spare weapons for the on-site guard detail, arrows to replace those lost against wildlife, mail, anything else we can think of.
Err and here's a question. What would a properly themed caravan look like? Guars dragging carts/carrying sacks tied to their backs? A Silt strider carrying loads and loads of bricks in a basket suspended from its belly? Flying carpets? (Too expensive)
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Fabulous hairneedle attack! I'm gonna be bald before I hit twenty.
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jack cloudy |
Nov 30 2008, 08:27 PM
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Master
Joined: 11-February 06
From: In a cold place.
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We don't all have to be Dunmer but it would make things easier. Theoretically, any race is still possible (with an emphasis on Khajiit/Argonian). However, anything other than Dunmer means that you are very likely to be a slave, with a big lack of freedom in choosing your actions. So yeah, Dunmer is the way to go.
Anyway, here's the idea I had for mine character. I suppose it still needs some work.
Name : Eno Arval
Race : Dunmer
Class : instrument maker/seller
Age : 56
gender : male
Appearance : Of average height, with an angular face. Black hair that’s kept short and well-cut. A goatee. His clothes consist of a brown shirt, with matching pants and cloak. His shoes and the lower half of his pants have some light chitin plates sewn onto them. This is more to protect against barbed bushes than for use in combat. He walks with a bit of a limp.
Equipment : A small toolset (think swiss army knife), a belt with several pouches and a long walking stick. A guar carrying a small tent, some traveling rations and his merchandise.
Personality : Hmm, I don’t know yet. I’m thinking of a relaxed old dude who never rushes himself needlessly.
Brief History : Eno Arval is nothing special. Born in Ald-ruhn, his parents wished for him to join the House as a warrior, which would have raised his social standing considerably. Eno didn’t disagree, and enrolled for basic training. However, he always remained a poor fighter no matter what training he underwent. His last mission had him sent to eradicate a Cliff-racer’s nest together with some other trainees. He was knocked to the ground by one of the birds and broke his right leg. The injury never healed properly and as a result his leg remains somewhat crippled to this day. Of course, with only one properly functioning leg, there was no way for him to become a Redoran warrior.
In the end, he abandoned his goals of joining the house and turned towards the construction of musical instruments, an art at which he showed considerably more skill. His expertise lays in the use of organic materials. (chitin, wood etc) Nowadays, he owns a small shop in Ald-ruhn.
Reason for joining the caravan: He sees a business opportunity. In his mind, the workers will be bored and as such more than willing to pay for any form of entertainment after a hard day of work. It should be possible to sell some instruments to them.
Other Relevant info : While he makes instruments, he’s absolutely awful at playing them. He also makes his own tools. Hey, it’s cheaper than buying!
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Fabulous hairneedle attack! I'm gonna be bald before I hit twenty.
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Olen |
Nov 30 2008, 08:59 PM
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Mouth
Joined: 1-November 07
From: most places
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Ok here’s some ideas:
We all have some interest in the ghostfence be that building, money-making, spying, tourism, etc. And we all happen to be in the same caravan (makes sense – I wouldn’t fancy wandering across the ashlands alone) and so meet. Perhaps this caravan is going to an outpost camp, like a temporary village which services a length of the construction.
Where this is could have a fair impact, perhaps the top of Foyada Ashur-dan? It’s right out in the wilds but within striking distance of various places (though remember that several of the Telvanni towns will be non-existent or at least much smaller and other than a wizards tower there won’t be as many mushrooms). The most obvious place to start would probably be up the River Nabia from Suran or maybe up towards Ghostgate from Balmora then cut east. I’d say the first though.
Now initial plot – how about we’re in the caravan and a big ashstorm hits? Perhaps bigger than any character has seen before? Then we’d need to find somewhere to hole up and might pick somewhere which would offend the local ashlanders? It would get things moving quickly though if anyone could come up with something better do.
The plot further on – I’m pretty stumped here but I’m not sure its entirely wise to carry on without thinking, it may lead to thing running aground. We could revolve it around a few key characters (local ashlanders, a local sixth house base leader, some temple big-wig, maybe a rouge Telvanni base (could offer ‘friends in strange places’ later)). But perhaps some idea of where this is going would be better.
A somewhat briefer idea of the character I’m thinking of:
Name:
Age: 25
Race: Dunmer
Class: Pilgrim-priest. Good at Alchemy, Mysticism, Speechcraft, and Hand-to-hand fighting (if he has to). So-so at enchanting.
Gender: Male
Equipment: Although he likes hand to hand he keeps a small cudgel for which hands won’t suffice. A mortar and pestle, preparation knife and a battered alembic, a few random herbs and food. Some books. Yes he travels light.
Personality: Deeply sceptical and free-thinking but clever enough to know to hide this in his line of work. He is deeply pragmatic. He is fairly friendly to most people but certain things can bring about an incongruous streak for ‘righteous fury’, for example his is avidly against the opening of Vvardenfell and any doubts he has are of the temple system and not the tribunals (at least of yet…).
History: Brought up staunchly religious in Maar Gan he joined the temple to become a priest fairly young and as a result isn’t wholly balanced. He studied to get his priesthood (and learnt a few things about the world during various pilgrimages, which he deeply enjoys). In his time he has noticed certain irregularities in the temple doctrine and read a couple of banned books, he is very close to becoming dissident.
Reason for being in caravan: To watch the construction for a temple elder because he knows something about enchanting. Also he’s interested.
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Look behind you and see an ever decreasing number of ghosts. Currently about 15.
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Colonel Mustard |
Dec 1 2008, 08:00 PM
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Master
Joined: 3-July 08
From: The darkest pit of your soul. Hi there!
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Here’s my much anticipated headcase character…
You were anticipating him, weren’t you?
*Glares threateningly*
Weren’t you?
Name: Erna Rahnis
Race: Dark elf
Age: 31
Gender: Male
Birthsign: The Lord
Focus: Espionage
Skills: Speech, short blade
Appearance: Erna is a man of averages-he is of average height, average weight and of average build. It is almost impossible to notice him in a crowd. He isn’t ugly, he isn’t handsome and he has no scars or tattoos. He has white hair common among most Dunmer, crimson eyes and slightly paler skin than your average Morrowind dweller, but apart from this he is barely noticeable.
Mental/personality description: Erna is, to say the least, a maniac, and a dangerous one at that. He takes great enjoyment in inflicting pain and misery upon others, and will happily wait a long time for the optimum opportunity to do so. He can easily fool others into thinking he is sane, with a cheerful and outgoing personality, but he uses this as a way to lure anyone into a trap where there is no way out, without his say so-and that means of escape will invariably be filled with pain and suffering.
Weapons: A short dagger and a handheld crossbow.
Clothing: Large coat to protect against the ash-storms and thick, heavy boots.
Bio: Erna’s past is shrouded in mystery-no one knows where he comes from, who he works for or why he does. Currently posing as a merchant wishing to sell his wares at the Ghostfence, Erna is there to fulfil whatever shadowy motive he has been ordered to do. While he seems to be helpless against any skilled opponent, and while people sometimes hate him, there’s something behind his eyes that can transfix people and draw them in, until he plants a dagger straight into their heart.
And another character idea, based on one of my favourite characters that I’ve created (seeing as the jury’s still out on whether or not everyone is a dark elf or not).
Name: Herschar Ice Eye
Race: Nord
Age: 26
Gender: Male
Birthsign: The Tower
Focus: Combat
Skills: Long blade, light armour
Appearance: Herschar is surrounded by a general aura of scruffiness-his hair is messy, his clothes are rumpled and his chin has a layer of stubble on it that he just can’t lift. He’s fairly tall and bulky, like most Nords, has brown hair (which he insists is auburn) and blue eyes.
Mental/personality description: Cheerful and outgoing, and possessing a sharp wit, Herschar generally manages to get on with anyone he wants to get on with. He has a gung-ho outlook on life and living, adopting the philosophy- “if it’s not interesting then I’m not interested.”
Weapons: Enchanted sword (called Azgath-fire damage, soul trap and able to talk-very sarcastic), crossbow.
Clothing: Light leather cuirass and trousers, thick travelling cloak and boots.
Bio: Born in Bruma, Herschar was always a troublemaker when young, often having run ins with the watch. Once he was old enough, Herschar stocked up on supplies and set out, aiming to explore as much of the world as possible and become rich and famous in the process. Though he found Azgath, his plans have gone somewhat awry, so Herschar now pursues a career as a freelance mercenary, and signed up with the caravan as a way to earn some money.
Little did he know, Herschar’s going to be in for one hell of a job.
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Dantrag |
Dec 1 2008, 08:48 PM
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Councilor
Joined: 13-February 05
From: The cellar of the fortress of the fuzz
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I like the ghostfence construction idea, but I also don't want the characters limited to dunmer and their slaves. So with that in mind I took the liberty of making up a basic plot. Use it, scrap it, modify it; I don't care, I just wanted to put something out there. QUOTE Ghostfence plot:
The year is 3E 407, and the Tribunal has ordered the construction of the ghostfence to keep the blight and Dagoth Ur's minions at bay. A few months into the project, attacks on construction crews by ash vampires and the like have become so common that Ordinators, Temple associates, Armigers, and the various helpers from the Great Houses are no longer enough to keep the project going on schedule. In addition, scavenging crews responsible for obtaining building materials from the ashlands have been unable to operate for the same reason. Because of pressure from his superiors, the commander at Ghostgate (who i'm too lazy to name at the moment) is forced to hire out mercenaries and mercenary groups from all over Tamriel. (that frees up the races so we aren't limited to dunmer.)
Now here's the twist. As we play, the commander will send people on various missions that aren't outright suspicious, but don't really make sense either. Eventually, the commander is found to be a Sleeper working for Dagoth Ur, but being mercenaries with no pull in Vvardenfell politics, the players are forced to deal with the problem themselves.
I think this plot is vague enough to play freely, but structured enough to always have a direction. Let me know what you guys think.
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"Its when murder is justice that martyrs are made"
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