Would you like to have the RP on the Discord server or on Iwaku?

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A

Almighty-Kuma

Guest
THE LEGENDS OF TAMRIEL
An Elder Scrolls RP

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SIGNUPS ARE CLOSED!

  • Hello! My name is Kuma and welcome to the experience known as the Heroes of Tamriel, taking place in the home of the Elder Scrolls series. In the first chapter of this beautiful northernmost land of Skyrim! Dragons The Harbingers of the End Times returning to Tamriel after ages of "prosperity"? A civil war breaking up the land? Who better than to save this ice cap than the heroes spanning from many other provinces? I'm glad to welcome you and your allies alongside my co-GM, Zelosse! We hope to see you there!

    RULES AND GUIDELINES
    1. The usual RP rules apply of no godmodding or rule breaking. Repeated noncooperation and breaking of this rule will result warning that will eventually lead to a ban from RP and the Discord server.
    2. There will only be one Dragonborn. Just one.This RP is designed to follow lore and also be an entertaining experience, not be an adventure where there's seven Dragonborns going around Tamriel with powerful shouts and decimating opponents or just one person doing everything at once.
    3. Be respectful to your peers and treat everyone equally. There will be no kissing ass (difference between complimenting and kissing ass), harassment, or aggressive debating in this RP. We are here to have fun as a group.
    4. Take time and consideration into your character sheets. Do not post incomplete sheets or sheets that have no effort into them. Also take in consideration of the lore that happened in the Fourth Era. There's no Ebonhart Pact or Dagoth Ur in this roleplay.
    5. Make sure to come into the roleplay with some prior knowledge of the Elder Scrolls. Knowing some of the lore that has happened in the Elder Scrolls series is pivotal to enjoying this RP fully. People who signed up that have played Morrowind or Oblivion will be pleasantly surprised.​

  • THE MAGE
    Permanent bonuses for those prioritize The Mage style include reduced magicka consumption, spells are more effective when cast on self/others, and more powerful enchantments.

    Illusion: The school of Illusion involves the manipulating the minds of others, whether that be good or bad. These include spells that require hand contact that will make opponents feel like the world is weighed down onto them or see images of themselves cutting at them mercilessly, have allies feel like they could take an entire army or have a guardian with them at their side as they battle or manipulate the dreams of others' for your own gain.

    Alteration: The school of Alteration involves manipulating the environment to your own personal gain. You could force locks open with a spell, have control over resistances and attributes, learn how to control your Magicka more efficiently in a focal point or become a Vancian mage that has no magicka but magical charges for uses of spells. This school could dramatically change how you use magic altogether, so it should be approached with extreme caution.

    Destruction: The school of Destruction involves manipulating and harnessing the energies of either frost, shock, or fire magic. One could either be intermediate use all elements or become a specialist with a more powerful form of their specific element. All Destruction spells all have increased effectiveness in certain environments (sunlight for fire, rain and storms for shock, snowfall for frost). Specialists will find that they effect the ground they walk on, either having enemies become inflicted with frost, being exposed to large bursts of energy, or be scorched.

    Restoration: The school of Restoration involves manipulating life forces as well as increasing Stamina, Magicka and Health resources. This includes provide blessings to allies to boost their attributes, along with curses for their allies via holy flames. Wards also have increased effectiveness now. There is the inclusion of auras that could decrease their opponents' magical abilities and have them burn in holy light. This is also used for the straightforward healing spells. One could also learn the blessings of the Divines or Daedric princes.

    Conjuration: The school of Conjuration involves necromancy and summoning creatures from the realm of Oblivion. This involves buffing summons and resurrected bodies to be buffed by using alchemical agents such as Hagraven feathers and human organs, along with them being boosted just by the caster being around them. They can be effected by shock or fire spells to become supercharged or ticking time bombs. A Conjurer could use bound weapons more effectively, inflicting plague and disease onto their opponents.

    Enchanting:
    The school of Enchanting involves enchanting items to become significantly stronger. This includes weapons and armor. Enchants all together get stronger, no longer having specifications. One craft staves at the enchanting station, along with upgrading enchanting stations for stronger and more effective enchants.

  • THE WARRIOR
    Permanent bonuses for those that prioritize the Warrior style are granted faster attack speed, slightly increased armor rating and more effective smithing.
    Note: Weapons apply bleed/defense debuff/stagger depending on the weapon used. Weapons also hurt more and armor protects more.

    Light Weaponry: The weapons that are faster and are in one hand (or duel wield if you're a weeb). This type of weaponry include longswords, shortswords, tantos, hammers, maces, war axes, and other things to bash skulls in or slice heads off. With the inclusion of those, there is also the choice to use hand-to-hand/unarmed combat.

    Heavy Weaponry: The weapons that are slower and hurt more that are held with two hands. This type of weaponry include greatswords, nodachis, halbreds, battleaxes, wathammers, and others things to stagger and overpower the enemy.

    Ranged Weaponry: Shortbows, longbows or crossbows. Specialize in either being awarded for being agile and flanking, make every hit count to be deadly, or enhance functionality respectively.

    Heavy Armor: Armor that provides protection over movement. As one gains more experience with heavy armor, they would see that heavy armor would weigh less due to their exposure to it, intimidate people easier with heavier armor, and punish those who blindly attack your armor. This armor allows those who use hand to hand combat to do devastating blows that stagger the opponent and leave them dazed.

    Block: The ability to become a wall with a raise shield. Timing with blocking is key to having the greatest debuffs on the opponents. An expert in block would be able to disarm or even have their opponents fall back, allowing them to start their attack.

    Smithing:
    A skilled blacksmith knows their materials know them like they know that Belethor is a sleazy little man with good stock. You can advance one grindstone and workbench to make more effective weapons and armor, along with specializing in what you smith in to make stronger items. You can also sacrifice Daedric hearts or fire salts in order to make the materials stronger. A master blacksmith will be able to use the Skyforge itself.

  • THE THIEF
    Permanent bonuses to those that prioritize the Thief style are granted with higher success of dexterity, have better chances to persuade, and are much harder to detect when sneaking.

    Stealth/Sneak: The art of hiding from opponents and operating from the shadows. This rewards staying hidden from enemy sight, along with allowing someone to see enemy cones of sight and moving better in the light. There's also the ability to use tools whilst sneaking, such as tripwires, special arrows to distract the enemies, and Illusion spells to distract the enemies.

    Light Armor: Armor that provides movement over protection. As one gains more experience with light armor, they would be able to find ways to more effectively dodge and weave attacks, rewarding those who are quick on their feet. This armor allows hand-to-hand combat users to use more rapid movement, using their speed to wear the opponent down in a war of attrition.

    Speechcraft: The ability to persuade, intimidate or bribe others for your own personal gain. Along with getting better deals with buying and selling, but they also empower their allies or distract their enemies by using instruments. They could also any friend of theirs to be an ally in battle.

    Dexterity: This new tree replaces both Pickpocket and Lockpicking. One with great dexterity could rob someone of their valuables, but also detect someone with great wealth in their midst, along with sneak poisons into their opponent's pockets. One could even get away with bounties that don't necessarily harm anyone and may be able to steal weapons with katars or knuckles equipped.

    Wayfarer: A good adventurer knows their environment and how to manipulate it to their advantage. They can learn lore of animals, humans or even automatons. This could help befriend or even help fight the enemies better, along with skinning animals for hides and move better outdoors.

    Alchemy: Using said environment to make powerful potions or deadly poisons. This could be used to sneak poisons or even bombs into someone's pockets, make effective potions to buff allies, or even make potions on the go with an alembic.

  • Carefully take into consideration your characters. This is the meat of the RP; you can't have a good story with poorly made characters.
    INSERT NAME OF CHARACTER

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    Maybe an interesting quote for your character. Or not.

    NAME: ... Your character's name. Make sure to look up lore and figure out a name for your character, but also consider their past with names (i.e. Brand-Shei was raised by Argonians ever since he was a kid, so he grew up with an Argonian name).

    AGE: Their age, which determines their skills, along their health and stamina (old people have more experience, but less health/stamina, and the inverse for young people).

    ALIASES: The titles or names given or made by a character to show prominence or to disguise themselves from the authorities. This is optional.

    RACE: The race of your character from the nine different playable races in the Elder Scrolls games. There might be subsections of races, such as Khajiit with their influence coming from the moon and perhaps interbreeding (which the baby always takes after the mother). This also influences their racial bonuses, preferred skills and how people perceive them.

    APPEARANCE: The faceclaim usually goes above everything, but go more in depth if you so please. They could have blemishes, scars, birthmarks or even body paint on them in places that would not be able to be seen unless people pay attention to it. If they are interbreed, show what they gain from their father (like body composition, height, etc.) and mother (hair color, skin color, eye color, etc.)

    PERSONALITY: Small tidbits on info will do, but go as indepth as you can. Like their thoughts on religion and respective pantheons, recent events that have occurred, other races and how they would respond to them, whether they have a different form of speech than most of their races because of their background, et cetera.

    BACKSTORY: Requirements here are that you go into how your character learned their primary skills and how your prisoner ended up in Helgen. This could be accomplished through committing a crime on the border, crossing the border into Darkwater Crossing or committing a crime in Falkreath Hold. If you wish to go more in depth on your character's backstory and how they were raised, go ahead. Just make sure it makes sense and fits in lore. Oh, and how they get arrested determines who they know.

    PRIMARY SKILLS: What shall shape your character and be their most effective skills. I don't think I need to repeat myself when I mention lore, race and background. Limit these abilities from two to three, or alternatively you could have one powerful skill at the cost of other skills as a whole to be inferior, the severity depending on age. These will give passive bonuses against opponents who are weak against them or yield better results in crafting.

    SECONDARY SKILLS: The intermediate skills that your character wields. These skills aren't inconsequential, but they won't win you major fights. Limit these from three to five.

    TERTIARY SKILLS: The weakest of all the skills. This is basically those skills you picked up and were like "maybe later" and learned at a slower rate than others that are naturally talented. There can be only four Tertiary skills.

    UNTOUCHED SKILLS:
    The skills your character wouldn't even bother with. These are basically the rest of the skills in the perk trees that you didn't use. Note that if someone who is experienced with these untouched skills that your character receives penalties/debuffs for facing them.
 
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RI'ZHID OF CYRODIIL

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NAME
Ri'zhid of Cyrodiil

AGE
25

ALIASES
Traitor of the Empire, Renegade from Cyrodiil

RACE
Khajiiti (Cathay)

APPEARANCE:
Image shown above. Possess a tail that is completely black with a white tip. Has several scars in certain locations of his body, mainly his chest and back. Blood from claw wound is now healed, but scar remains. Is about the tallest any regular Cathay can get without being considered a Cathay-raht.

PERSONALITY:
A clever Khajiit who finds a fondness in history, whether it be forbidden knowledge or folklore. Ri'zhid is seen a slightly flirty, but highly intelligent Khajiit that uses grammar comparable to that of a Imperial scholar, but sometimes interjects with third person or "this one" in times of great stress or excitement. Mostly keeps a mysterious but interesting air about himself. He doesn't find much care in the current events of the world, as the world has devolved into an incompetent mess because of the Great War. He surprisingly harbors no hate for any of the races, even Dunmer or Nords, as he believes that while it would be understandable to hate them, he has never had to deal with an arrogant Dunmer slaver or a racist Nord drunkard before.

BACKSTORY:
As Ri'zhid's name suggests, he hails from the cosmopolitan province of Cyrodiil after his family settled down after a life of traveling with trade caravans. He was raised around many things, including mead, angry customers and the Imperial Legion. He lived in the recovering town of Bravil, which still was in the middle of rebuilding by the time Ri'zhid was born. He wondered about the Great War and all that happened when he was growing up. As he did grow up, he developed a love for lore. His parents appreciated this as it left him off the bad neighborhoods and skooma dens.

In his adolescent years, his sense of adventure increased. Instead of wanting to make skooma, he wanted to bust skooma dealers, do bounties and be known throughout the province as a Champion of Cyrodiil. This sort of got him into situations with his parents and increased his curiosity. One day, whilst his parents were out of town to get more mead and stock for the inn, he snuck out and trailed behind two Imperial soldiers; one being a Nord male and one being an Imperial woman. He eventually followed them to their base, which was then where he got caught and was accused of attempting to pickpocket. Fortunately, the two Imperial soldiers covered for him. They asked him why they followed him and he answered that he was simply interested in the Legion and learning how to fight like in the old stories from the past Eras. The two soldiers saw this as maybe a way to teach him a few things. This blossoming friendship between the three became Ri'zhid learning how to handle heavy armor and use a sword.

As he grew a bit more into his mature years to where he could help with bartending and serving mead to the guests, when a old skaal paid a visit to the tavern to stay the night. As he was bartending, Ri'zhid asked who he was, which the skaal replied with that he was an old soldier in the Great War, but now dedicates his life to telling stories of the Empire's valor. Ri'zhid witnessed him sing about stories that brought in more customers and was amazed at the amount of septims rolling in. He knew that his singing voice was so terrible that if he sung in the Great War, the Empire would have had a chance because the Thalmor would be going deaf, but he did ask the Skaal on how to sweet talk people, either in mercantile, persuasion or even in becoming a bard himself... probably sticking to playing the lute or flute though.

As he grew up to a rather strong Khajiit, Ri'zhid brought in more gold for himself and his family inn by doing odd jobs; slaying bandits, dealing with people causing trouble in cities for coin and even signing up in the Fighters' Guild. This brought admittedly some pain, but with his rather versatile moveset of magic, wit and blade brought him victory overall. Ri'zhid was quite content with his life. There was then a contract that needed to be taken care of in Bruma; some thugs in a nearby bandit camp bothering folk. This seemed to be an easy task, which it was. With a few quick slices and careful planning, he managed to take care of the bandits with relative ease. As he went to go collect his award he saw two Altmer affiliated with the Aldmeri Dominion, given their Elven armor and swords, arresting a Nord woman. They yelled at her for being a "Talos worshipper" and claimed that they were free to do what they want with her. This ruffled Ri'zhid's jimmies, as he did not allow a lady to be roughhoused like she was a rented mule.

A few moments after Ri'zhid insulted them and their whole creed against Talos worshippers, causing a few onlookers to witness this, they drew their blade and readied their spells, threatening Ri'zhid with arrest as they toss the Nord woman aside. He simply boasted saying that he shall surrender once they have brought him down onto his knees begging... Well, the opposite happened. He decapitated one of the Thalmor soldiers in self defense, with a whole crowd being able to see what happened. The surviving one proclaimed that he shall brand Ri'zhid a murderer and a traitor against his people. Ri'zhid scoffed... this was before a whole troop of Imperial soldiers came in and drew their blades at Ri'zhid. It didn't even help that he was near the border... Ri'zhid was then charged with second degree murder of an Thalmor soldier and was charged with execution. He sent off to an Imperial prison in Falkreath, eventually joining the collected few who were going to meet the chopping block.

PRIMARY SKILLS:
Light Weaponry
Heavy Armor
Speech

SECONDARY SKILLS:
Smithing
Enchanting
Alchemy
Wayfarer

TERITARY SKILLS:
Archery
Destruction
Restoration
Conjuration

UNTOUCHED SKILLS:
Dexterity
Stealth/Sneak
Block
Heavy Weaponry
Illusion
Alteration
Light Armor

 
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Indeed. I also noticed your quote! One of my faves from Skyrim and the main reason why I prefer Paathurnax over the Blades.
 
  • Thank You
Reactions: Nanashi
Indeed. I also noticed your quote! One of my faves from Skyrim and the main reason why I prefer Paathurnax over the Blades.

Thank you. The old one is quite wise. The Blades truly are barbarians, Delphine was nothing more than a Zealot who'd forgotten her place. I will look into joining this RP, but for now I must plan a sheet.
 
That's the hard part for me. The Dragonborn position is one of the integral parts of the story, but I don't want to feel like others are gonna be side characters. I'd highly consider making one who isn't based around being a Dragonborn, because the choice is pretty difficult for me right now.
 
  • Thank You
Reactions: Nanashi
That's the hard part for me. The Dragonborn position is one of the integral parts of the story, but I don't want to feel like others are gonna be side characters. I'd highly consider making one who isn't based around being a Dragonborn, because the choice is pretty difficult for me right now.

Can do. However I'll add that if there is to be one, with a party included, they'd all play pivotal roles. I'd suggest including character's backgrounds in the lore and making sub-stories within the main story.
 
Can do. However I'll add that if there is to be one, with a party included, they'd all play pivotal roles. I'd suggest including character's backgrounds in the lore and making sub-stories within the main story.

Oh, you don't have to tell me, friend.

This RP isn't gonna be all about the dragon conflict, despite it being the more important parts of the story. What I'm hoping for is a group experience and not have the fact that just because the party has the Dragonborn means that they basically do everything for everyone, just that there were a forgotten group of legends that saved Tamriel. GROUP.

And for subplots, I have a few lined up for random characters I decide to choose, but believe me when I say that everyone is going to be equally involved, no matter if they're the Dragonborn or not. Besides, I bet that any people with characters lined up are going to yield much more interesting characters. plus i wanna see ships, character plots, people seeing failure and success and overall good times for everyone

To quote HSM, we're all in this together.
 
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Fen Dunywyr

Aliases: Formerly known as, "The king of copper coins".

Age: 39

Race: Breton

Personality:
Fen has always been an eager and eccentric learner as well as a plotter. His goal of attaining power has driven him to allign himself with anything that will further his goals without compromising his social standing as a minor nobility among the peoples of High Rock, before he began to travel about Tamriel in search of knowledge.

Appearance:
Stands closer to 6'
Has a branded mark on his right shoulder in the likeness of the Destruction magic symbol. It serves as a reminder of his Fen's thirst for knowledge and power, even still at the self proclaimed pinnacle, for his craft in the destructive arts.
Stuck to his right wrist is a runic inscripted copper band that he has failed to remove. It severely limits his ability to recover his own magical energy innately or through other means, weakening him considerably. This copper band is a major source of his irritation.
Fen is in prime physical condition for a man his age as he takes great pride in not only his magical superiority but also his physical body, believing that a healthy body serves to aid a healthy mind.


Backstory:
A wandering nobleman with a heart of black ice. From a distance you see only the cruelty oozing from Fen like fog, blinding you to the truth. This was a man who rightly served the people and delivered justice to defilers of order. Bandit camps have been reduced to smoldering ashes under the weight of his authority, his conviction to learning the magical arts, and was rightly given a proper place in the heirarchy of his homeland.
But it wasn't enough. It never is. When you desire power the lines of right and wrong become skewed by your rationality.
His rise to power was done without suspicion, giving him power and authority over a large city. Their resources became his and were used to establish connections across the globe to reel in books and mentors of the magical arts to train him any way they could. Unending knowledge consumed him day and night. Slacking on his oath to protect the citizens under his dominion they were quick to out their 'copper king' to greater powers..

With known ties to the Thieves guild along with accusations of contracting killers from even places such as the Dark Brotherhood, Fen was sentenced to execution for high treason and conspiracy. It was only thanks to a fellow nobleman and former tutor that the copper king was not hung but instead sentenced to exile, his name tied to the blacklist. Should he commit any act of felony again and be caught he would face the same fate he had narrowly avoided.
The price of his exile came in the form of a copper bracelet branded to his arm, etched with delicate runes. A known wizard of great power the authorities knew could not be trusted any longer, they severed his ability to wield his formidable magic. The copper band weakens his available pool of magic drastically and stifles its natural regeneration. While he can still cast powerful magic it is only done with great caution or dire need.

That leads us to the frigid realm of Skyrim where Fen was captured. A decently funny story to tell, he was caught literally pants down with a captain of the guard of a lone fort shortly before a group of overly brave marauders had attempted to raid said fortress.
It would not have been so bad a punishment had he not managed to seduce one of the few watchers patrolling the ramparts into their lovemaking.
So, with only his undergarments on, Fen has exposed himself to danger for the greater good and aided in rebuking the raiders. His magic expended, and nearly freezing to death in the process, he was arrested. High ranking authorities identified him as the blacklisted mage and charged him with orchestrating the whole attack AND the 'staged withdrawal' of the so-called brigands.
Once again he was arrested and sentenced to death.


Primary Skills:
Destruction, Conjuration

Secondary Skills:
Illusion, Alteration, Restoration, Enchanting, Speechcraft

Tertiary Skills:
Light weaponry, Archery, Block, Stealth

Untouched Skills:
Heavy weaponry,
Heavy armor,
Smithing,
Wayfarer,
Dexterity



- Cooking is a serious hobby
- Distaste for alcohol
- Enjoys 'adult books'
- Doesn't care for religious talk
- Enjoys making wood carvings
- Frequently inquires about having his copper band removed
- Easily irritated by his own sudden powerlessness
- Terrible flirt
- Bloated Ego, easily annoyed
- Primarily uses a bound dagger
 
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Gulauk Ruusgar!!!

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"The only one who can kill me is Yamarz!"


NAME: Gulauk Ruusgar

AGE: 22

ALIASES:
Gulauk The Disgraced

RACE: Orc

APPEARANCE:
Towering somewhere near 6ft 6in, shoulder length matted black hair, dark evergreen skin which is covered with more battle scars than one could count (Though it is worth noting there is only a single large slash scar on his back.), jagged orcish teeth, pointed ears, sharp yellow eyes. Physically Gulauk is a mountain of bulging muscle.

PERSONALITY:
As most other races would presume someone as barbaric looking as Gulauk would be as dumb as a rock, the orc would swiftly disagree with them before following up by smashing the person's face into the nearest solid object. He's aggressive, he's loud, but not a criminal. He only takes what he wins through victorious combat and only causes violence when it is warranted much to the Code of Malacath; of course Gulauk is the one determining the warranted part so most bets are off on that one. The orc is also very supportive of the "blood price" for certain matters that cannot be paid in material value. He has no petty hatreds towards other races though he's sure plenty other races do but he knows they are not brave enough to say such things when in axe throwing distance. Above all Gulauk lives and breaths as a being that will not die until he claims his "blood price" and rightful chief-tum.

BACKSTORY:
Gulauk Ruusgar was born within an orc stronghold settlement Largashbur that resides within Skyrim. His father and chief to many is Yamarz Ruusgar while his orc mother passed away bringing Gulauk into the world of the living. Some of the tribe saw the child as a curse while others viewed the mother to be weak and wasn't able to withstand Yamarz's genes and that the child would be immensely strong and a powerful addition to the stronghold. From childbirth Gulauk was taught one singular thing more than anything and that was combat. Axes, swords, shields, armor even his fists. He was taught how to survive the chaos of battle and war and even claw himself up from near death if he had on willpower alone. He was additionally taught how to smith properly from the "forgewife" or the second wife of the chieftain as she could sense greatness within him.

On one down pouring cloudy day Gulauk challenged his father Yamarz for the title of chieftain. After a grueling duel Gulauk was ultimately defeated but not killed like so many other challengers. Instead, Yamarz commited a "blood price" upon his son Gulauk. For challenging him and failing to defeat him Yamarz took Gulauk's own axe and striked Gulauk's back creating a massive gash that was allowed to bleed until it was worthy of a "blood price" for a chieftain. After that Gulauk was banished from the stronghold with these words from his chieftain. "Leave this place and do not return until you believe yourself strong enough to take my head." After that day Gulauk has wondered Skyrim as an orc exile constantly obsessed with becoming strong enough to return to Largashbur and challenging his chieftain once again for the last time. As he wondered the orc has lived a life of unending endurance. He never fled from any danger whether it was bandits, bears or anything else. No matter how many scars he received over the years he refused to let any injuries mark his back like the one his father carved into him.

When traveling near the border of Darkwater Crossing Gulauk was stopped by an Imperial patrol and upon being questioned of why he was there the orc saw it as an offense that these troops would see something wrong with him simply traveling where he wanted. This ended up with Gulauk getting into a one versus five skirmish which ended in three of the Imperial troops being critically injured and Gulauk in chains, on his way to Helgen and sentenced to death for his deeds.

PRIMARY SKILLS:
Heavy Weaponry
Heavy Armor
Light Weaponry

SECONDARY SKILLS:

Smithing
Block
Speechcraft (Intimidation)
Wayfarer

TERTIARY SKILLS:
Ranged Weaponry

UNTOUCHED SKILLS:

All schools of magic
Sneak/Stealth
Alchemy
Light Armor
Dexterity​
 
I really, REALLY like that you did an Orc. I expected like, the much more human races, but nah, you decided to go off the curve. Brownie points for you.
Another thing I really like is how you followed the Orcish way of life and that you LIMITED him in other things so he can become strong in one area. He's definitely going to be one of the strongest, if not the strongest, warrior on the team.
And hey... He might be involved in a plot. Just saying. All and all, welcome to the team.

Accepted.
 
Tóra Gunnarsdotter

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NAME: Tóra Gunnarsdotter

AGE: Twenty-three

ALIASES: Tor

RACE: Nord

APPEARANCE: 5'10, shoulder length roughly cut brown hair , Green eyes, Slightly narrow shoulders and wiry limbs. Currently she is covered in dirt and grime from a couple of months spent in the dungeon

PERSONALITY: As a hunter Tóra had long gotten used to being by herself and is more than comfortable with silence but could still be the life and soul of a party. Since the death of her brother she has grown cold and bitter, preferring to find comfort and companionship in the bottom of a bottle rather than in the company of others. Like many nords she is prone to making rash and impulsive decisions once her emotions get the better of her.

BACKSTORY: Born in Falkreath, the second child of poor parents, most of Tóra’s child was spent in the company of her older brother, Karl. While their parents were working the siblings would spend many a happy hour exploring and playing in the damp and misty forests of Falkreath hold. The bond between the siblings was strong and wherever one was, the other was sure to be near by.

This happy existence came to an end in the winter of Tóra’s thirteenth year when the siblings mother became heavy with child yet again. With the prospect of another mouth to feed the children's parents decided that the siblings were both old enough to start earning their keep. Karl began working alongside his father at the nearby logging mill while Tóra began working as a chambermaid at the Dead Man’s Drink.

Confined to spending most of the day slaving away in the dark and often fetid atmosphere of the tavern was Tóra’s idea of hell. She lived for the days when her father would take pity and let her accompany him out into the woods on hunts. Tóra took to hunting like a duck to water and before her seventeenth birthday she was bringing home far more game than her father or even than the family could use and she started selling the excess to other families around Falkreath.

As Tóra and Karl started to reach adulthood they both became increasingly opposed to what they saw as the Empire’s betrayal of Skyrim and Talos in signing The White Gold Concordat and eventually they stole away in the middle of the night to answer Ulfric Stormcloak’s summons. For a while life in the Stormcloak army was everything the two young nords could have wanted with ample opportunity to earn honour and glory whilst fighting for a free Skyrim. War however is a violent and unpredictable affair as Tóra learnt just six months after reaching Windhelm. On returning from a long scouting mission Tóra was summoned before Galmer Stone-fist. This wasn't unusual, Ulfric’s second in command often liked to hear reports as soon as scouts arrived but the moment Tóra opened the door she knew something was wrong. Karl was dead and Tóra’s world was shattered.

From that day on, those people that had know Tóra before saw a new woman emerge from the Hall of Kings. Where before she had carried out orders with burning pride and white hot belief, now she completed her tasks only out of duty to the oaths she had sworn as she grew increasingly disenchanted and bitter with the whole damned war. Between missions Tóra became a recluse drawing into herself, preferring the company and comfort of empty bottles to that of her comrades.

The incident that ended Tóra’s time with the Stormcloaks came as unexpectedly as the news Karl’s death. Having been sent on a scouting mission deep into Falkreath, Tóra had spent most of the day finding bottled oblivion in the camp when her fellow soldiers returned dragging a prisoner in with them. They had said the man was a Thalmor agent and were debating about whether to drag their prisoner back to Windhelm or just to kill them then or there. Maybe it was drink, or maybe it was being back in the lands of her childhood but all she saw when she looked at the man was someone's brother, some mother's son, not a traitor and months of repressed anger boiled over. The argument that followed was loud and heated and only ended when the group captain having had enough pushed Tóra to the floor only for her to respond by stabbing an arrow in his gut. Tóra only survived the ensuing beating because in her attempt to flee she staggered out onto a road and collapsed mere metres from an Imperial patrol. It was only because one of the local soldiers recognized the broken and bleeding Stormcloak in front as Tóra that she wasn’t killed where she had fallen and was instead dragged back to Falkreath to await a sentence.

PRIMARY SKILLS
  • Ranged Weaponry
  • Stealth
SECONDARY SKILLS
  • Light Weaponry
  • Light Armour
  • Alchemy
  • Wayfarer
TERTIARY SKILLS
  • Block
  • Heavy Weaponry
  • Speechcraft
UNTOUCHED SKILLS
  • Alteration
  • Conjuration
  • Destruction
  • Dexterity
  • Enchanting
  • Heavy Armour
  • Illusion
  • Restoration
  • Smithing
 
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Wow, I am very impressed with this. It is interesting that we see someone aligned with a faction here, but seeing how she's a Nord, of course she would want to fight with her homeland. And I like her personality, it leaves a LOT of room for development, which I like because it creates an attachment to a character.

Despite if one supports the Empire or Stormcloaks, we will all stand under an equal banner. But surely, everyone's entitled to their own opinion.

Accepted. Welcome to the team, Applo.
 
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Wow, I am very impressed with this. It is interesting that we see someone aligned with a faction here, but seeing how she's a Nord, of course she would want to fight with her homeland. And I like her personality, it leaves a LOT of room for development, which I like because it creates an attachment to a character.

Despite if one supports the Empire or Stormcloaks, we will all stand under an equal banner. But surely, everyone's entitled to their own opinion.

Accepted. Welcome to the team, Applo.


Gulauk: Equal banner? I see...we fight both sides! Truly the best side to take is your own. (XP)

Also, happy you like my OC and happy to be on board. I'm so curious about the plot bit your hiding though. ^ ^
 
All I can tell ya's is that we follow the path of the main story. So ya'll know the beginning and the end. The juicy shit is what's in between (pause).
 
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That last name... gerti orelsdottr reference?

That's a name I had to Google so no, I was just going for a good generic Nordic last name.

Thanks for the kind words Almighty-kuma :3

I do have a couple of questions about how the mechanics of things like healing, magic and weapon/armour material are going to work. Is it alright to spilll them here or would you prefer a pm?
 
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That's a name I had to Google s no, I was just going for a good generic Nordic last name.

Thanks for the kind words Almighty-kuma :3

I do have a couple of questions about how the mechanics of things like healing, magic and weapon/armour material are going to work. Is it alright to spilll them here or would you prefer a pm?
Damn.. i was hoping for a reference to the queen of frost giants. :(