Call to Adventure Discussion

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Call to Adventure Discussion

Postby State Alchemist » Fri Apr 10, 2020 8:34 pm

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Call to Adventure

A group of travellers were captured, and brought to Helgen to be executed. However, their lives were spared when a dragon swooped down, laying waste to the town and allowing the prisoners to escape.

Now outside the burning ruins of what would've become their tomb, the travellers must make their choice. Where to now?


Call to Adventure is set in an alternate universe where instead of just one traveler starting from scratch is captured, a whole group of travelers from different stages of their lives are taken captive. No one is there to guide them, and they must choose their own path.


The characters will start just outside Helgen after the dragon has attacked and left. If the RP gets off the ground, we can discuss what'll happen if the characters get to a town.


No more than four characters, please.

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๐€๐ง๐ ๐ฒ๐จ๐ฎ'๐ฅ๐ฅ ๐ก๐š๐ฏ๐ž ๐š ๐ก๐ž๐š๐ซ๐ญ ๐ฆ๐š๐๐ž ๐Ÿ๐ฎ๐ฅ๐ฅ๐ฆ๐ž๐ญ๐š๐ฅ!

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Re: Call to Adventure Discussion

Postby State Alchemist » Fri Apr 10, 2020 10:37 pm

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Username: โ˜ผapollo!
Character name: Valyrie
Gender: Female
Race: Khajiit
Appearance, if no image:

Personality: Valyrie has an extremely strong moral code. She hates torture, and believes that the execution of prisoners is stupid and uselessly bloody. She's calculated, but most of her planning ends up either getting screwed over by someone else, or lost in a rush of panic and adrenaline. She's a bit claustrophobic, and hates the crypts and dungeons she keeps getting sent down to retrieve things. She doesn't mind helping others, but will turn down favours if they demand too much of her. Valyrie also has a soft spot for music, devoting a good portion of her life to learning new songs.
Background: Valyrie was born in Solitude to a small khajiit family who had travelled from Elsweyr. She got tired of her parents encouraging her to join the Imperials, so when she was old enough, she struck out on her own. After becoming a skilled warrior, she returned briefly to enroll at the bard's college.

Skills/abilities: She's skilled in a wielding two-handed weapons, especially axes. She can also play the lute.
Main weapon: Honed ancient Nord battle axe
Titles (Bard, Dragonborn, ect.): Bard

Other:
Last edited by State Alchemist on Thu Apr 16, 2020 9:54 am, edited 1 time in total.
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Re: Call to Adventure Discussion

Postby LoadedPhilly » Tue Apr 14, 2020 4:19 pm

Username: RealityInsomniac
Character Name: Ramiros
Gender: male
Race: Khajiit
Appearance: A grey and brown lynx-like Khajiit, he has white undertones and small black markings on his thick fur. He has a short tail and tufted ears, common for his variety, white whiskers, and pale yellow eyes. Notable features include a horizontal scar on his left cheek, two sets of gold rings in each ear, and a scar across his right palm (paw?). His usual apparel is a set of dark, leather armor.

Personality: A genuinely kind soul, he respects boundaries and sticks to not only the Thieves Guild code but his own moral code as well. Somewhat quiet but nonetheless witty, Ramiros is apt to watch and observe more so than to confront anything head on. He enjoys providing for those heโ€™s attached to, to the point of being blindly manipulated for the sake of helping his loved ones. Strongly opposed to senseless killing and meaningless violence, hoarding wealth while others go without, and loss of faith or conviction.
Background: Emmigrating to Skyrim with his family, he quickly found things to be unfair among Men simply for his appearance. With years of being accused of stealing and sneaking around when, in fact, he was innocent, the Khajiit wondered what point there was in being anything else. So, giving thievery a try, Ramiros found himself rather gifted in using the shadows to his advantage. He split away from his family, still trying to scrape by as merchants, to seek out his own fortune from wealthy Men. One thing lead to another, and he was a part of the Thieves Guild. Unfortunately, when trying to expand to new cities and holds outside of Riften, he was caught and sent to be executed for larceny. Fortunately, luck said otherwise.

Skills/Abilities: Skilled bowman, excellent at using daggers. Extremely stealthy, smooth pickpocket, and a fair lockpick. As with all of his kind, he can see well in the dark and can hold his own in an unarmed fight.
Main Weapon: He uses two daggers, though the type or style may vary.
Titles: Thieves Guild member

Other: open to relations of any kind


Username: RealityInsomniac
Character Name: Sygfrid
Gender: female
Race: Nord
Appearance: The typical Nord build โ€” sturdy and tall โ€” with severe looking features. She has sun-colored skin and a smattering of freckles across her entire body, golden-blonde hair cropped in a traditionally masculine style, and light brown eyes. Of her regular appearance, she wears Dawnguard-style heavy armor (despite not being part of the faction), carries a sword and shield, and wears white war paint. Her paint spans under her eyes, across the bridge of her nose, and up to the space between her brows.

Personality: Sheโ€™s very serious. About everything. Rarely does she loosen up or take a break as there is simply too much to do. Sheโ€™s extremely devoted, though, and is willing to spend her whole life seeking out a means to being about what she believes is a better world. Her only real indulgences are a handful of friends scattered about the continent, spending time in untouched land, and reading about something new. Of the things she has no interest in are the Nine Divines, the war, and crowded areas. Her core values are primed to be shaken and an internal conflict is on the horizon โ€” she can be easily swayed by someone with a bit of wordsmithing ability.
Background: She grew up between Falkreath and Helgen with her uncle and sister as a woodsman and hunter, selling or trading to either settlement to keep themselves afloat. Falling on hard times, Sygfrid ventured out to Whiterun in hopes of finding work. Her time in the hold exposed her to many ideas and shortcomings previously unknown in her mountain home. Despite making enough money and being able to return to her previous means of income, she couldnโ€™t bring herself to returning to inaction. So, setting out to do something more for the greater good, she began her crusade of making the world better (in her eyes, at the least). A mishap of being in the wrong place at the wrong time had her unintentionally arrested with a band of fugitives, sent to Helgen to be executed.

Skills/Abilities: A decent fighter, most familiar with a one-handed sword but can manage with a greatsword. Somewhat familiar with very basic restoration spells or small lights for visibility. Fairly skilled in refining weapons, making basic potions, and survival techniques. Later use of The Voice as she becomes aware of her latent abilities.
Main Weapon: She uses a sword and shield, not too concerned with the style.
Titles: Dragonborn (sheโ€™s entirely unaware what that even means for her), Companion Whelp

Other: open to any relations
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Re: Call to Adventure Discussion

Postby State Alchemist » Tue Apr 14, 2020 4:35 pm

Accepted.
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Re: Call to Adventure Discussion

Postby Fortune's Fool » Wed Apr 15, 2020 11:10 am

Username: Fortune's Fool
Character name: Rashin {Hides-Bright-Eyes}
Gender: Male
Race: Argonian
Appearance, if no image: Rashin is an Argonian whose main color is a deep burnished copper. His eyes are a pale blue, with thin golden rings around his pupils that are only noticeable in the right light. There are four dark copper spikes on the top of his head, one small nub above each eye, and two larger directly behind those, which curve until they face forwards, like a ram's. There is a long, thin scar over his right eye, and various other small scars criss-crossing the rest of his face and neck, as well as the majority of his body. His body lacks any obvious muscle, leaving him incredibly thin. His tail has spikes on the last third of it only. Over all his features come off more reptilian then human.
His legs, while showing no obvious signs of it beyond the scars that cover the rest of his body, have permanent damage, making running almost impossible, and walking difficult at best with out a staff.

Personality: A researcher and explorer at heart, it is easy for Rashin to be lost in the thrill of discovery -- often forgetting to eat when he makes a discovery and being all too willing to vanish into Dwemer ruins -- the usual focal point of his research -- for extended periods of time. He thrives when researching and gets antsy when forced to stay inactive for too long when something has caught his attention. Personable and easy going, disliking violence when it can be avoided -- though not one to back down when his opposition clearly won't listen -- he is easy to get along with as long as you aren't the mages whose rooms are close to his in the college.
Many seem to be confused upon first meeting him, due to not being what one would expect from an Argonian, which Rashin attributes to having been raised in High Rock surrounded by Breton.

Background: Born in 4E 180, when his elder sister was eight, he was raised in the Waywest Dark Brotherhood Sanctuary in High Rock -- which is why he has and uses a name one might not usually attribute to an Argonian, though he has his lesser-known 'true' name as well. His talent for magic appeared early on, and while still being trained in stealth, instead of teaching him to use weapons, they trained him in the use of offensive magic. He learned quickly, but never reached the point where he had his first kill. At the age of eight, the Sanctuary was attacked. He attempted to fight, using his magic, but his mother instead sent him to hide in a small alcove Retzah and him had used when they were mad at each other. He had to listen, as an eight year old, as the Sanctuary went up in flames. As soon as the attackers left, he tried to escape the burning Sanctuary, suffering severe burns to his legs, as well as numerous other cuts and scrapes. He made it a few miles away before collapsing.
He was found, injured but alive, and healed, though his legs suffered permanent damage. He was then taken to an orphanage. He spoke little, not even telling them his name, for the the year he was there, before being taken in by a Kahjiit traveling merchant. Those at the orphanage were convinced he was mute, and due to the scars from his escape began calling him Cross, but within a week of being taken from the orphanage, he admitted, rather shyly, what his names were, and that his parents had been part of the Dark Brotherhood. Though he didn't mention his sister, or the fact that she quite possibly could be still alive and looking for him. He traveled with the merchant for years, and after revealing his magic, was given a staff, not only for his magic, but to help him walk. Finally they found themselves in Skyrim, where it was decided he'd go to the College of Winterhold.
At the College
He was fifteen when he was sent to Winterhold in 4E 195, and quickly proved himself to be an adept student. He excelled in Alteration magic and frost based Destruction magic, but something odd happened when ever he was asked to use fire spells. He couldn't create so much as a spark, let alone a full on flame. Passing it off as one of the oddities of magic, his teacher skipped that part of his training and moved on. They quickly learned, however, that it was fire in general that caused the problem. During his training with wards, fire spells could not be used, as he'd freeze and be unable to cast the ward. His fear of fire, which he hadn't realized he had, came from years before, from the burning Sanctuary. Despite that, he became a very talented mage, and by the age of seventeen was often away from the College, exploring Dwemer ruins to learn more about them, a fascination of his. It was during one of those trips that he discovered the control staff for a somewhat damaged Dwarven spider, which he brought back and repaired, much to the annoyance of the mages whose rooms were near his.
He was arrest for the crime of being an Argonian in a time where a series of thefts were being executed by an Argonian culprit.

Skills/abilities: Specializes in alchemy, enchanting, alteration, illusion, and frost magic. Cannot use fire magic. Adept at stealth and lockpicking, a novice at smithing.
Main weapon: Dwemer Control Staff/Controlled Dwarven Spider
Titles: Dragonborn, College of Winterhold Scholar, former Dark Brotherhood Apprentice

Other: Dwiinaar {'Steel Servant'}, the Dwarven Spider Rashin owns, is around four feet tall when standing normally, but when straightening its legs as far as possible, it can appear almost six feet tall, and would be classified as a Dwarven Spider Guardian in game. All its parts are the shiny coppery gold you'd expect, with the added affect of silver details, courtesy of Rashin when he was rebuilding it, so he could tell it apart from its hostile brethren. Although it should be unable to do anything without Rashin commanding it, Dwiin has, on multiple occasions, show a frightening amount of free will. It has be known to come to Rashin's rescue while he has been incapacitated, or otherwise unable to use the control staff, and has also been seen following him without him carrying the staff. Rashin has noted in a small journal that he always carries with him that the occurrences started soon after he replaced the Spider's Common Soul Gem with a filled Black Soul Gem he bought off a rather shady merchant who passed through Winterhold to see if it would strengthen it, and questions if the sentient soul within was somehow causing the changes, although he has no explanation for Dwiinaar seeming to be protective over him.
The control staff will have to be recovered, presumably taken from him when he was arrested.
Last edited by Fortune's Fool on Wed Apr 15, 2020 5:38 pm, edited 2 times in total.
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Re: Call to Adventure Discussion

Postby InfectedHau » Wed Apr 15, 2020 2:12 pm

Username: Infectedhau
Character name: Sztheza Alzthyn
Gender: Female
Race: Dwemer
Appearance: Sztheza's pale lavender skin and auburn hair very quickly betray her as more than the average Mer. Her sclera are pure black, her irises piercing rings of vibrant orange. Contrary to the common name for her race, she stands about as tall as any average Man or Mer, solidly built from a lifetime of hard work and training, her body covered in scars of various natures. When not wearing armor, her clothing generally consists of long robes adorned with dwarven metal plates.

Personality: Sztheza is a craftswoman at heart, valuing logic, reason, and skill above all else. Unfortunately, that doesn't make her immune to pride. She tends to look down on those of other races as primitive and backward, especially those who rely heavily on magic. She tends to see herself and the Dwemer people as infallible, and is easily flustered by someone pointing out her mistakes. As she's the only Dwemer currently alive in Skyrim, she also has a bit of an independent streak, preferring to do everything herself, even when she's not necessarily skilled at what she's doing.

Background: Sztheza was born in 1E 201, nearly four thousand years ago. She was a tonal architect, or magecrafter, assigned to the city of Arkngthamz as a part of the Aetherium project. Her particular area of research was concerned with Aetherium harmonics, and if the curious resonance of the metal had a practical application. It didn't oscillate in a way that produced sound, or even in a way that was physically detectable, save by the rather catastrophic reactions that occurred when large quantities were stored in enclosed spaces. By analyzing the remains of the incident (and engineering some herself), she came to a startling conclusion. Aetherium didn't oscillate in a spacial dimension, its harmony penetrated time itself. When enough Aetherium was stored in an enclosed space, the resulting temporal fluctuations caused catastrophic structural failure, but Sztheza was confident that the vibration could be harnessed, perhaps even allowing control of time itself. Such a discovery surely would have revolutionized the project, but unfortunately for the Dwemer people Sztheza and her research vanished, buried by the collapse of her lab. A resonance cascade was at fault, everyone assumed, and the project continued as usual.

Four thousand years later, a Dwemer woman fell through a hole in time and space onto the cold ground of Skyrim, with nothing but the clothes on her back, a few books written in Dwemeris, and a bit of glowing ore. The imperial patrol that picked her up wasn't quite sure what to make of her, but orders were orders, and they didn't much like the way she looked down her nose at them either.

Skills/abilities: Specializes in smithing, enchanting, and crossbows. Incapable of using magic outside of enchanting. Possesses minor chronokinetic abilities, but requires Aetherium to use them. Using her abilities generally puts a severe strain on her body, and can be fatal if used too often.
Main weapon: None at present. will attempt to use the first weapon she comes across, and will likely build a crossbow once she finds the right materials. Prefers dwarven equipment.
Titles: Tonal Architect

Other: Sztheza speaks Tamrielic, but with a rather archaic accent.
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Re: Call to Adventure Discussion

Postby State Alchemist » Thu Apr 16, 2020 9:48 am

Both Sztheza and Rashin are accepted. If no one else joins by tomorrow, we can start.
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Re: Call to Adventure Discussion

Postby State Alchemist » Fri Apr 17, 2020 6:43 pm

Alright, feel free to start. I have pretty bad writerโ€™s block, so anyone may do the first post.
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Re: Call to Adventure Discussion

Postby RoxtheFox » Tue Oct 27, 2020 3:24 pm

Is this still active?
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Re: Call to Adventure Discussion

Postby Fortune's Fool » Tue Oct 27, 2020 10:43 pm

No one's posted since April -- I would assume not.
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