Advertisement
by The Ik Ka Ek Akai » Sat Jan 13, 2018 11:52 am
by The Ik Ka Ek Akai » Sat Jan 13, 2018 12:59 pm
Cerrania wrote:Aldarin Vakarias(Image)
Race: Human, Imperial
Gender/Sex: Male
Class: Warrior
Equipment:
- One full set of tempered plate-steel armor, mixed with cloth. The plate protects vital areas. See image.
- One-and-a-half hand sword, made of tempered and layered steel.
- Flame-retardant gloves.
- Several flasks of sticky oil, which he coats his blade with and lights it aflame.
- One jewelled necklace, which hums whenever it can sense magic in either an individual or in the general vicinity.
- One longbow with around 90 quivered arrows.
Skills:
- Tracking: Due to the history of his employment, Aldarin has become quite adept at tracking and pursuing certain types of individuals.
- Combat against magic users: Once again, due to the nature of his employment, Aldarin is extremely skilled at fighting those who are proficient at magic. He's not bad against those who utilize the more reliable steel, but defeating sorcerers/sorceresses is his strongpoint.
- Literacy: Aldarin can read and write.
- Alchemy: Aldarin has an excellent knowledge of what it takes to brew certain potions and concoctions.
Weaknesses:
- Smithing: Aldarin cannot, for the life of him, smith efficiently. He needs to pay special craftsmen in order to make and repair his gear.
- Politics: Aldarin has lived under a proverbial rock for as long as he can remember, and is woefully unaware of the political climate of Tamriel, the exception being only the most prolific situations.
- Malice: Aldarin does not have empathy for those who he has to carry out a contract on. He does not see grey area, which has -
and will continue to - get him into serious trouble with governments of Skyrim.- Tunnel Vision: Aldarin will pursue a lead relentlessly, and will lash out at anyone that tries to distract him.
Bio: Aldarin - whose original surname was Tildor - was born in a fringe region of Cyrodiil, in a small village known as Gillia. This village was often thought to stride the border between Cyrodiil and Skyrim, and both regions considered it part of their own. Neither really did anything to interact with the village, however, considering it offered only barebones amounts of Septims and almost no tactical advantage. Thus, the residents of Gillia had to learn to essentially fend for themselves in every respect. They quietly farmed, hunted, and traded as almost an entirely independent entity from every area in Tamriel.
It was here that Aldarin had his first encounter with rogue witches and magic users. One fateful Turdas in Last Seed, when he was fourteen years old, a small clan of necromancers fell upon Gillia. They were recently estranged from their Guild, and were looking for easy ways to expand the numbers of undead under their thumb. As Aldarin was tending to his family's fields, the necromancers and their minions attacked. The village stood almost no chance, and the only thing that saved him was cowering behind a tall row of wheat. Almost the entire village was raised as servants of the necromancers, and this left Aldarin to his own devices.
Angry and bitter, Aldarin picked up a stray sword that had been left in the wake of the necromancers' destruction, and chased after them. It was three days of slow tracking before he ran into another group of individuals who happened to be chasing after the necromancers themselves. Members of the Vakari Guild, who devoted their lives to hunting rogue magic users across Tamriel. Begging them to tag along, the Vakaris relented. Despite the fact that Aldarin had never swung a sword in his life, the Vakari Guild felt sympathetic to the fact that he had just seen his entire village get murdered. They took him back to their keep, Haftenhold, in the southern fringes of Skyrim. He became a sort of stablehand and aide to the Vakaris. He would train here and there, and the Guild taught him their secrets of literacy and alchemy, but he was never officially inducted on account that he was already too old to be trained.
Despite this, Aldarin found himself obsessed with the idea of becoming a Vakari. He would watch them duel in the training yard for hours, and then return to his hut and mimic anything he could. He would "borrow" books from the library on monsters and magic users, and learn ways to counter their spells and see through their illusions.
However, when he was eighteen, tragedy struck Haftenhold. In the middle of the night it was attacked by a small army of bandits, led by powerful mages that had grown sick of the Guild's presence in the land. Aldarin begged the Vakari Commander to let him fight, but the man simply threw as much equipment in a pack and threw Aldarin on a horse. As a last gesture, he gave Aldarin one of his most prized swords, the one he still carries to this day. Aldarin rode off into the night, and his last memory of Haftenhold was watching it go up into flames.
That was seven years ago. Now, Aldarin roams the lands of Skyrim to continue on the Vakari tradition. He has learned much since then, gaining incredible practical experience from being on his own on the road for most of his time.
RP Sample: http://forum.nationstates.net/viewtopic ... #p25211317
Personality: To those who don't know him, Aldarin may seem gruff and tight-lipped, or even cold. However, to those he makes friends with he is incredibly warm. He has a dark sense of humor and often treats strangers or those who pester him with dismissive attitude. Those who gain his trust, however, usually gain a lifelong friend who is willing to stand by them in any situation where they will need his help. Despite this, he tends to be individualistic. He prefers to do jobs alone. He can sometimes become openly hostile when he overhears people speak negatively of the Vakari Guild, and outright refuses to speak about his background to those who recognize the amulet he wears and realizes who he is.
Likes: Physical exercise, the cold, sweetrolls.
Dislikes: Generally distrustful of magic users and elves to a lesser extent. Outright hates the undead.
Theme song: https://www.youtube.com/watch?v=mjPBkn5Rd2g
Voice: https://www.youtube.com/watch?v=8F4z95AySBE
by The Ik Ka Ek Akai » Sat Jan 13, 2018 10:32 pm
by Cerrania » Sun Jan 14, 2018 4:22 am
by The Armed Republic of Dutch Coolness » Sun Jan 14, 2018 1:51 pm
P2TM Mentor
by New Finnish Republic » Sun Jan 14, 2018 7:41 pm
by New Finnish Republic » Sun Jan 14, 2018 7:44 pm
Cerrania wrote:Name of Quest: Dangerous Magic in Markarth
Quest Goal: Track down more information about the mysterious meeting of magic users near Markarth. Rumor has it that these magic users kidnap humans to perform cultist rituals.
Quest Giver: None.
In-Game Example: None.
Quest Location: The city of Markarth and Bloodfen, an old crypt outside of Markarth.
Length of Quest: Several days.
Size of Quest: This quest will probably be a fairly arduous endeavor for those involved, possibly involving a climactic battle with a powerful cult of mages and their minions.
Party Size: 3-4.
Reward(s): Whatever loot the mages have in their hideout as well as a hefty reward from the Jarl of Whiterun for revealing a spy in his court.
Theodosiya wrote:-snip-
by Theodosiya » Sun Jan 14, 2018 11:22 pm
by The Armed Republic of Dutch Coolness » Mon Jan 15, 2018 11:45 am
P2TM Mentor
by New Finnish Republic » Mon Jan 15, 2018 1:04 pm
by Cerrania » Mon Jan 15, 2018 7:03 pm
by New Finnish Republic » Mon Jan 15, 2018 7:11 pm
Theodosiya wrote:Name of Quest:-snip-
The Armed Republic of Dutch Coolness wrote:-snip-
by Sil Arion » Tue Jan 16, 2018 2:08 pm
by Cerrania » Tue Jan 16, 2018 2:12 pm
Sil Arion wrote:Post up. Quick question for OP and Co-OPs: I wasn't sure what the date is, so I estimated it's partway into 4E 202 given the Dragonborn has completed the grand quest and it's been however many months since then as the Civil War continues. At least, assuming a real-time RP context, I'd expect that all took no small amount of time. Is that alright, or should I change that?
On another note, is anybody looking for additional party members for quests? While I tend to write my characters based more on their personality and drives than my own plans, I'd like him to be more - PC-interactive? At least, once his initial plot wraps up . . .
by Sil Arion » Tue Jan 16, 2018 3:40 pm
Cerrania wrote:I'd love another member for my quest. You can check out its backstory in my IC post and if you want a little background material you can check my character's application.
by Tribe of Rinos » Tue Jan 16, 2018 4:10 pm
by New Finnish Republic » Tue Jan 16, 2018 4:36 pm
Sil Arion wrote:Post up. Quick question for OP and Co-OPs: I wasn't sure what the date is, so I estimated it's partway into 4E 202 given the Dragonborn has completed the grand quest and it's been however many months since then as the Civil War continues. At least, assuming a real-time RP context, I'd expect that all took no small amount of time. Is that alright, or should I change that?
On another note, is anybody looking for additional party members for quests? While I tend to write my characters based more on their personality and drives than my own plans, I'd like him to be more - PC-interactive? At least, once his initial plot wraps up . . .
Tribe of Rinos wrote:Wait...
So I can’t be the Ebony Sword and flame spell wielding Dunmer covered in steel plate armor working for the stormcloaks?
This is my tag by the way
by Cerrania » Tue Jan 16, 2018 4:41 pm
Sil Arion wrote:Cerrania wrote:I'd love another member for my quest. You can check out its backstory in my IC post and if you want a little background material you can check my character's application.
I think that'll work! Just a matter of Cleric not-so-randomly encountering Aldarin. While Cleric doesn't yet know, he'll be heading to Sky Haven Temple, which is near Markarth.
I'm curious as to where you're placing this Bloodfen though! But it'll be fun finding out RP-wise when it hits off. Would this strangely well-ordered mage cult assault random passersby on the roads? Are they also in conflict with the local Forsworn? Or would it be better for Cleric to 'meet' Aldarin in Markarth itself, if Aldarin is investigating rumors there for the location of Bloodfen? Say, the Silver-Blood Inn?
by Sil Arion » Tue Jan 16, 2018 4:46 pm
Cerrania wrote:The mage cult is kidnapping people from the cities. Since the cities are so large, a lot of the kidnappings go unnoticed.
And yes, Aldarin is going to be in the Silver-Blood Inn investigating rumors and asking around for any disappearances.
New Finnish Republic wrote:-snip-
by Cerrania » Tue Jan 16, 2018 6:40 pm
Sil Arion wrote:Cerrania wrote:The mage cult is kidnapping people from the cities. Since the cities are so large, a lot of the kidnappings go unnoticed.
And yes, Aldarin is going to be in the Silver-Blood Inn investigating rumors and asking around for any disappearances.
Sensible! But no ideas about these mages in conflict or allied with the Forsworn?
Sounds good. May be a bit before Cleric arrives - I've at least one more post to write for his initial plot - but he'll wander there.
Edit:New Finnish Republic wrote:-snip-
Thanks for the info! So the date is alright? And goodness yes, it's so hard to estimate time and distance in TES RP! We've no realistic data to work with! Always made me a little sad.
by Sil Arion » Tue Jan 16, 2018 6:54 pm
Cerrania wrote:They're in conflict with the Forsworn, yes. But, they're not really looking for territory. They keep to themselves and only attack the Forsworn when the Forsworn attack them.
by Tribe of Rinos » Wed Jan 17, 2018 4:57 am
by The Land of Animals » Wed Jan 17, 2018 5:53 pm
Advertisement
Return to Portal to the Multiverse
Advertisement