2nd Era, 582
The RP takes place just before Elder Scrolls online, there's some additional info here:
http://elderscrollsonline.com/en/game-guide
The group is currently in a desert in the middle of Elsweyr, and sheets there is still room for more sheets.
The character sheet will be as follows:
Name & Gender: , Male/Female
Race:
Age (optional):
Appearance:
Weapons/Magic/Equipment:
Personal history:
Alright, here are the existing members of the team:
I will NOT be accepting unfinished sheets though, so if you post an unfinished one be sure to fill it in later.
EDIT: Also keep in mind when writing up a sheet I'd like to point out that your character shouldn't be as strong as they are in any of the TES games' In this your character is a mercenary and shouldn't be able to take on entire groups of enemies on his/ her own.
The RP takes place just before Elder Scrolls online, there's some additional info here:
http://elderscrollsonline.com/en/game-guide
There is no Emperor and the Imperials become desperate enough to use their own dead as thralls for an army to retake Tamriel.however, 3 factions have already rose up to stop them and they plan on conquering Tamriel themselves:
The Aldmeri Dominion: made up of Altmer, Bosmer and Khajiit from the Summerset Isle, Valenwood & Elsweyr.
The Ebonheart Pact: made up of Nords, Dunmer and Argonians from Skyrim, Morrowind & Black Marsh(Argonia).
The Daggerfall Covenant: made up of Bretons, Redguards and Orcs from High Rock, Hammerfell & Orsinium.
However, as war breaks out, a small group is charged with escorting (now 3) Elder Scrolls to safety to ensure they don't fall into the hands of any faction. (though the only that know this are those currently in the group, at first for you it's just a package that needs delivery.)
The Aldmeri Dominion: made up of Altmer, Bosmer and Khajiit from the Summerset Isle, Valenwood & Elsweyr.
The Ebonheart Pact: made up of Nords, Dunmer and Argonians from Skyrim, Morrowind & Black Marsh(Argonia).
The Daggerfall Covenant: made up of Bretons, Redguards and Orcs from High Rock, Hammerfell & Orsinium.
However, as war breaks out, a small group is charged with escorting (now 3) Elder Scrolls to safety to ensure they don't fall into the hands of any faction. (though the only that know this are those currently in the group, at first for you it's just a package that needs delivery.)
The group is currently in a desert in the middle of Elsweyr, and sheets there is still room for more sheets.
The character sheet will be as follows:
Name & Gender: , Male/Female
Race:
Age (optional):
Appearance:
Weapons/Magic/Equipment:
Personal history:
Alright, here are the existing members of the team:
Name & Gender: Joncis, Male
Age: 23
Race: Breton
Appearance: 5 foot 6, short brown hair and dark brown eyes. No cuts or burns worth of note.
Equipment: Wears Adept Mage robes, along with an amulet and ring that enhances magicka regeneration, in his rucksack are the Elder Scrolls, along with some healing potions and some soul gems.
Magic: Has the ability to shoot fireballs, Icy spears and thunderbolts from his hands, he also can conjure a Flame Atronoch to his side as well as being able to conjure other weapons such as a sword and a bow. Has basic healing abilities and can heal others if needed.
Bio: Joncis was born in Wayrest in High Rock and from a young age trained in Conjuration and restoration magic, when he was old enough he left High Rock to explore Tamriel, as he passed through Elinhir in Hammerfell Joncis developed a love for Destruction magic, and uses it for self- defense purposes. Along with the current group, he is commited to delivering the Elder Scrolls to their destination and acts to keep the team on track of the mission.
Age: 23
Race: Breton
Appearance: 5 foot 6, short brown hair and dark brown eyes. No cuts or burns worth of note.
Equipment: Wears Adept Mage robes, along with an amulet and ring that enhances magicka regeneration, in his rucksack are the Elder Scrolls, along with some healing potions and some soul gems.
Magic: Has the ability to shoot fireballs, Icy spears and thunderbolts from his hands, he also can conjure a Flame Atronoch to his side as well as being able to conjure other weapons such as a sword and a bow. Has basic healing abilities and can heal others if needed.
Bio: Joncis was born in Wayrest in High Rock and from a young age trained in Conjuration and restoration magic, when he was old enough he left High Rock to explore Tamriel, as he passed through Elinhir in Hammerfell Joncis developed a love for Destruction magic, and uses it for self- defense purposes. Along with the current group, he is commited to delivering the Elder Scrolls to their destination and acts to keep the team on track of the mission.
Name & Gender: Enthir, Male
Age: 53
Race: Imperial
Appearance: 5 foot 8, short greying hair with brown eyes and cut going down his arm from an incident with a sword in his early years, and like most Imperials has tanned skin.
Equipment: Wears light mage robes and some akiviri (Blades) braces. carries some bags of his own, a Blades sword with a fire enchantment and recently attained a Khajiit staff which also acts as a sort of spear.
Magic: Mainly restoration and alteration magic, but rarely uses either now.
Bio: Enthir used to work in the Imperial libraries after years as a Blade. After hearing about the Imperial's desparation he decided he wanted nothing to do with the atrocities that were to be commited. Rumors were even spreading that they had hired Mannimarco to assist in the necromancy- the King of Worms himself.
Several nights before assembling the initial team, he prepared to steal 2 of the Elder Scrolls and make his way out of Cyrodiil with Joncis, the team, and arrange to meet up with Endya, another Blade stationed at Falinesti. After several detours and most of the team either quitting or dying he and the remainder of the group stop to re-enlist people in Corinthe. Where he is now along with Dro'Araaj, Joncis and his contact, Endya.
Age: 53
Race: Imperial
Appearance: 5 foot 8, short greying hair with brown eyes and cut going down his arm from an incident with a sword in his early years, and like most Imperials has tanned skin.
Equipment: Wears light mage robes and some akiviri (Blades) braces. carries some bags of his own, a Blades sword with a fire enchantment and recently attained a Khajiit staff which also acts as a sort of spear.
Magic: Mainly restoration and alteration magic, but rarely uses either now.
Bio: Enthir used to work in the Imperial libraries after years as a Blade. After hearing about the Imperial's desparation he decided he wanted nothing to do with the atrocities that were to be commited. Rumors were even spreading that they had hired Mannimarco to assist in the necromancy- the King of Worms himself.
Several nights before assembling the initial team, he prepared to steal 2 of the Elder Scrolls and make his way out of Cyrodiil with Joncis, the team, and arrange to meet up with Endya, another Blade stationed at Falinesti. After several detours and most of the team either quitting or dying he and the remainder of the group stop to re-enlist people in Corinthe. Where he is now along with Dro'Araaj, Joncis and his contact, Endya.
Name/gender: Dro'Araaj, Male
Race: Khajiit
Appearance: Short and skinny with light brown fur, though he is convinced it is starting to go grey. Two scars run across his face from a nasty encounter with some werewolves
Equipment/spells: Leather armor, a staff of fireballs used mostly as a walking stick (Dro'Araaj prefers to save it for an emergency), wears a werewolf fang around his neck enchanted to enhance his strength, agility, and sense of smell), and carries a variety of potions and alchemical ingredients. Dro'Araaj is an expert at restoration and alchemy, and like most Khajiit he is talented at sneaking and unarmed combat.
Personal history: Dro'Araaj has spent most of his life traveling as a merchant, sellsword, or adventurer and has been across almost all of Tamriel. He learned most of his skills while traveling, both through teaching himself and from teachers he met while traveling. Dro'Araaj is laid back, good natured, and loves to travel and experiment with alchemy. He prefers to avoid conflict if possible but is surprisingly strong and fast for his size and is more than willing to fight dirty with poisons or even just by throwing sand in his enemies face.
Dro'Araaj's penchant for exploration led him to wander into a hunting ground of some of Hircine's followers, and quickly found himself fight three werewolves at once. Dro'Araaj emerged badly wounded but victorious, a feat that impressed Hircine, who instructed him to remove a fang from a werewolf, dazed by blood loss he obeyed without question. Hircine blessed the tooth to show that Araaj had his favor and enchanted it.
Dro'Araaj enjoys the benefits the tooth brings, though he dislikes that other followers of Hircine occasionally try to kill him to claim the favor of the Daedric Prince. Araaj himself is not particularly dedicated to any faith and in truth considers the tooth's greatest drawback to be that it made him acutely aware of how bad some people and places smell. He holds no particular emnity to werewolves, and is generally uncaring about vampires or necromancers, though he is somewhat terrified by Daedra.
Race: Khajiit
Appearance: Short and skinny with light brown fur, though he is convinced it is starting to go grey. Two scars run across his face from a nasty encounter with some werewolves
Equipment/spells: Leather armor, a staff of fireballs used mostly as a walking stick (Dro'Araaj prefers to save it for an emergency), wears a werewolf fang around his neck enchanted to enhance his strength, agility, and sense of smell), and carries a variety of potions and alchemical ingredients. Dro'Araaj is an expert at restoration and alchemy, and like most Khajiit he is talented at sneaking and unarmed combat.
Personal history: Dro'Araaj has spent most of his life traveling as a merchant, sellsword, or adventurer and has been across almost all of Tamriel. He learned most of his skills while traveling, both through teaching himself and from teachers he met while traveling. Dro'Araaj is laid back, good natured, and loves to travel and experiment with alchemy. He prefers to avoid conflict if possible but is surprisingly strong and fast for his size and is more than willing to fight dirty with poisons or even just by throwing sand in his enemies face.
Dro'Araaj's penchant for exploration led him to wander into a hunting ground of some of Hircine's followers, and quickly found himself fight three werewolves at once. Dro'Araaj emerged badly wounded but victorious, a feat that impressed Hircine, who instructed him to remove a fang from a werewolf, dazed by blood loss he obeyed without question. Hircine blessed the tooth to show that Araaj had his favor and enchanted it.
Dro'Araaj enjoys the benefits the tooth brings, though he dislikes that other followers of Hircine occasionally try to kill him to claim the favor of the Daedric Prince. Araaj himself is not particularly dedicated to any faith and in truth considers the tooth's greatest drawback to be that it made him acutely aware of how bad some people and places smell. He holds no particular emnity to werewolves, and is generally uncaring about vampires or necromancers, though he is somewhat terrified by Daedra.
Name & Gender: Aremir, Male
Race: Bosmer
Age (optional): 28
Appearance: Aremir is a skinny looking, short and nimble Bosmer in his late 20s. He's barely reaches the five feet mark and weighs almost like some fat imperial children in the capital. He's moderately muscular and somewhat tanned, although his skin still resembles the one of a true Bosmer. His hair is wild and untamed, colored with a light brown tint. His two elf-like eyes glow in their grey color. His ears are, like any other self-respecting elf, pointy and long.
Weapons/Magic/Equipment: Aremir wears a light leather tunic under his clothes that protects his torso. He also carries a pair of arm-guards that are important for handling a bow properly. He doesn't have any other armor and dresses in plain clothing to suit the rather dry weather he will face in his new destination. One could notice that his clothes are made from animal skins, and if you ask him about them he will proudly announce he made them himself.
Aremir holds a bone short-bow and two dozen arrows in a quiver hanging on his right hip. His other weapons and equipment include a small axe, a skinning knife, a handful of steel stakes and a short shovel. He carries a rucksack where he keeps his food, drinkable water and other items.
Aremir's magical abilities are pathetic at best.
Personal history: Aremir was born in the northern edges of Valenwood. A clan feud had brought an end to his former clan and forced he and a few other families to relocate further north to Redguard territory. Aremir hated being away from his ancient forests of old and despised some of the actions the locals took against the fauna of the place. He grew past that hatred and learned to accept those who do not walk in his own path, but he continued to follow the teachings of his ancestors. He is a skilled marksman and a deadly silent tracker, a skill that would prove to save his life many times when he snuck past violent marauders and vagabonds in his path down south. He found himself working as a thug for hire while he kept looking for a mysterious swordsman that was said to be able to move a sword with his mind. Even though Aremir disliked his job he knew he couldn't go past such a large distance to Morrowind without having some coin and after all, Elsywer is just another step in the right direction.
Race: Bosmer
Age (optional): 28
Appearance: Aremir is a skinny looking, short and nimble Bosmer in his late 20s. He's barely reaches the five feet mark and weighs almost like some fat imperial children in the capital. He's moderately muscular and somewhat tanned, although his skin still resembles the one of a true Bosmer. His hair is wild and untamed, colored with a light brown tint. His two elf-like eyes glow in their grey color. His ears are, like any other self-respecting elf, pointy and long.
Weapons/Magic/Equipment: Aremir wears a light leather tunic under his clothes that protects his torso. He also carries a pair of arm-guards that are important for handling a bow properly. He doesn't have any other armor and dresses in plain clothing to suit the rather dry weather he will face in his new destination. One could notice that his clothes are made from animal skins, and if you ask him about them he will proudly announce he made them himself.
Aremir holds a bone short-bow and two dozen arrows in a quiver hanging on his right hip. His other weapons and equipment include a small axe, a skinning knife, a handful of steel stakes and a short shovel. He carries a rucksack where he keeps his food, drinkable water and other items.
Aremir's magical abilities are pathetic at best.
Personal history: Aremir was born in the northern edges of Valenwood. A clan feud had brought an end to his former clan and forced he and a few other families to relocate further north to Redguard territory. Aremir hated being away from his ancient forests of old and despised some of the actions the locals took against the fauna of the place. He grew past that hatred and learned to accept those who do not walk in his own path, but he continued to follow the teachings of his ancestors. He is a skilled marksman and a deadly silent tracker, a skill that would prove to save his life many times when he snuck past violent marauders and vagabonds in his path down south. He found himself working as a thug for hire while he kept looking for a mysterious swordsman that was said to be able to move a sword with his mind. Even though Aremir disliked his job he knew he couldn't go past such a large distance to Morrowind without having some coin and after all, Elsywer is just another step in the right direction.
Name & Gender: Arivicon, male.
Race: Altmer
Age (optional): Young, for an elf. Early forties.
Appearance: Tall, as most altmer are, and muscular. He carries himself with a weighty grace. He has the golden eyes and skin typical of his race, though his skin is weathered somewhat from the sea. He is not entirely unattractive, with close-cut dirty brown hair and sharp facial features.
He wears thin dun-colored cloth armor over a suit of steel chainmail, clean and well cared-for, though still somewhat battered from battle. He wears leather gloves and boots, though he refuses to wear a helm.
Weapons/Magic/Equipment: He carries a thin steel rapier, along with a main gauche as is typical of noble fencers. His skill with these weapons isn't what it could be, having forgotten the ins and outs somewhat while on the sea. However, he can still easily dispatch one or two enemies, though he would be no match for another fencer. He carries several tools to sharpen these weapons in a oilcloth pouch in his pack. In addition, he carries a small tent, flint and steel to start fires and a bedroll, for camping.
Personal history: Arivicon was a minor noble Breton's whelp, from his second, Altmer, wife. He was trained as a noble lad ought to be, in wit and warfare, though his mother tried to teach him magic, as is his peoples' way. He spurned everything but the sword, sleeping through lessons and ignoring tactics. He didn't care for the big, bulky knights of his fathers' court, the path he was expected to take. He trained instead in elegant weapons, from lands across the sea. His father indulged him to a point, but also expected him to learn the Breton way of the sword and shield, and of courtly intrigues. And so he left, taking his weapons with him. He fled to the sea, becoming a rough-and-tumble sailor. However, after some time of this, he tired of the sea and the sailor's life. So he disembarked at Torval, and began to offer his services as a sell sword. A few years of this, and he found himself in Corinthe, watching the refugees stream in and hunting thieves for the guard captain.
Race: Altmer
Age (optional): Young, for an elf. Early forties.
Appearance: Tall, as most altmer are, and muscular. He carries himself with a weighty grace. He has the golden eyes and skin typical of his race, though his skin is weathered somewhat from the sea. He is not entirely unattractive, with close-cut dirty brown hair and sharp facial features.
He wears thin dun-colored cloth armor over a suit of steel chainmail, clean and well cared-for, though still somewhat battered from battle. He wears leather gloves and boots, though he refuses to wear a helm.
Weapons/Magic/Equipment: He carries a thin steel rapier, along with a main gauche as is typical of noble fencers. His skill with these weapons isn't what it could be, having forgotten the ins and outs somewhat while on the sea. However, he can still easily dispatch one or two enemies, though he would be no match for another fencer. He carries several tools to sharpen these weapons in a oilcloth pouch in his pack. In addition, he carries a small tent, flint and steel to start fires and a bedroll, for camping.
Personal history: Arivicon was a minor noble Breton's whelp, from his second, Altmer, wife. He was trained as a noble lad ought to be, in wit and warfare, though his mother tried to teach him magic, as is his peoples' way. He spurned everything but the sword, sleeping through lessons and ignoring tactics. He didn't care for the big, bulky knights of his fathers' court, the path he was expected to take. He trained instead in elegant weapons, from lands across the sea. His father indulged him to a point, but also expected him to learn the Breton way of the sword and shield, and of courtly intrigues. And so he left, taking his weapons with him. He fled to the sea, becoming a rough-and-tumble sailor. However, after some time of this, he tired of the sea and the sailor's life. So he disembarked at Torval, and began to offer his services as a sell sword. A few years of this, and he found himself in Corinthe, watching the refugees stream in and hunting thieves for the guard captain.
Name & Gender: Arlo, Male
Race: Redguard
Age: 34
Appearance: Arlo is a tall, incredibly muscular man, who has only recently started seeing hair in his jet black hair, styled into cornrows tied back into a ponytail at his neck. He has a wispy goatee, and several tattoos litter his body, mostly tribal in nature. He has the dark skin as most have, though it is faintly lighter. His only scar is a horizontal one across the middle of the bridge of his nose.
His clothing is armor, as is standard among adventurers, and is a steel breastplate over a black tunic, as well as dark brown pants, and black jackboots with steel plates over the shins. He does however carry a backpack filled with essentials, and a set of fancy clothing from his days as a nobleboy.
Weapons/Magic/Equipment: A scimitar with a black leather handle, enchanted to make the blade searing hot to the touch. He has various maps from adventuring, and a compass made of silver. He also has his pet hawk he has yet to name.
Personal history: He was born a Crown in Sentinel, and was raised accordingly, with money and education. He was rather good with combat, though his head for tactics was all but non-existent. His coming of age test, going into the Alik'r desert was successful, he lived off of berries and the occasional edible animal. When he came back, he knew not what career he wanted, and ended up becoming a sailor simply to leave Hammerfell. He adventured for awhile, doing nothing of any true note or importance, mostly guarding trading ships. Eventually, he simply got bored and moved into Mercenary work after most his crew was arrested. He managed to pay bail, and moved around Elswyr for awhile, he came across Corinthe after a few months, and here he is.
Race: Redguard
Age: 34
Appearance: Arlo is a tall, incredibly muscular man, who has only recently started seeing hair in his jet black hair, styled into cornrows tied back into a ponytail at his neck. He has a wispy goatee, and several tattoos litter his body, mostly tribal in nature. He has the dark skin as most have, though it is faintly lighter. His only scar is a horizontal one across the middle of the bridge of his nose.
His clothing is armor, as is standard among adventurers, and is a steel breastplate over a black tunic, as well as dark brown pants, and black jackboots with steel plates over the shins. He does however carry a backpack filled with essentials, and a set of fancy clothing from his days as a nobleboy.
Weapons/Magic/Equipment: A scimitar with a black leather handle, enchanted to make the blade searing hot to the touch. He has various maps from adventuring, and a compass made of silver. He also has his pet hawk he has yet to name.
Personal history: He was born a Crown in Sentinel, and was raised accordingly, with money and education. He was rather good with combat, though his head for tactics was all but non-existent. His coming of age test, going into the Alik'r desert was successful, he lived off of berries and the occasional edible animal. When he came back, he knew not what career he wanted, and ended up becoming a sailor simply to leave Hammerfell. He adventured for awhile, doing nothing of any true note or importance, mostly guarding trading ships. Eventually, he simply got bored and moved into Mercenary work after most his crew was arrested. He managed to pay bail, and moved around Elswyr for awhile, he came across Corinthe after a few months, and here he is.
I will NOT be accepting unfinished sheets though, so if you post an unfinished one be sure to fill it in later.
EDIT: Also keep in mind when writing up a sheet I'd like to point out that your character shouldn't be as strong as they are in any of the TES games' In this your character is a mercenary and shouldn't be able to take on entire groups of enemies on his/ her own.