The core of my Argonian's backstory is that someone did something when he was little to limit his magicka pool. The Dawnguard questline will be a trigger to make him realize something is odd--he's surrounded by people with impressive conjuration/healing abilities, and all he can cast are Flames and Healing. It's not a total wake up call, but it does get him thinking. He'll use alchemy to substitute for his lack of magic, smith a personal armor set, and later use enchanting to make armor that boosts his physical abilities.
I'm not sure what he could do for a day job, though--is there a way to nerf alchemy so that it doesn't make too much money and break suspension of disbelief?
I'm also not sure where a person would realistically go after experiencing a huge event like Dawnguard.
The core of my Argonian's backstory is that someone did something when he was little to limit his magicka pool. The Dawnguard questline will be a trigger to make him realize something is odd--he's surrounded by people with impressive conjuration/healing abilities, and all he can cast are Flames and Healing. It's not a total wake up call, but it does get him thinking. He'll use alchemy to substitute for his lack of magic, smith a personal armor set, and later use enchanting to make armor that boosts his physical abilities.
I'm not sure what he could do for a day job, though--is there a way to nerf alchemy so that it doesn't make too much money and break suspension of disbelief?
I'm also not sure where a person would realistically go after experiencing a huge event like Dawnguard.
Hello everyone!
I have a bit of a problem. How would my highwayman, and when I say highwayman I mean like John Rann (Sixteen String Jack)or Claude Du Val, rob travelers? He is the sort to prefer not to kill and chop his way through a horde of travelers, but more to hold them at bow point, after having suddenly emerged from the bushes.
I would appreciate either a different way to rob travelers or a justification for killing them.
Thanks.
Hello everyone!
I have a bit of a problem. How would my highwayman, and when I say highwayman I mean like John Rann (Sixteen String Jack)or Claude Du Val, rob travelers? He is the sort to prefer not to kill and chop his way through a horde of travelers, but more to hold them at bow point, after having suddenly emerged from the bushes.
I would appreciate either a different way to rob travelers or a justification for killing them.
Thanks.
Depends on his morality really. He could join the thieves guild if he feels alright with healing, or if he isn't ,maybe travelling round the holds, doing odd jobs.
Maybe he would go to the companions or maybe he is bitter about being incapable of magic and holds a grudge against mages, becoming a witch hunter.
Depends on his morality really. He could join the thieves guild if he feels alright with healing, or if he isn't ,maybe travelling round the holds, doing odd jobs.
Maybe he would go to the companions or maybe he is bitter about being incapable of magic and holds a grudge against mages, becoming a witch hunter.
What if he spends a while doing bounty quests and hears the "go to the College" line? He turns in a bounty and overhears a court wizard mention the College of Winterhold, and decides to see if they can help him.
What if he spends a while doing bounty quests and hears the "go to the College" line? He turns in a bounty and overhears a court wizard mention the College of Winterhold, and decides to see if they can help him.
Hello all,
As far I can recall, this will be my second post to this community regarding building a RP character within the world of Skyrim.
I have briefly elaborated with myself as to what I want my character to be. A young Imperial scholar (reflecting on Imperial lore), this young scholar has come to Skyrim in hopes to enrol in the College of Winterhold to expand his qualifications. However, upon crossing the border into Skyrim, the young Imperial had the gross misfortune of being approached by the Stormcloaks. Noting that he was of Imperial blood and by all rights, a potential means of leverage against the Imperial occupation of Skyrim (this reflects upon my character's background - his Father was a legendary General in the Imperial Legion, who was previously posted to Skyrim before his death). The Stormcloaks gave him two options - to pay a heavy fine to cross the border (which would of course, render him penniless and unable to enrol) or death. The young lad chose the former, but as soon as the deal was brokered - giving the Stormcloaks his cash, the Imperial ambush sprung up.
And so, that's how the pre-story connects to the start of the Skyrim story.
There are several reasons why this young lad (haven't been able to properly name him yet, as I'm particularly finicky with names) has come to Skyrim, but here are a few of them:
- To retrieve his Father's stolen sword (Giving me a appropriate reason to go to Bleak Falls Barrow so I can rename the sword and give it a buff, as well as a reason to head to Solitude to place the sword in his Father's tomb).
- Enrol at Winterhold (In this RP, my character needs enough cash to pay for tuition fees but this is however dashed at the border due to the Stormcloaks, therefore giving my character a profound reason to side with the Imperials).
- Eventually join with the Imperial legion and destroy the Stormcloaks (In this RP, my character has zero interest or experience in swordplay - he is by all means, still a boy and a coward. So, this will form the biggest development in my character's story within Skyrim.)
But, for these reasons, I still seem to find myself going way to quickly or losing interest in certain plot points. For instance - it doesn't seem at all appropriate that Jarl Balgruuf would just give a complete stranger a set of Steel Armor for warning him of the Dragon attack.
Also, and I've been trying really hard with this rule - is walking. When would you say it's appropriate to run? Of course, urgent news like the Dragon attack at Helgen would obviously give reason to run, but sometimes I find walking way to tedious. But it's something I really want to discipline into this RP as I do believe it has potential.
In regards to raising cash, so far I've limited my earliest forms of labor to woodcutting at the mill in Riverwood, after I've reported to the Jarl of the attack in Helgen. But, something I've found particularly frustrating is the absence of Hod, who I trade wood with to get money. Why and where does he keep disappearing to?
Speaking of labor, how long do you recommend I keep to the manual task of woodcutting? I know Faendal works there as well and eventually becomes a possible companion (which I do intend to pursue eventually) but what I would like to know is an appropriate stretch of time I should aim towards before my character grows tired of the repetitive task of woodcutting before moving on to more daring, exciting exploits with Faendal in tow - to be brief, I dont want to chop wood one day, and then slay the Stormcloak rebels the next. My character needs to build his strength and confidence behind his swordplay, remember that he is completely inexperienced.
That's as much I believe I can put in for now as to where I'm feeling stuck with my character build. If anyone has any advice or solution they can sling my way, I would be totally grateful. Many thanks!
Hello all,
As far I can recall, this will be my second post to this community regarding building a RP character within the world of Skyrim.
I have briefly elaborated with myself as to what I want my character to be. A young Imperial scholar (reflecting on Imperial lore), this young scholar has come to Skyrim in hopes to enrol in the College of Winterhold to expand his qualifications. However, upon crossing the border into Skyrim, the young Imperial had the gross misfortune of being approached by the Stormcloaks. Noting that he was of Imperial blood and by all rights, a potential means of leverage against the Imperial occupation of Skyrim (this reflects upon my character's background - his Father was a legendary General in the Imperial Legion, who was previously posted to Skyrim before his death). The Stormcloaks gave him two options - to pay a heavy fine to cross the border (which would of course, render him penniless and unable to enrol) or death. The young lad chose the former, but as soon as the deal was brokered - giving the Stormcloaks his cash, the Imperial ambush sprung up.
And so, that's how the pre-story connects to the start of the Skyrim story.
There are several reasons why this young lad (haven't been able to properly name him yet, as I'm particularly finicky with names) has come to Skyrim, but here are a few of them:
- To retrieve his Father's stolen sword (Giving me a appropriate reason to go to Bleak Falls Barrow so I can rename the sword and give it a buff, as well as a reason to head to Solitude to place the sword in his Father's tomb).
- Enrol at Winterhold (In this RP, my character needs enough cash to pay for tuition fees but this is however dashed at the border due to the Stormcloaks, therefore giving my character a profound reason to side with the Imperials).
- Eventually join with the Imperial legion and destroy the Stormcloaks (In this RP, my character has zero interest or experience in swordplay - he is by all means, still a boy and a coward. So, this will form the biggest development in my character's story within Skyrim.)
But, for these reasons, I still seem to find myself going way to quickly or losing interest in certain plot points. For instance - it doesn't seem at all appropriate that Jarl Balgruuf would just give a complete stranger a set of Steel Armor for warning him of the Dragon attack.
Also, and I've been trying really hard with this rule - is walking. When would you say it's appropriate to run? Of course, urgent news like the Dragon attack at Helgen would obviously give reason to run, but sometimes I find walking way to tedious. But it's something I really want to discipline into this RP as I do believe it has potential.
In regards to raising cash, so far I've limited my earliest forms of labor to woodcutting at the mill in Riverwood, after I've reported to the Jarl of the attack in Helgen. But, something I've found particularly frustrating is the absence of Hod, who I trade wood with to get money. Why and where does he keep disappearing to?
Speaking of labor, how long do you recommend I keep to the manual task of woodcutting? I know Faendal works there as well and eventually becomes a possible companion (which I do intend to pursue eventually) but what I would like to know is an appropriate stretch of time I should aim towards before my character grows tired of the repetitive task of woodcutting before moving on to more daring, exciting exploits with Faendal in tow - to be brief, I dont want to chop wood one day, and then slay the Stormcloak rebels the next. My character needs to build his strength and confidence behind his swordplay, remember that he is completely inexperienced.
That's as much I believe I can put in for now as to where I'm feeling stuck with my character build. If anyone has any advice or solution they can sling my way, I would be totally grateful. Many thanks!
Walking is tough. I recommend getting some pretty ENB and sound mods to make the game more interesting to look at, and if that doesn't work even have the TV in the background, just to start off at least. Or to help with your growing mage RP, zap trees with spells, see what firebolt does to a puddle etc, and even swing that woodcutters axe about pretending to be a warrior - he is young afterall.
There seems to be a persistent preblem with Hod not appearing, try is house, he's usually stuck on something. If this isn't the case, there's always the possibility that he kicked it. Dragon attack + Him running in fear + wolves could be a possibility.
A week seems to be the standard woodcutting time period. If you're still strapped for cash in the middle of dealing with the Stormcloaks or something, you could RP that he got injured, and is trying to build up his strength while recuperating (which is slightly infeasible as he's a mage capable of healing magic, but oh well).
Walking is tough. I recommend getting some pretty ENB and sound mods to make the game more interesting to look at, and if that doesn't work even have the TV in the background, just to start off at least. Or to help with your growing mage RP, zap trees with spells, see what firebolt does to a puddle etc, and even swing that woodcutters axe about pretending to be a warrior - he is young afterall.
There seems to be a persistent preblem with Hod not appearing, try is house, he's usually stuck on something. If this isn't the case, there's always the possibility that he kicked it. Dragon attack + Him running in fear + wolves could be a possibility.
A week seems to be the standard woodcutting time period. If you're still strapped for cash in the middle of dealing with the Stormcloaks or something, you could RP that he got injured, and is trying to build up his strength while recuperating (which is slightly infeasible as he's a mage capable of healing magic, but oh well).
Hi! Thanks for your speedy reply Zonnonn :)
Just one thing to clarify, this isn't a mage RP. Although there will be the prospects of him embracing schools of magic when he gets to Winterhold, I dont want his build to totally represent a Mage. There is a defined, certain reason for this - he is a scholar, let's say a graduate from a University in Cyrodiil, and has come to Skyrim to enrol in his Master's studies, let's say.
Oh really? Hod can seriously die? I did not know that for sure. Where should I sell my wares then? At the Trader?
Hi! Thanks for your speedy reply Zonnonn :)
Just one thing to clarify, this isn't a mage RP. Although there will be the prospects of him embracing schools of magic when he gets to Winterhold, I dont want his build to totally represent a Mage. There is a defined, certain reason for this - he is a scholar, let's say a graduate from a University in Cyrodiil, and has come to Skyrim to enrol in his Master's studies, let's say.
Oh really? Hod can seriously die? I did not know that for sure. Where should I sell my wares then? At the Trader?