Board Thread:Roleplaying/@comment-1592115-20150928152355

The Year is 5E 001, the Dragon Crysis has been concluded by Alduin's defeat and the Dragonborn's disappearance, and the Empire has reclaimed Skyrim shortly after Ulfric died of aging. So what else can go wrong for an empire without a hero and a king?

But wait, what about the bandits? They're now commonplace since! The Dark Brotherhood and Theives Guild are roaming around because there's no one handing them. Oh, and the Thalmor are still here, and they're taking over Skyrim! When would those Altmeri extremists be gone? Skyrim, just as usual is a dangerous place, people are still having trouble with criminals, undeads and Falmer. So who else would take care of them without the Dragonborns?

One day, you've received an opportunity to become a Whiterun Guard, many people believed being a Whiterun Guard must have arrows taken to the knee beforehand, it turns out that isn't the case. It's done by Jarls hiring random adventurers to become one, and you all are the chosen ones.

So, how does it feel like for being Whiterun Guards? What would the duties be? Your new life as Whiterun Guards begins.

Rules:

1. This is Free RP, and a City Guard RP.

2. Despite being a Whiterun Guard, there is no strict routine for you, feel free to explore anywhere you want.

3. Guard in name only, who is to say you have to obey the laws all the time?

4. You can create as many characters as you want, just make sure you can handle them.

5. Your character is NOT protected from death. But, Whiterun Guards are as disposable as Sweetrolls anyway.

6. No major TES Protagonist or divines as player characrer, and no playable Dovah, don't ask!

7. Avoid Powerplaying or Metagaming.

8. Other than that, enjoy.

Name:

Age:

Gender:

Race:

Appearance:

Skill (1 Master, 2 Expert, 3 Adept):

Attires & Equipments:

Weapons:

Spells (8 Max):

Power (2 Max):

Resistance (Racial + 2 Max):

Weakness (At least 2):

Mental Weakness (At least 1):

Additional Faction:

Character Bio:

Spec Note: 