Accepted. I am a bit skeptical towards mental disorders, but as long if you know what it actually is, I'll be fine with it. You can post it in the Characters tab.
Personality: Hagard is enthusiastic in a group where he feels comfortable. He likes to crack jokes (whether they're good or bad) and laugh. He needs to know people for a long time and get comfortable around them before he fully engages in all the conversations. Hagard doesn't like to get into a verbal fight with anyone. He is very hard to talk to, but he never really gets angry. If he does get angry, he will just keep quiet. Like most Nords, he isn't that fond of magic.
History: Hagard has been born and raised near Whiterun by his father Orlog and his mother Agnes. He has an older brother, Ingvar, who's 3 years older than Hagard. Orlog earned his money with hunting. He used to hunt near Riverwood and in the fields next to Whiterun. When Hagard and Ingvar were 10 and 13 years old, Orlog started training them in hunting and combat. Initially he only brought Ingvar with him on hunting trips, but he took Hagard with him when he was deemed old enough. As Hagard became older, he started to prefer an one-handed sword with shield over other weapons. Since those weapons aren't really practical for hunting, he stopped going on the trips with his father and brother. When he was 19, his brother left for Windhelm to join the Stormcloak rebellion. Hagard considered going with Ingvar, but he decided to stay with his father because he enjoys his life as it is.
On 20th birthday, Hagard joined the guard of Whiterun, encouraged to do so by his father. Hagard became famed among the guard because of his skills with his weapons and his tactical insight. Orlog was getting bored of hunting. He wanted to see more of Skyrim and the world, so he joined a trading caravan to fulfil his wanderlust.
Skills: Hagard is very skilled at one-handed combat. As he grew up he developed a great tactical insight when it comes to non-magic combat. Socially, Hagard is not doing that great of a job. Spells: N/A Equipment: Hagard wears a hide vest for travelling and around his home. For combat situations he is outfitted with a steel armour, steel boots and a steel plate helmet his father found for him. He used an iron sword with a Nordic shield his uncle once gave him.
Oz. Name on the street for Oswald State Correctional Facility, a level 4 maximum security state prison. Famous for housing some of the most hardened and dangerous criminals, Oz has achieved great prestige. It has been build in 1998. It's named derives from prison chief Russell Oswald, who served at Attica Correctional Facility during the infamous Attica prison riot. The Oswald State Correctional Facility is located at right at the coast, with at one side the sea and at the other side the countryside.
Recently, the staff of Oz have set up a new experimental unit; Emerald City. Emerald City, often shortened to Em City, is an extremely controlled unit within the prison. Em City offers various rehabilitation programs. The inmates have way more freedom here than in other cell blocks. Prisoner uniforms aren't obligated, cells are made out of glass and everyone is allowed to walk up to other inmates and interact with each other freely.
The cells in Emerald City are placed around the open common room, whtake cch can be entered by anyone within Emerald City. The cells are outfitted with a bunk bed, a toilet and a sink. The main idea behind Emerald City is that the prisoners themselves can control how much freedom they get. The inmates take care of themselves here.
Welcome to Oz! I have created this roleplay, because I've never seen a realistic prison roleplay and I wanted to try it out.
Characters Since I want this to be a realistic prison, I'd rather not have over the top characters. I encourage to create gang members and/or your own gang.
Gangs Gangs will play an important role in our prison. They run the drug, tobacco and alcohol trade in the prison. Gangs can make plays inside the prison to show their dominance over a certain part of the prison, for example a yard or a common room. These groups extort other prisoners in exchange for money or other goods.
Jobs There are several jobs around the prison to which the prisoners will be assigned to. Examples: the mail room, the kitchen, the workshop, the laundry etc. These jobs can be important, as they can be used to smuggle contraband inside the prison. Inmates can buy goods from the prison shop with the money they earn from the jobs. The inmates also use money to pay each other for contraband and certain deeds.
Staff If you don't want to play as an inmate, you can also play as someone from the staff. You can play as a guard, as the psychologist, as the priest, as the warden and anything else you can think of.
Character Development A thing I personally want to pay attention to is character development. If your character was a complete wuss before going into prison, try to make him more tougher and dangerous as the role play evolves. This is, of course, an example of how you could do it.
Goal Now what is the goal of this role play? The ultimate goal for everyone, inmates and guards, is survival. The inmates do their best to not die until they are released. The guards may suffer from financial problems and they might decide to go corrupt. The goal could also differ from person to person. One inmate might want to rise to the top of the food chain, while others are planning their great escape from the facility.
1. Follow the usual forum rules. 2. Racism is allowed, just keep it IC. 3. Try to be as realistic as possible. Don't make them overpowered. 4. Characters can't be under 16 years old. 5. If you are a gang leader, feel free to NPC other members of your gang.
Name: Gender: Age: Place of Birth: Nationality:
Gang Affiliations:
Appearance:
Conviction: Sentence: Parole:
History:
First Name: Last Name: Gender: Date of Birth: Place of Birth: Nationality: Appearance: Job:
History:
I will try to NPC other inmates, guards and staff. Multiple characters are allowed. This is my first roleplay as GM, so I'm open for criticism and tips.