Adrian Brightvane (ESRP)

SSJosh

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Created
2 years, 6 months ago
Creator
SSJosh
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Profile


BASIC INFORMATION

  • Name: Adrian of House Brightvane
  • Birthplace: Skyrim
  • Title(s): N/A
  • Allegiance: N/A
  • Wealth Tier: Silver

PHYSICAL INFORMATION

  • Age: 23
  • Race: Imperial/Nord
  • Gender Identity: He/Him/His
  • Height: 6'3
  • Weight: 215lbs
  • Eye Colour: Brown
  • Hair Colour: Brown
  • Skin Colour: Tan

SKILLS



THE MAGE:

  •  Illusion: Apprentice
  •  Conjuration: Apprentice
  •  Destruction: Adept
  •  Restoration: Adept
  •  Alteration: Apprentice
  •  Enchanting: Adept

THE WARRIOR:

  •  Smithing: Adept
  •  Heavy Armor: Novice
  •  Block: Novice
  •  Two-Handed: Novice
  •  One-Handed: Adept
  •  Archery: Apprentice
  •  Unarmed Combat: Apprentice
  •  Athletics: Adept

THE ROGUE:

  •  Light Armor: Apprentice
  •  Sneak: Apprentice
  •  Lockpicking: Apprentice
  •  Pickpocket: Apprentice
  •  Speech: Apprentice
  •  Alchemy: Novice

POSSESSIONS


Weapon: Skyforge Steel Sword


Sub-Weapon: Nord Hero Bow


Armor: Leather Armor


BIOGRAPHY


Born to the Jarl of Whiterun and the Harbinger of the Companions Odfel Brightvane, Adrian was always going to have big shoes to fill. Perhaps even suffocatingly big shoes. And not ones Adrian was sure that he wanted to fill. While his father ruled from Whiterun, Adrian spent much of his life in Solitude. His mother owned a business there, wanting to show that she was still her own independent person who could manage herself, despite being married to the Jarl of Whiterun. Perhaps it was her influence that decided Adrian's path later in life. He had a good relationship with his parents though, and his father visited when he could. It was during his time in Solitude that he met Jegnorr Scaleblade, the son of another noble family who was going through some issues of his own. The two of them convinced each other that if they had something they wanted to do, then do it.


Unfortunately, Adrian's mother grew sick. It did not take long for it to grow worse, and she was gone long before Adrian could even begin to digest what was happening. Stricken with grief, he made the journey to Whiterun with Jegnorr, to be with his father. While he was not sure if he wanted to stay forever, for a time, Adrian became a member of the Companions.


Adrian gained experience as Jegnorr's Shield-Sibling, in the years that the duo spent fighting together. But while his father was proud of him, Adrian knew that Odfel saw Adrian as the heir to his titles. But Adrian wanted to be free. Free to make his own legacy in his own way, just as his mother had spent her life striving for. Jegnorr eventually convinced Adrian to tell his father the truth. And so, he did. He admitted to his father that while he loved his work with the Companions, he did not desire to be the Harbinger, or the Jarl of Whiterun. His father casted a long shadow, and Adrian was suffocating in it. To his surprise, his father was understanding. Odfel suggested that the best course of action for Adrian's quest would be to venture outside of Skyrim, where his name would mean less, and start fresh. An idea that Adrian embraced wholeheartedly. It was Adrian who then recommended that his father take Jegnorr as his heir. Jegnorr had become as close as blood siblings with Adrian, and he could think of none better for Whiterun and the Companions than he.


With that, Adrian bid goodbye to his family and departed for Cyrodil. With a whole new horizon in front of him, just where will Adrian end up?


IMAGE SOURCE(S)


Avatar by Tomopotato



CORE INFORMATION
  • Location Name: The Arena
  • Province & Hold: Cyrodil, Imperial City
  • Image Source(s): Source
DESCRIPTION
The Arena is the main form of public entertainment in the Imperial City, located on the eastern side of the city. For thousands of years, after a long day, the people of Cyrodil have chosen to unwind by watching pure, uncensored bloodshed as gladiators fight for fame and fortune. Housed in the Arena District of the Imperial City, it is one of the largest and most well-known structures in Cyrodil. Many fighters come to make their names here, in hopes of becoming Grand Champions.

While it has received a new coat of paint every few years, the Arena itself hasn't changed much. The Bloodworks and its practice and sleeping areas have been left intact. The biggest change over the years has been the size of the Arena itself, which has been expanded to hold larger audiences.


FORMAT AND RULES
While the Arena has played host to bloody deathmatches over the years, the popularity of the Arena eventually attracted the attention of the Imperial Legion, who cracked down on some of its intricacies and forced them to reinvent their formula. Thus, things are a little bit different from how they were in the Fourth Era.

- Arena fights happen on a set schedule. Fights are scheduled ahead of time, and placed on a fight card that is advertised in advance in order to attract a bigger audience. The Arena sells admission ahead of time, though if you are lucky you may be able to snag some tickets at the door. Luxury VIP boxes are available for those who can afford them. These provide an excellent view of the fight and plenty of privacy while you spectate.

- Bouts are no longer fought to the death. Deathmatches were outlawed by decree of the Empire. As a result, shows are watched over by the Imperial Legion. Some leniency may be shown if a fighter is killed on accident, but the Legion can and will conduct arrests for malicious or negligent killings.

- Instead of assigning permanent Blue and Yellow teams, any fighter can fight another of the same rank. On occasion, team matches or free for all battle royals will be organized to vary things up for the crowds. Typically in large scale free for alls, a pot of septims and a free pass to the next rank will be put on the line as incentive.

- Fighters may use any weapons and armor that they choose, and may bring summons and combat pets with them. The Arena is not responsible for their safety, however. Bring them at your own risk.

- Fighter pay differs depending on their rank, their ability to draw a crowd, and if their fight in particular clearly made a difference in ticket sales. Fighters are not allowed to bet on their own fights, though this does not stop a third party from doing so on their behalf.


RANK DIVISIONS
While previously fighters fought to become the Champion of their team and then the Grand Champion, this format was abolished alongside deathmatches, when Arena owners realized that they could make more gold off marketing their fighters as individual draws. With the focus on marketing fighters as draws, there can now be multiple Champions and Grand Champions, with them now being ranks that denote a fighter's capabilities and their worth.

That aside, the ranks themselves haven't changed much. Fighters progress in rank depending on their fight record, and their popularity with the crowds. Fighters are encouraged to adapt personas and stage names in order to get the crowds invested in them and increase their drawing power. While fighters cannot move down in rank, it will hurt your chances of moving up to the next rank if you lose often, hurt your standing with the populace, or don't show up for your scheduled fights. Anything that can damage your drawing power will hurt your chances of moving up in rank, and can hurt the pocketbook of even Grand Champions.


RANKS
- Pit Dog
Adrian Brightvane" data-xf-init="member-tooltip" href="https://elderscrollsrp.net/members/448/">Adrian Brightvane

- Brawler

- Bloodletter

- Myrmidon

- Warrior

- Gladiator

- Hero

- Champion

- Grand Champion