((I understand apps are closed. I'll just leave this here until a time when new apps are being accepted.))
[Questions] MC Name: Blackhawk77g Why do you want to join?
The Thieve's Guild has always been an enigma to me. I've seen what they do, I understand why they do it and I see a great community of players, some of which I have RP'd with before on several occasions. I've been interested in joining a guild or group for some time and The Thieves Guild seems to be the most structured, lore backed, and able to provide an overall good time.
How will you provide the guild and the LOTC community with a great RP experience?
I've developed my RP skills over the past year and a half and I think at this point, I can create an enjoyable experience. That does not mean always winning for me, but creating something genuinely fun. Maybe that involves planning a botched bank robbery and taking the blame from the majority of the guild or casually pick pocketing an important item from an adversary. I truly do hope to add to the great RP and actions that I've seen come out of the Thieve's Guild.
What do you think are vital in RP? (I.e Emotes, RP fights over MC fights etc)
I think attentiveness is by far the most important aspect of RP. Allow me to clarity as to what I mean by that; I'm speaking of attentiveness in the sense that players must be aware of the RP around them. A guard should not walk by a mugging and a weary traveler should not knowingly walk through a fight between two rough and tough gentlemen. Of course, this does not have to be taken to such extremes. Perhaps a simple reaction to a small event, such as another buying too much ale sitting on the bar stool to your left. One might simply scoot over a bit, making odd faces at the heavy drinker and trying to avoid them.
To break the Guild laws, or the Server laws is instant banishment unless in a specific circumstance where you are offered an appeal form by the Guild, do you understand this?
Yes, that sounds completely reasonable. [Character Questions] RP name: Dun Irongut Biography:
--Beginnings--
A man of wealth is nothing without his means, but a man of means requires no true wealth. His wealth comes in the form of connections, connections which will be tossed about the world, ready to be called upon at the moment's notice. As a child, he was just simply that, a child (and a poor one at that.) For all it was worth, he was a bastard child. His father abandoned him in small shack of a home in Hanseti, not wishing to care for any children while he enacted his various schemes. Born of Darius Irongut (a Dwarven Lord) and an unknown woman within the snowy wastes of Hanseti, he lived most of his childhood alone, his only friend being the worn bow he found within the rickety old shack. He made his journey from Hanseti to Oren and Oren to Kal'Dwain. Along the way he met many acquaintances in many locations, but never stayed for long. His life was unfulfilling until he at long last came upon the city of his now apparently recently deceased father, the city of Kal'Dwain. At long last, he has finally approached the city of the man said to be his father and the resting place of his "family." The Ironguts, however peaceful in their nature, were a shrewd clan. They welcomed him with open arms, but treated him suspiciously for a time, untrusting of an odd member of their brood. Despite all of this, his Clan-Father Hiebe Irongut was generous enough to grant him a small amount of land within the Fungal Forests of Kal'Dwain to study and learn.
--Study--
Time passed and a snowfall blanketed the landscape. For some time Dun had been studying the Dwarven Pantheon, the Brathmordakin, The most interesting to him was Dungrimm, which he had spent the majority of his time studying and learning the burial rights that this "god of the dead," expected his kin to receive. By the time he had compiled this notes, he had a good three books full of sketches, ideas, and conclusions on his reading and observations. The split second he realized this, he once again felt unfulfilled. To his ability, he had studied the Brathmordakin to the fullest extent possible. Now there was no fun to be had and nothing to do. Luckily for him and oddly enough, while he had been studying, the great city of Kal'Dwain had been reduced to a pile of rubble. So, he placed his materials into a pack and traveled off to where the signs directed. He eventually came upon the new Dwarven capital of Kal'Karik and the original home of the Aegian Dwarven refugees.
--Realization--
Kal'Karik was an interesting place. While there, he did as much as he could within the time that he had. He became an ambassador to the Human refugees that went by the name of the Crimson Edict, he joined the Legion and ascended to the rank of Ironbreaker, he wrote several books, established a small library, made several accepted proposals to the king, and helped organize the city. Sadly, this was not enough. The most exciting activities now seemed rather mundane. Firing off several arrows toward the enemy in the heat of battle felt empty and meaningless. He craved for something that would provide fun and excitement until he came to a very simple conclusion. He reasoned that life is a simply a game meant to be played. And as such, why should he not be the player? Immediately after making such a conclusion, he began to gather his deceased father's wealth and placed it within his home, tucked away in hidden chests. He traveled to events and met several new friends along the way. As he gained more knowledge on these people, he began to wonder why the word of Asulon has yet to crumble under the weight of the several superficial men he had met. Despite all this, he began to give away his new wealth. Giving gifts is a quite a great way to make friends... and connections. For a man of his ideals, wealth is quite useless. Dun Irongut is a man of means.
--Conclusion--
Means are nothing without a vessel to use them. Although it is not the means that control the man, perhaps in the end, the man loses control of himself. His mind a shadow of what his clan would have wished and his heart an prison for which his dreams lay hidden beneath the lies and secrets meant to protect his insides. Perhaps he could have been a great politician and a great leader of men, perhaps he still will be, but regardless, his mind will always be thinking... He will always be plotting... He will always be detached... And he will always be an Irongut, whether that be for the better or for the worse.
Personality:
Dun is calculated, cold, and often times, seemingly loving. However, he is fairly empty inside and despite his attempts to seem normal and fuffilled, others around him may notice something that may seem like a lack of actual care for the world within him. However, in truth, Dun cares very much for the world and desires to "play the game," shaping it as he believes it should be. Dun will back stab those who have begun to plot against him or chosen to take part in any movement that does not fall in line with his. Dun, very loyal to his King and clan father, would back stab any of his kin who choose to not honor the king and the Dwarven nation itself. So, in essence, he is loyal to those that are loyal to him. However, trust is a rather abstract concept to Dun. He trusts only his Clan-Father and some of his immediate family. For most, he simply notes what they say and considers it based on everything he hears. He does not value the opinion of those not close to him over another. He may not even value the opinion of a close friend over a stranger. It all depends on what evidence he can take from all sides of the story. Motives:
Dun Irongut was a deprived child, perhaps exactly how his father was, continuing somewhat of a cycle. His sociopathic behavior, which is derived from the very little social interaction in his early life, has caused him to develop a hard outer shell in which feelings and social interaction are fairly useless. He was fairly genuine for a time, but the more experiences he had within his life, the more unfulfilling life became and the less he required social interaction and the happiness that came with it. He is driven by the sense that life is simply a game to be played and for him to receive any enjoyment in life, he must be the best at the game. In order to do this, power must be attained and he must be comfortable, perhaps at the cost of many, just not those he has a slightly enjoyment of. The few he seems to take joy in talking to are his close family members, who he can be mostly honest with. He lusts for power, but not at the cost of his family or his social standing. Aspirations:
To obtain wealth to further personal motives and those relative to friends and family. Wealth is simply an obstacle, but obtaining it is absolutely unnecessary if things are to be done. Dun would desire to obtain the rank of Con-Man and work towards planning rather large cons and perhaps establishing a fairly expansive black market. [Open Response. Answer all questions] You notice a rich foreign merchant in the markets browsing wares such as jewellery, weaponry and armor. You notice a stall owner has just walked away from his stall for a few moments, several guards are patrolling the area, the merchant walks towards the stall to browse its wares. To the North is a sewer grate you could escape through, though the guards seem to be patrolling it more than usual. How will you pull off this thievery?
Obviously one would be drawn to the jewelry, weapons, and armor of the stand. Such a person, however, does not have a clear head. The proper way to pull off such a heist would involve a con, provided Dun gives a fake name. Dun would walk up to the stall and smile at the merchant, then point at the stall owner, "Me partner over there will be back in a moment. Is there anythin' yeh wish te purchase?" The merchant, already enthralled with the goods before him, will in time purchase something. The money will be placed in Dun's pocket, the item will be in the hands of the merchant, and the overall confusion of the matter will allow Dun to casually walk towards the gate, out onto the road, and back home. A grin would probably appear on his face, proud that he could pull off such an interesting scheme, however the wealth itself would be stored away until it could be used for something important, perhaps the establishment of a much more casual black market industry? Whatever the case, Dun's skewed sense of morality will be the judge of where the money goes.
The Upright Man has asked of you to steal a scroll from a house that is just outside the city limits of Alras, the house seems to be alive with laughter and drunken men, you look through a window to see the chest is in the room, while 5 drunken men sit around the fire telling war stories, they seem armed but drunk, you see in the corner of your eye a small hole in the roof into the room. The door hinges are old and rusty, it can be easily kicked down. How will you pull off this thievery?
Time is often called money, but in this case, it can be used in a different connotation. Dun would play "the waiting game" until either the five friends passed out or began to leave. Once this happened, he would make his move on the house. Scaling the wall would be time consuming for Dun, but would not exert him. He would make his way up the roof, plop through the hole, and most likely (to his chagrin), land on the embers of the fire pit. He would simply open the chest, remove the scroll, and exit by quickly kicking out the door and running toward the nearest bushes. From there, he would make his way back to the Upright Man, avoiding guards on the road if necessary.
An old man has taken rest from his travels under a tree, his bag is to the left of him, he appears to have a dagger on him. In the far distance you see some travelers coming, though they are still a far while off. How will you pull off this thievery?
"The man is old," Dun thought. "He cannot run or jump." Dun then sat on the floor, waving as the travelers passed by. And then, as expected the old man began to wake. "It appears ye've fallen a sleep by this tree, brother." "Oh! How foolish of me. I was only sitting down for a quick rest." Well, as expected, he would begin to stand and from here, Dun would request that he help walk the old man down the road. The old man would pick up the bag on his left, most likely with his left arm. Dun would then walk him along the road to a secluded spot, tug on the back quick, and dash into the nearest clearing. If the bag was on his right arm, then it would be a different story. Dun would have to push over the old man, pull the bag, and dash. It would be a sad moment, as Dun isn't a fan of punishing the elderly for no apparent reason, but the job must always be done. And if the job must always be done, the old man must be left in the dust.