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Here you will find my RP characters. Among whatever other nonsensical drivel I feel compelled to post here. Maybe. Who knows? Not I.

Character Card format is courtesy of Acrylic, modified slightly by myself, Rextoret, and The OP3RaT0R.
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  • Jericho May 29, 2016

    Jericho

    [​IMG]

    »
    NAME Jericho, formerly Avaris Chaldux
    » AGE 27
    » BIRTH DATE 77th of Summer
    » BIRTH PLACE Dzeka, Chaill, Argylle
    » CURRENT RESIDENCE Tirga, Chaill, Argylle
    » SPECIES Human
    » CLASS Desert Rogue
    » GENDER Male
    » LATERALITY Ambidextrous
    » SEXUALITY Heterosexual
    » MARTIAL STATUS Single
    » ALIGNMENT Chaotic Neutral
    » AFFILIATION Formerly the Al-Rukh Tribe
    » RELIGION Desert Mysticism
    » PHILOSOPHY The Mende Cycle
    » HABITS Sharpening or twirling his machete, chewing on toothpicks
    » HOBBIES Wood carving
    » FAMILY Disowned



    APPEARANCE


    » HEIGHT 6’2”
    » WEIGHT 210
    » BUILD Built and muscular, hardy
    » HAIR LENGTH Medium length, messy and unkempt
    » HAIR COLOR Black
    » FACIAL HAIR Rough survivalist scruff
    » EYE COLOR Piercing blue
    » SKIN COLOR Bronze, very tanned
    » SCARS Large scar down through right eye, and severe burn marks across his lower torso, identifying him as an outcast
    » TATTOOS Extensive tribal tattoo patterns across his arms, chest, and back


    PERSONALITY


    » TRAITS Resilient, steadfast, ruthless, loyal, aggressive, stubborn, detached, merciless, strategic, lone wolf
    » LIKES Fighting, smithing, fighting, gambling, the desert
    » DISLIKES Authority, archery, his former tribe
    » FEARS Fire, classical magic
    » ASPIRATIONS To be the best warrior he can be, setting himself apart from his old roots and becoming a figure of his own.


    GEAR & COMBAT


    » APPAREL Black leather armor, covered with flowing white garments and reinforced with steel shoulder pauldrons and leather straps. Always adorned with a hood and bandana or other headdress that protects his face from the harsh sand of Chaill, and to shield his identity.


    » WEAPONS
    A blackened machete, charred by fire and cursed by the gods, named Saynora Mortem.

    Vzeki, The Artifact, a glass infused staff imbued with strange magical powers of the ancients, recovered from an old world ruin.

    A sandblasted short sword given to him by his father, and the first weapon he ever used.

    A hardy steel spear, handcrafted by Jericho after his exile.



    » FIGHTING STYLE – Quick, and agile on his feet, Jericho fights fast and ruthlessly, always on the offense with both machete and short sword. His magical staff provides an alternate weapon, capable of casting long range elemental spells, and also usable as a proficient blunt melee weapon. He took up the spear as a throwing projectile after his exile, adding another deadly aspect to his arsenal.




    HISTORY



    » BEFORE BIRTH / GENERAL INFO –
    Jericho, originally Avaris Chaldux was born within the Al-Rukh tribe, in the small, insignificant desert settlement of Dzeka. His mother was a sand healer, while his father was one of the high shamans that made up the Tribunal—the governing body of the tribe, made up of several elite high shamans from each discipline: sand, fire, and glass.


    The Al-Rukh tribe is a medium sized tribe that exists on Chaill, stemming from Dzeka, a settlement not very far outside of Chaill Morachd, built from some of the remnants of the old civilization. The tribe is founded on Desert Mysticism, a lost art of the old world that revolves around three omnipotent deities of the desert. Different aspects of elemental magic stem from each discipline, with each aspect taking extensive studying and practice to master. There are many esoteric and hidden secrets to the arts of Desert Mysticism, which makes the Al-Rukh tribe very exclusive, elusive, and secretive, with the Tribunal holding very high standards for every member.


    » CHILDHOOD – From birth, much was expected of Avaris, with his father being a part of the Tribunal itself. He was thrust into early teachings of Desert Mysticism at a very young age, and spent his childhood enveloped in the secret arts of the desert. As a child, he wasn’t too social, because his father kept him busy with these academics. As a result, Avaris grew up distant and detached, instead always fascinated by the desert and the knowledge it bestowed upon him.


    Eventually, as Avaris reached his teen years, his early exposure to the secrets of Desert Mysticism began to pay off as he began to train in combat. His natural physical skills, paired with a much more wholesome understanding of the desert arts than other tribe children his age, helped exemplify his performance in combat training. The Tribunal noticed his outstanding skills as a young teen and soon enough, at 15, Avaris was one of the youngest tribe members to become a Dune Walker—the specially trained warriors of the Al-Rukh tribe.



    » ADULTHOOD –
    Avaris was a Dune Walker for three years, defending the tribe and patrolling the desert, before his 18th year began, and he was entrusted by the tribe the full rights, responsibilities, and privileges of a tribe member of Al-Rukh.


    Now considered an adult with full privileges and rights within the tribe, Avaris quickly rose through the ranks among the Dune Walkers. He served as a high-ranking lieutenant for several years, scouring the desert fighting hostile creatures, rival tribes, and protecting the secrets that the Al-Rukhans prided themselves with so much.


    However, when Avaris was 22, his world shattered around him. An incident occurred that scarred him and resulted in not only the death of his men but also his exile from the Al-Rukh tribe forever. In the traditional fashion of the desert mystics, Avaris was burned severely across his torso and given a large marking scar down his face before being stripped of his tribe name and cast out into the unforgiving desert, with nothing but the clothes on his back and a weapon cursed by the gods themselves.


    For a year, now-named Jericho wandered the desert, camping out in old world ruins and sheltering from the elements in small caves, fighting hostile deserts creatures and wild savages. After a year of this wandering, he stumbled upon Tirga, the large desert camp that serves as the central locale for Chaill and its various tribes and settlements.


    For five years, Jericho lived out of a tent amidst the encompassing desert camp, auctioning himself off to the highest bidder to do any dirty desert work—which there was plenty of—and competing in the plentiful arenas throughout Tirga on the side. Jericho met several other similar men through his arena fighting career, some who he even grew very close to in his time at the desert camp, and built a community around himself from the hectic desert locale.





    » MOTIVATION
    However, all of this changed when a seemingly random string of murders occurred that tore apart Jericho’s circles. He was stunned by what had turned out to be a calculated assassination of three of his good friends, along with four other influential forces among arena communities.


    Struck with a dangerous thought about the nature of his friends’ deaths, Jericho set out to find and uncover the mystery behind one of his most traumatic life experiences, leaving behind the island of Chaill for the first time in his life.
  • Azar Harif - Revisited Mar 3, 2014

    Azar Harif


    [​IMG]
    · Full Name: Azar Harif
    ·Capital City: Mezekesh
    ·Affiliated Cities: Sandstone, Guardian
    ·Symbol/Flag: The Scorpion
    · Colors: Black Scorpion on Yellow, Orange and Red
    · Government Structure: Federal Monarchy
    · Head of State: Sultan Andromolek Dakhlar
    ·Population: ~28,000
    · Race: Developing Ixan (ick-sehn)
    · Religion: No strong, unifying religion established yet

    History

    Amidst the destruction and devastation of the End War, a group of exiles embarked on a dangerous journey. Setting out from the besieged Imperial City, where they were banished from for reasons unknown, this small band of Imperials trekked across a war-torn and ravaged Tamriel, their eyes set on the unforgiving deserts of Hammerfell.

    The journey was a perilous one, and not short of casualties, but at last, they reached their destination—the Alik’r Desert, where they would settle down and build a civilization of their own. As the End War drew to a disastrous close, leaving the entire continent a chaotic and disheveled mess, these Imperials, through blood and sweat, had already begun the foundations of a kingdom.

    Years ahead of the rest of Tamriel’s survivors, these Imperials lived and built, secluded to the harsh desert, separated from the remainder of the continent by leagues of unending sand and unbearable heat. There, in the middle of the desert, the Imperials built a great city—Mezekesh.

    Somehow the Imperials were able to survive and prosper in this great city perched upon a massive rock outcropping, surrounded by rolling dunes of sand. Somehow they were able to provide food and wares for themselves. Somehow they were able to create a self-sustaining environment within the walls of the commanding city of Mezekesh, surrounded by a hostile desert teeming with strange beasts and creatures born out of the Fall.

    Eventually the Imperials expanded. They built the city of Sandstone from the ruins of the old world city Hegathe, and the city of Guardian from the ruins of the old world city Sentinel. Collectively, the three cities and all the empty, desolate dunes in between became known as Azar Harif.

    Relations and Diplomacy

    Azar Harif survives and thrives in absolute isolation. Unwilling and uninterested in exploring the world outside of their home in the Alik’r Desert, the people of Azar Harif live independently. The leaders of Azar Harif are not interested in what lies beyond the bounds of the Alik'r and the borders of their own kingdom, and have thus far avoided any potential contact with outsiders. Weary of disturbing the balanced utopia they have created, leaders have agreed to continue to uphold isolationist policies for as long as they see fit.

    Government

    Azar Harif operates on a federal monarchy system. Each city has its own Emir, who controls that city’s affairs and runs independently of the other two cities. Over these three Emirs is the Sultan, who lords over the entire kingdom, with the power to make any decisions or act in any way he wishes.

    While the Sultan has ultimate jurisdiction over matters within the kingdom, the regional Emirs deal with their own city's issues separately, with the Sultan able to intervene should he see it fit. For the most part, though, the Sultan has left the Emirs to their own devices, allowing them to rule their domains as they see fit, as long as they do not threaten the integrity of the kingdom as a whole.

    Lands, Cities and Regions

    [​IMG]

    Simply put, Azar Harif controls the entirety of the Alik’r Desert, and nothing else. Wherever there is sand, there is Azar Harif. There are three cities/regions within Azar Harif: Mezekesh, Sandstone and Guardian.

    Mezekesh is where it all began. Rising from the dunes on a commanding rock outcropping in the center of the Alik’r Desert, Mezekesh is a massive city. Built from sandstone and adobe brick, it is a very cultured and luxurious city, with gorgeous and elegant architecture reminiscent of the Ottoman Empire and Ancient Egypt. Often referred to as the “Jewel of the Desert,” Mezekesh has already distinguished itself as a hub for philosophy, science and learning, comparable to Florence during the Italian Renaissance or the Ottoman Empire's Golden Age under Suleiman the Magnificent.

    Sandstone, the second city to rise from the sands of the Alik’r, is in many ways similar to Mezekesh. Built atop a large bluff overlooking the ocean, the city is home to the main port of Azar Harif. Rising from the ruins of the old world city of Hegathe, Sandstone takes on many of the same aspects that the old city once had, before being obliterated during the Fourth Siege of Hegathe in the beginning stages of the End War. Sandstone is known for its fishing industry, where a large majority of the food for Azar Harif comes from.

    Guardian, the most recently constructed city, is wildly different from Mezekesh or Sandstone. Built over the ruins of the old world city Sentinel, Guardian could be described as more of a fortress than a city. While contained within the thick walls of Guardian is a city of reasonable size, it is accompanied by a massive, guarded complex that leaves numerous questions among the residents of the city surrounding it.

    While the endless dunes surrounding the cities are officially deemed territory of Azar Harif, they roam with hostile creatures and strange desert-dwelling beasts seemingly born out of the Fall, with unknown origins. A very dangerous place to travel, by day and by night, the desert not immediately occupied by the cities has been unofficially deemed "the Wastelands" due to its many dangers and difficult terrain.

    Military

    Realizing the need for some sort of force to support their isolationist policy and uphold the integrity of their nation, rulers throughout the years of Azar Harif’s existence have always prioritized military. Composed of legions of well-disciplined and extensively trained spearmen, swordsmen and archers, Azar Harif’s military is very developed and well-equipped, and with close to half of the population of Azar Harif enlisted and trained, prepared to fight, the kingdom is ready to protect itself and eliminate any possible outside threats.

    Culture/Demographics

    Azar Harif’s culture is one of richness and diversity that seems to vary immensely from city to city. Within the walls of Mezekesh, culture flourishes, and the fine arts are well-practiced and prided in. Music, art and education are important tenets of Mezekeshi society, which is very reminiscent of old Arabic society (Ottoman Empire). Sandstone, while very similar to Mezekesh in regards to culture, often places less value on the fine arts, and is usually a haven for the middle class, who prefer to steer clear of the refinement of the higher class of Mezekesh. Within the walls of Guardian one will find the least emphasis on culture and class. Rather confined to simple pleasures, the citizenry of Guardian care little of refined arts and culture of their sister cities.

    However contrasting the three cities may seem in regards to their class and population makeup and the level of interesting in refined liberal arts, they are still held together by common beliefs shared throughout every citizen and a unifying belief in the integrity of their kingdom. The people of Azar Harif are hardworking and persevering, being taught from the generations before them that life is nothing without effort. However, despite this seemingly serious and strict tenet, simple pleasures and compassion towards yourself is also valued. These conflicting beliefs often create issues within society, as this balance of hard work and pleasure is difficult to reach without becoming more of one side of the spectrum than the other. This balance of hard work and self-serving pleasure that plays such a huge part in the society of Azar Harif has been identified as the "Mende Cycle" by Mezekeshi philosophers.

    The unifying belief of integrity and the wish for a separated, isolated utopia to escape from the rest of the world are the founding principles of Azar Harif's foreign isolationist policy. People of Azar Harif are very loyal to one another and to their kingdom, thankful for the haven it has provided throughout the dark times of the End War and the Fall. Therefore, people of Azar Harif are weary of outsiders and hostile towards those who are not a part of their people or society.

    Throughout all of Azar Harif, the population is predominantly Ixan. Ixan people are Imperials, but with inherently darker skin hues, much like the tan of the people of the Middle East. While this separate race of people has not quite developed as of yet (in regard to appearance), the process has started thanks to the original exiles and founders of Mezekesh, who left their homeland in Cyrodiil for the scorching Alik’r Desert, where the sun tanned their natural olive skin. A few generations later, the inherently darker skin hue is just beginning to develop among the newborns and youth. Perhaps in a few more decades the Ixan race will be fully developed, and these people, along with the cultural identity they have developed, as well as an infant, unique, slowly growing and maturing language, are on their way to establishing their own ethnicity.

    Along with the developing Ixan majority is a small Redguard minority, consisting of Redguard survivors of the End War who stumbled across the budding kingdom of Azar Harif in a desperate search for shelter before perishing in the Alik'r. Of the 28,000 that live in Azar Harif, about 21,000 are Ixan and 7,000 are Redguard.

    Factions

    The Silver Spears (Damankhena) – Loyal bodyguards to the Sultan. They are elite warriors, with deadly proficiency in the use of spears, selected from the best of the best of Azar Harif’s military. Also known as the Daman'khena, in Harifi.
    The Brotherhood of Mezekesh – A guild of seasoned and studious scholars well versed in the arts. Reside in the Institution of Knowledge, located in Mezekesh.
    Vekhi'azka - Small collection of subversive scouts and spies. Tasked with maintaining domestic integrity and monitoring borders for signs of outsiders. Roughly translates to 'The Snakes of Wrath'.

    Major Figures
    Sultan Andromolek Dakhlar – Sultan of Azar Harif, the Scorpion, a charming, yet hostile and militaristic man.
    Queen Arri Dakhlar – Queen of Azar Harif, wife of Andromolek, a beautiful, seductive woman.
    Jericho Dakhlar – Heir to the throne, a hotheaded, emotional teen.
    Belisari Dakhlar – Jericho’s twin sister, obedient and playful.

    Vizier Theben Ramses –Sultan Andromolek's chief vizier, or adviser. A young, vigorous man with undying loyalty to the Sultan.

    Emir Thuran Ryk – Emir of Guardian, a dutiful and loyal man who takes his duties seriously.
    Emir Marwan Kahlez – Emir of Sandstone, a carefree and debaucherous man who enjoys himself.
    Emir Baharya Thebes – Emir of Mezekesh, an old, wise scholar. He is very passionate in his love for the arts.

    Avaris Myzeka – High General of Azar Harif’s military. He is a brilliant tactician and gifted spearman. Great-grandson of Anzi, the legendary Imperial who led the first people of Azar Harif to the Alik'r to first found their kingdom.
    Amadeus Dzhar – A prominent scholar in the Brotherhood, very well versed in the arts, cultured and wise.
    Xeg - Head of the Vekhi'azka. Ominous, eerie, a very strange and unsettling character. Not much is known of his origins or personal life.
  • Dreyfus Avandchel Feb 14, 2014

    Dreyfus Avandchel
    The Scholar
    [​IMG]


    » NAME Dreyfus Avandchel
    » ALIAS None
    » AGE42
    » BIRTH PLACE Valora
    » CLASS Scholar / scientist
    » GENDER Male
    » HEIGHT6’0”
    » WEIGHT 162 lbs
    » LATERALITY Right handed
    » SEXUALITY Heterosexual
    » MARTIAL STATUS Single
    » AFFILIATION formerly affiliated with the research and science wing of the Institute
    » AFFLICTIONS None
    » RELIGION Church of the Father (though not a very religious person or regular practitioner)

    APPEARANCE

    » HAIR LENGTH short, cropped
    » HAIR COLOR dark brown, almost gray, graying
    » FACIAL HAIR trimmed and kept black, graying goatee
    » EYE COLOR piercing green eyes
    » SKIN COLOR olive
    » SCARS None
    » ATTIRE — Either scholarly robes or casual, everyday clothes.

    PERSONALITY

    » POSITIVE TRAITS Analytical, observant, rational, studious, intelligent
    » NEGATIVE TRAITS Skeptical, cowardly, loner, dislikes social situations
    » LIKES Magic (despite his inability to use it), science, making discoveries, the Institute’s science and research wing
    » DISLIKES the Institute (for releasing him), the Clergy, Valoran society
    » FEARS the Clergy, the Outlands, violence
    » ASPIRATIONS to continue his studies and researches of magic and make some groundbreaking discovery by himself

    HISTORY

    » Dreyfus was born never knowing his mother. His father was a prestigious scientist involved in the Institute’s science and research wing, and was not permitted to take Dreyfus’ mother, a common shopkeeper, as a wife. The two held a long forbidden relationship, however, when Dreyfus was born, his father’s fallacy was discovered and she was carried off by Valoran officials, never to be seen again.

    Dreyfus’ father was punished for his deed by a short suspension from the Institute, but he was allowed to keep his son Dreyfus, thanks to his astounding reputation among the Institute and his numerous and powerful contributions to their work.

    Dreyfus grew up among one of the finest and wealthiest communities in Valora, where his father owned a private manor given to him by the King for his outstanding contributions to the Institute’s science wing. He lived a sheltered life amidst the gated community, unaware of the corruption and unrest that plagued Valora.

    However, when Dreyfus was 16, his father disappeared as well. The young Valoran was quickly picked up by the Institute and he became a part of the Institute’s science wing as a replacement for his father.

    Dreyfus quickly found that while he lacked any sort of magical ability, be loved working in the science and research wing. Keeping his lack of magical abilities quiet, he continued to work at the Institute for many, many years, making significant contributions to the Institute much like his father did.

    When Dreyfus reached 38, however, he was finally released from the Institute’s science and research wing on the grounds of having no magical ability. Disheartened, yet still persistent, Dreyfus smuggled out some equipment and began to conduct his own freelance research from his own home.

    He continued his personal studies for 4 years after being released from the Institute before he was discovered. By the time the authorities found his freelance research and studies, he had made a significant amount of progress on his work. The authorities confiscated his materials to deliver back to the Institute and sentenced Dreyfus to exile.
  • Ignatius Varo Nov 24, 2013

    Lord Ignatius Varo
    [​IMG]
    (the face is almost 100% accurate; don't pay any mind to the clothing. Or the hat. Definitely not the hat.)
    » NAME Ignatius Varo
    » TITLE Lord
    » AGE 39
    » BIRTH DATE 12th of Frostfall
    » BIRTH PLACE Starpond
    » BIRTH SIGN The Tower
    » ORIGIN Imperial
    » CLASS Merchant / Noble
    » GENDER Male
    » HEIGHT 5’10”
    » WEIGHT 142 lbs
    » BMI 20.4
    » LATERALITY Right handed
    » SEXUALITY Heterosexual
    » MARTIAL STATUS Widower
    » AFFILIATION Starpond Merchants
    » AFFLICTIONS None
    » RELIGION Not religious
    » HABITS Playing with a single gold septim when bored; stroking his goatee
    » HOBBIES lounging, spending money

    APPEARANCE

    » HAIR LENGTH Short, close-cut
    » HAIR COLOR Black, but beginning to gray
    » FACIAL HAIR Well-kept and groomed black/graying goatee
    » EYE COLOR Hazel
    » SKIN COLOR Light tan
    » BUILD Slender; not muscular or built
    » SCARS None
    » ATTIRE [CASUAL] — Ignatius can always be seen wearing a vibrant array of fine silks and velvet, and only wears the most luxurious or expensive clothing.

    PERSONALITY

    » POSITIVE TRAITS Kind, charming, thoughtful, polite, rational, reflective, diligent, persevering, wise
    » NEGATIVE TRAITS Extravagant, bold, egotistical, grandiose, flamboyant
    » LIKES Money, luxuries, living lavishly, women, success, business
    » DISLIKES The Qashani, threats to his success and business, fighting, rodents and pests
    » FEARS Failing, losing everything, death
    » ASPIRATIONS To be successful in the merchant’s trade and make copious amounts of money.

    COMBAT DIAGNOSTIC
    » FIGHTING STYLE – Ignatius does not fight. He dislikes combat, and instead hires mercenaries and knights to protect him and his business from others. This leaves him vulnerable to his enemies, so to stay safe and avoid death, Ignatius always has at least one close mercenary or knight with him at all times.

    HISTORY

    » BEFORE BIRTH – Ignatius’ parents, Adrian and Viola Varo, were average, middle class shop owners who earned an honest living running a small tailoring business in the more run-down sections of the city of Starpond. They lived humbly, but comfortably, and managed their money wisely.

    » CHILDHOOD [12 years] – Ignatius’ upbringing was strikingly average. He helped his parents run their business, learning the trade of the tailor, training to take over the shop when his parents grew old and died, leaving the shop to him, the eldest of the four children of Adrian and Viola—Ignatius, Silus, Romana, and Mariana.

    However, as Ignatius grew older and took on more responsibilities within the shop, he showed unusual skill with handling money. He was able to manage the expenses of the shop much more effectively than his parents, and soon the Varo family saw the profits climbing steadily.

    Ecstatic about their son’s accomplishments and success, Ignatius’ parents began to look around at the local merchants, searching for one who could take in the young boy, 12 at the time, as an apprentice and teach him the trade of a merchant.

    The search proved rather fruitless, and the parents had all but given up hope when they stumbled upon one merchant willing to apprentice Ignatius—Lucan Curio. He was an elderly man, nearing the end of his successful and long life, and he offered to teach the young boy so he could carry on his own legacy after his soon death. And so Ignatius began the life of a merchant, learning the tricks and tools of the trade from the experienced Lucan Curio.

    » TO ADULTHOOD [10 years] – Ignatius learned much as an apprentice of Lucan. From how to manage expenses more effectively to how to tell a good investment from a bad one and all the grey areas in between, Ignatius was ready to play in the big leagues, thanks to Lucan, whose timely death following the conclusion of Ignatius’ teachings left the Imperial, now 18, in charge of his former master’s fortune.

    Ignatius did not take his opportunity for granted and got to work immediately. His work yielded almost instantaneous results, and Ignatius’ wealth grew immensely in just a few short years. By the time the Imperial was 22, he was one of the most successful merchants in Starpond.

    » LATER LIFE – For years Ignatius expanded his business and wealth, enjoying incredible success the entire way. Along the way, he married once, to Livia Abor, having two children, one boy and one girl; Quentin and Isabel. His life was comfortable and luxurious, and he was making more than enough money to support his lavish lifestyle.

    However, everything changed with the Qashani. Spiteful of the government, these citizens of Starpond retreated to hidden lairs and hideaways and began plotting, stirring up chaos and death among the city of Starpond from their unseen recesses. They targeted powerful figures within the city, such as government figures, nobles, and merchants.

    Ignatius realized he was at risk and his family was a high value target. He took extensive measures to protect himself, his family, and his business, hiring mercenaries and knights and fortifying his home and ships, but it wasn’t enough. The Qashani were able to slip past his defenses and murder Ignatius’ wife and children. The rich Imperial grieved for their deaths and vowed to destroy the Qashani and wipe their existence from Starpond.

    Credit to Acrylic for CC design.
  • Dante Blackheart Oct 20, 2013

    Dante Blackheart
    [​IMG]
    » NAME Dante Blackheart
    » ALIAS The Blackheart
    » AGE 36
    » BIRTH DATE 12th of First Seed
    » BIRTH PLACE Rihad, Hammerfell
    » BIRTH SIGN The Lord
    » ORIGIN Redguard
    » CLASS Assault / Guerrilla
    » GENDER Male
    » HEIGHT 6’2”
    » WEIGHT 189 lbs
    » BMI 24.0
    » LATERALITY Right handed
    » SEXUALITY Heterosexual
    » MARTIAL STATUS Single
    » AFFILIATION the New Aldwyr Coalition
    » AFFLICTIONS None
    » RELIGION Not religious
    » HABITS Cracking his knuckles, fiddling with his knives
    » HOBBIES Excessive training, chewing on tobacco

    APPEARANCE

    » HAIR Shaved
    » FACIAL HAIR Bushy black goatee
    » EYE COLOR Royal, navy blue
    » SKIN COLOR Typical Redguard skin
    » BUILD Brawny, robust
    » SCARS A profound scar running along his jawline, usually covered by his facial hair; many other scars dot his body, arms and legs
    » ATTIRE Worn, rugged combat fatigues, camouflaged jacket and trousers worn over light undergarments, faded from extensive use. The sleeves of the jacket are torn off, and the fatigues are riddled with rips and tears from combat.
    » GEAR a multitude of blades and knifes, sheathed in many places in his fatigues; an IMI Galil ARM; a FN FAL Battle Rifle; two Glock 19s.

    PERSONALITY

    » POSITIVE TRAITS Dutiful, persevering, determined, observant, quiet
    » NEGATIVE TRAITS Cold, ruthless, merciless, scheming
    » LIKES Knives, freedom from control
    » DISLIKES The Imperial Meridian, The Thalmor Continium
    » FEARS himself
    » ASPIRATIONS to end the Presilium Wars and the monopolies over the precious mineral, defeat the seemingly corrupt superpowers

    COMBAT DIAGNOSTIC
    » FIGHTING STYLE – Dante prefers to fight in close quarters with blades and knives. He is very fascinated with them, and as such, is very skilled in their use. However, not all situations warrant the use of such close quarters weapons, so he is also proficient with assault rifles, along with sidearms.

    » SKILLS

    Master

    » Guerrilla Warfare – Dante has become very skilled in using the environment around him to his advantage in combat, learning the secrets of the landscape and manipulating it to give him and his allies an upper edge in battle. This includes the ability to camouflage himself and become part of his environment, rig traps and other hazards for defense and ambushes, and be proficient in very loosely organized combat, as most guerrilla combat tends to be.

    » Knives and Blades – Dante’s infatuation with blades and knives gives him enough reason to be a master in the use of them, whether it comes to hacking or slashing, or throwing them.

    Expert

    » Marksmanship – Not able to use knives and blades for every combat situation, Dante realizes that the use of conventional guns and weaponry is a must for a soldier in the Presilium Wars.

    HISTORY

    » BEFORE BIRTH –Dante’s parents, Sahin and Ria Blackheart, were both very poor miners who found work in the deep mines outside Rihad, slaving away deep below the surface to dig up minerals for the Thalmor Continium. Eventually, Ria found herself pregnant with Dante, and was unable to work in the mines due to the pregnancy. Her superiors in the Continium did not like this, so they imprisoned her, executing her once Dante was born.

    » CHILDHOOD [13 years] – Dante was cared for as an infant by the Continium, as his mother had been executed and his father was busy at work in the mines, not allowed to see his son. He was trained to perform the duties of young boys in the mines at a young age; once he reached age 6, was sent down into the mines to serve his part.

    Dante finally met his father down in the mines, who had become a very prominent figure in the subversive groups of miners. Dante worked in the mines diligently, performing his duties without question.

    Many years later, his father, Sahin, hatched a plan that was months, even years in the making. He started a revolt among the miners, which spread throughout the entire mine where Dante and Sahin worked within. The Continium tried their hardest to quash the revolt, but were unable to suppress the miners’ rebellion. Dante, now 13 years old, followed his father as they escaped Rihad and ran to the hills of western Cyrodiil.

    » TEENAGE YEARS [7 years?] –In the hills of western Cyrodiil, Sahin began to train Dante in the art of close quarters combat with knives and blades. The two lived simple lives along the Hammerfell-Cyrodiil border with several of Sahin’s conspirators from back in the mines.

    Dante’s life in western Cyrodiil was very simple and nondescript until the Presilium Wars began. Once the Imperial Meridian and Thalmor Continium entered the struggle for complete control over the rare mineral, Dante’s life took a drastic turn. His father disappeared suddenly, leaving Dante alone with a handful of his father’s friends, all of which were very skilled in combat and harboring a hate for the two superpowers. Dante, influenced by Sahin’s friends, decided to form a coalition dedicated to the ending of the Presilium Wars and the sharing of the precious mineral – the New Aldwyr Coalition.

    Since then, Dante has led the New Aldwyr Coalition, using guerrilla warfare and brutal tactics to try to inflict as much damage on the superpowers as possible and seizing shipments of Presilium in an attempt to dissuade the powers from continuing this conflict and agree to share the mineral.

    * It was somewhat difficult to figure out a chronological order for everything, as I’m not really sure when the Wars began, how long they have been going on for, or anything of the like. So, the ages and such are pretty arbitrary, the only thing that matters is that Dante is now 36 and in charge of the Coalition since he formed it.

    The New Aldwyr Coalition

    The New Aldwyr Coalition is a loosely organized organization of soldiers who believe in the sharing of Presilium and the ending of the Presilium Wars. The leader, and founder, of the Coalition is Dante Blackheart, a hardy and rugged Redguard who has seen his fair share of combat.

    The New Aldwyr Coalition, or NAC for short, has no specific ranking system aside from a panel of handpicked lieutenants that obey Dante and Dante alone and have jurisdiction over groups of soldiers. Aside from Dante’s lieutenants, though, there are no rankings among soldiers of the New Aldwyr Coalition.


    The New Aldwyr Coalition’s tactics are centered on guerrilla warfare, as the loose band of soldiers would stand no chance in a true war front against the superpowers. They use the environment to their advantage, constructing traps and other contraptions that aid them in their encounters with platoons of Imperial or Thalmor soldiers. The NAC often tracks down and ambushes convoys carrying Presilium, sometimes even going as far as raiding Presilium mines.

    The NAC’s fire-base is located along the Cyrodiil-Hammerfell border, and isn’t much of a base at all. Consisting of mazes of underground tunnels and bunkers, it is almost impossible to locate from the surface, and covers a massive area underground.
  • Tristan the Pious Sep 27, 2013

    Tristan the Pious
    [​IMG]
    » NAME Tristan (He abandoned his family name when he took up his priesthood.)
    » ALIAS Brother Tristan, Tristan the Pious
    » AGE 45
    » BIRTH DATE 2nd of Sun’s Dawn
    » BIRTH PLACE Jehanna, High Rock
    » BIRTH SIGN The Lover
    » ORIGIN Breton
    » CLASS Priest / Assassin
    » GENDER Male
    » HEIGHT 5’8”
    » WEIGHT 142 lbs
    » BMI 21.6
    » LATERALITY Right handed
    » SEXUALITY Heterosexual
    » MARTIAL STATUS Single
    » AFFILIATION the Company, the Priesthood of Sheor
    » AFFLICTIONS None
    » RELIGION Devoted to Sheor, the Breton god of strife
    » HABITS Stroking his goatee while thinking, accidentally cutting himself on sharp blades
    » HOBBIES Praying, praying, praying, confessing, more praying, preaching

    APPEARANCE
    » HAIR LENGTH Short, starting to fall out
    » HAIR COLOR Grey
    » FACIAL HAIR Bushy, grey goatee
    » EYE COLOR Deep forest green
    » SKIN COLOR Pale
    » BUILD Lacking in strength, very thin, you could even regard him as frail
    » SCARS None
    » ATTIRE [CASUAL] — Tristan’s only attire is his set of grey and dark brown priest robes. These robes are fairly worn from the years, but he tries to keep them in relatively decent condition. Aside from these religious robes, the only other attire Tristan wears is an amulet of Sheor, an amulet worn by every priest of the Priesthood of Sheor.

    PERSONALITY

    » POSITIVE TRAITS Kind, loving, graceful, generous, loyal, pious, devout, strong-willed, compassionate, humble
    » NEGATIVE TRAITS Too loyal, doubts himself, does not question others, does what is asked of him without hesitation
    » LIKES Praying, Sheor, praying, worshipping Sheor, assassinating people in Sheor's name, praying
    » DISLIKES Murder, pride, arrogance, undead beings, necromancy, fanatics, combat
    » FEARS Falling away from his god, succumbing to temptation, the sea, fanatics
    » ASPIRATIONS To live a simple life, devoted to Sheor, and to do his god’s bidding no matter what.

    COMBAT DIAGNOSTIC
    » FIGHTING STYLE – Tristan does not necessarily enjoy killing others. The only reason he is recognized as an assassin is because he believes he is carrying out his god Sheor’s will by assassinating others. To carry out Sheor’s bidding, Tristan uses a simple steel dagger. Occasionally, he may poison the blade of his dagger for kills, as he is very knowledgeable in the field of alchemy. However, Tristan tries to avoid combat whenever possible, only killing in Sheor’s name, and when he has instructed Tristan to do so.

    » SKILLS

    Master

    » Praying – Tristan spends a lot of time praying, to say the least. When he is not sleeping, eating, preaching, or murdering people in Sheor’s name, Tristan is praying.

    Expert

    » Alchemy – Tristan has an understanding of alchemy like none other. Most of the time, he uses this knowledge to concoct healing potions and other brews with positive effect, however, he is capable of putting together malicious poisons, which he uses occasionally in assassinations.

    » Speech – Tristan is very well-versed. From his years of traveling High Rock, preaching Sheor’s message to various towns and settlements, he is able to convey his thoughts very well.

    Adept

    » One-Handed – Tristan has become moderately skilled in the use of daggers over the years due to his use of them when assassinating people in Sheor’s name. Other than that, he tries to stay away from weapons, as he dislikes combat, and has a tendency to cut himself on blades.

    HISTORY

    » BEFORE BIRTH – Tristan’s parents, Jorien and Sabine Beauchampalredanius, were simple Breton farmers. Living in a humble ranch outside the city of Jehanna, they were content with their nondescript lives. They were average members of Breton society, with no special quirks—just a normal couple.

    Though farming was a difficult task in the cold climate of High Rock, Jorien and Sabine persisted through the weather and eventually had children, as is the norm for an average married couple.

    Of course, they didn’t stop after one. Or two, for that matter. Or three, or four. After a few years of constant pregnancies and births, Tristan was born, the youngest of the seven kids that periodically popped out of Sabine over the course of the years.

    » CHILDHOOD [13 years] – Tristan’s childhood was as simple as the lives his parents lived. Once he was able to walk, he was expected to assist in caring for the fields and helping around the house. And as such, much of Tristan’s younger years were spent wandering amongst wheat fields and chasing down those pesky chickens with his six older siblings, whose names I will spare you for your own sake.

    When Tristan was 13, a tragic event befell the Beauchampalredanius family. One seemingly perfectly average and normal afternoon, a group of rather tough-looking armed men approached the farm. Scared out of their wits, Jorien and Sabine hid their children inside and confronted these unknown men, hoping to dissuade them from pillaging their farm, as one would assume they would do.

    As it turns out, the men happened to be soldiers from the neighboring kingdom of High Rock. This, unfortunately, is not good news for the Beauchampalredanius family and their humble farm. The men attack the defenseless Jorien and Sabine, murdering them in cold blood. They then proceed to pillage the farm’s stores before setting the fields ablaze and leaving.

    The seven children of Jorien and Sabine did not act in the most rational way following the tragic event—as they emerged to the ruins of their home and the corpses of their mother and father, they scattered, scared and lost. Each taking their own path and journey to find a new home, the siblings would never come into contact with each other again, separated forever.

    » TEENAGE YEARS [7 years] – Tristan’s journey was particularly rough, as he lost himself in the foothills and waning mountains of eastern High Rock. About to give up hope, the now 14 year old Breton teen stumbled upon a settlement. However, it was no ordinary settlement. It was a community of priests and devout worshippers of a Breton god Tristan had never even heard of—Sheor (then again, Tristan was not very exposed to the religions of his homeland, as his parents were not very pious in the slightest).

    The priests of Sheor graciously took the lost and weary boy in, nursing him back to health and introducing him to Sheor, who Tristan took a strange interest in from the start. Eventually, once Tristan was in good enough shape to set out again, at around age 15, the priests gave him an option—to stay and study with them, training to become a priest of Sheor, or continue on, hoping to find a home, searching for a calling. Tristan chose the former, and from then on out, the monastery would become Tristan’s new home.

    The remainder of Tristan’s teen years would be filled with dedicated religious studies and worship and prayer as the Elder Brothers of the Priesthood groomed the teen boy to become a fine priest.

    Finally, when Tristan turned 20, the Priesthood of Sheor proclaimed him a sworn priest of their brotherhood, and welcomed him to the ranks of Sheor’s faithful.

    » FROM THEN ON OUT [25 years] – Tristan would go on to become one of the most devout priests of the Priesthood. He would dedicate his life to the worship of Sheor, and began traveling High Rock with a few other Brothers to spread the horrifying, yet glorious word of Sheor across the province.

    Eventually, like many of the other priests of the Priesthood, Tristan became a religious assassin. Inspired by Sheor himself, Tristan would take up assassin contracts in his name and carry them out, all for Sheor, the god of strife.

    Tristan would continue the life of a follower of Sheor, traveling and preaching to communities across High Rock, praying, and assassinating others in Sheor’s name, for many years.

    Tristan was soon recognized for his abilities as an assassin. Even though he does not necessarily like killing people, Tristan used this title to his advantage, and started to become involved in separate guilds of thieves and assassins, hoping to find more contracts and continue to carry out Sheor’s bidding.

    One of those guilds happened to be the Company.
  • The Al-Rukh Sovereignty Sep 21, 2013

    The Al-Rukh Sovereignty


    [​IMG]

    • Full Name: The Al-Rukh Sovereignty
    • Colloquial Name: Al-Rukh; the Sovereignty
    • Capital City: Mezekesh (formerly Sentinel)
    • Affiliated Territories: Azar Harif, Sanbar Flats, Ajak, Namaj, Hellforge, Vor’os
    • Symbol/Flag: The Scorpion
    • Colors: Black on White; Orange and Yellow
    • Government Structure: Federal Monarchy
    • Head of State: Jericho Al-Rukh III, known as Jericho the Wise, King of Al-Rukh
    • Population: ~11,500,000
    • Race(s): Ixan predominately, with a minority of Imperials in the Sanbar Flats region, and several Redguard communities along the Riverhead border. Ixans are Imperials with a very dark skin hue (Middle Eastern).
    • Demonym: Rukhan
    • Language(s): Aziji
    • Currency: The Rukhan Tzenaji
    • Religion(s): The Pantheon of Ancients, a strange and cryptic religion with archaic roots in the Alik’r Desert, centered around a triad of gods: Dakhla, the Sand Warden; Damanhur, the Desert Flame; Sawu, the Dark Genie. Though the Pantheon includes all three deities, some are revered more than the others in different regions of the empire.
    History
    Dawn of Kingdoms – The Collapse


    The conflict between Riverhead and the Kingdom of Azar Harif died down quickly after its start, mostly due to the river mages sudden discovery and manipulation of water with Alteration magic, a tactic that proved rather effective against the sand and dark glass magic of the sand warriors. The river mages were able to stave off the sand warriors of Azar Harif and defend the lands they had laid claim to, and soon enough, the two kingdoms entered into an uneasy truce, not able to best the opposing force completely. King Andromolek set home with his sand legions, unaware of the current turmoil of Sandstone, capital of Azar Harif.

    Ezekiel, thane of King Andromolek, heard of the truce and knew he had to act fast as temporary king in order to carry out his plan to seize control of Azar Harif. The dark magic construct that was being created by Memphis, a dark genie, was nowhere near completion, but in his haste to hurry the process, Ezekiel triggered the construct prematurely, resulting in a massive explosion that left the capital city of Sandstone in ruins.

    Andromolek did not hesitate in beginning to rebuild the once great city as he returned from the front of war--however, he became obsessed with the project of reconstruction, perhaps driven mad by everything he lost in the catastrophe, and was deemed too unstable to rule anymore. He was forcibly removed from the throne and replaced by his elder brother, Thuran, who had left the city to return to his own governance just days prior to the explosion.

    Under Thuran, Azar Harif prospered. The reconstruction of Sandstone continued seamlessly; the people of the kingdom, though somewhat distraught over the sudden change of events, lived very content lives. Thuran, being a much more diplomatic ruler than his warrior brother, managed to establish crude relations, yet relations nonetheless, with neighboring kingdoms, opening more trade routes and communication between nations, bolstering Azar Harif’s economy, which was rather neglected under the reign of Andromolek.

    When Thuran died of old age, he had no children. This proved somewhat problematic for the leadership of the kingdom. His younger brother, Marwan, had died several years back due to severe illness, also without children, leaving none of the Dakhlar bloodline alive to inherit the throne. Chaos was soon to follow as local princes and lords; shrewd diplomats and bloodthirsty warriors alike, combated for the throne of Azar Harif.

    For many years wars raged across the Alik'r. Death and destruction ravaged the populace as armies rose and fell with their leaders and their claims to the throne. Eventually, small contingents of the populace began to break off from the war-engulfed Azar Harif, declaring themselves independent and self-governing. Soon enough, Azar Harif had dissolved into a number of independent city-states in an event that would become known as The Collapse.

    A Divided Azar Harif – Jericho the Conqueror


    These city-states warred and feuded among themselves for hundreds of years, living separately and self-sufficiently. Throughout this period, the magic and knowledge of the desert became lost to many, only practiced and studied by a handful of settlements.

    However, a hope for a united Azar Harif had risen. Interspersed in between all the autonomous states that had declared their independence remained small groups of loyalists—warriors and scholars who believed in a reunited Azar Harif. From one of the loyalist states, a military genius rose—one with an explicit determination to unite the separate states and re-form the once great kingdom of Azar Harif.

    He was Jericho Al-Rukh, and he would be successful in reuniting the Kingdom of Azar Harif.

    Hailing from Al-Rukh, a moderately sized loyalist settlement located on the fringe of the Alik’r Desert, Jericho spent his younger years studying the long-lost secrets of the desert and massing a formidable army.

    When Jericho was in his mid-twenties he began the war campaign to reunify Azar Harif. The conquest took over a decade, and it was a difficult struggle to oust the princes of some of the larger states, but in the end, Jericho was successful in uniting Azar Harif back under one banner—the banner of the Scorpion. He became known as Jericho the Conqueror following the reunification, and led the kingdom into a new era.

    The Dawn of an Empire

    Although the conquest was over, Jericho’s work was far from complete. Ahead of him lie hard times in rebuilding the once great kingdom. What was to come would set the foundation for a new power, and the dawn of an empire.

    Jericho divided the landscape of the lands he had conquered into six territories: Azar Harif, in the Alik’r Desert; Sanbar Flats, in the plains directly east of the Alik’r Desert; Hellforge, formerly known as the Dragontail Mountains; Ajak, the eastern plains that border Riverhead; Namaj, the coastline east of Taneth; Vor’os, the peninsula formerly known as Hnes Rax/Hews Bane. For each of the territories, Jericho installed a prince. These princes would be able to rule over their domains, but within the constraints of the monarch, whoever it may be, effectively establishing a federal monarchy.

    The Al-Rukh Sovereignty was born.

    This system worked brilliantly, and Jericho’s empire prospered. Azar Harif began to re-explore the forbidden desert magic, inspired by Jericho’s extensive studies. A movement rippled through the desert province, a movement centered on the ancient magic of the Alik'r Desert. Universities and centers of study sprung up across Azar Harif, and soon enough, the province became a bustling center of knowledge, a jewel of study, beckoning scholars from across the continent to travel to the unforgiving desert and learn of this enigmatic magic.

    However, this new system wasn’t infallible. The princes and their respective courts would end up becoming very rich, living lavishly off the profits of their territories—creating a rather wide income gap. The low level working class would toil away diligently, doing their jobs and keeping just enough money to scrape by, required to contribute the rest to their local prince.

    Despite the rampant wealth disparity, the people were generally content with their lives. Scholars from across the empire and beyond made their home in the grand cities of the Alik’r, devoting the rest of their lives to deciphering the secrets of the desert. Farmers and ranchers settled down on the plains of Ajak and Sanbar Flats, living the simple lives of an agricultural people, providing the rest of Al-Rukh with ample grains, produce and meat. Fishing towns began to sprout up across Namaj and Vor’os; mines chiseled deep into the earth below Hellforge.

    Present

    The following three hundred years leading up to the current day would remain nondescript at large. For the most part, the Sovereignty toiled away in relative peace. However, history is doomed to repeat itself. The Ixan people were never a peaceful people—not now; not a thousand years ago when all that existed of them was Azar Harif. Diplomacy was never a strong suit for the hot-blooded Ixish, or any of the races that lived within the Sovereignty. This proved to become a problem as growth continued and the people of Al-Rukh discovered they have neighbors to deal with.

    North of Al-Rukh is the independent alliance of Wayrest and Evermor. These two cities would prove a thorn in the side of the Sovereignty, and though they were left as a buffer zone by the Camlornian Empire, they have plagued the border settlements and mining towns of Hellforge with bandit attacks since the very beginning of the empire.

    Relations remained tense on the eastern border with Riverhead. Occasional skirmishes will ignite along the border, Rukhans living in villages along the fringes of Ajak often banding together to carry out a raid of a Riverhead settlement across the border. Nothing major occurs beside the minor skirmishes.

    Aside from the minor border conflicts, the Sovereignty maintains distant and foreign relations with the nations and empires of Tamriel, disliking alliances. However, several of the regional princes have struck up their own private trade agreements with other empires, primarily the trading republic of Veranio.

    In the deserts of the Alik’r, feelings of hostility and resentment are aplenty within the great centers of study as foreign scholars flock to the province to devote themselves to the enigmatic desert magic. Riots frequently break out, Rukhans outraged at the prospect of sharing their knowledge of the desert with outsiders. The situation grows worse by the day.

    Relations and Diplomacy

    Like stated above, Al-Rukh is not a diplomatic empire by any means. The empire currently maintains relatively neutral relations with all of its neighbors, save Riverhead, its millennia-old rival. Border conflicts constantly spring up along the Ajak-Riverhead border, small skirmishes between local militias that are paid no heed by the governments of either power. In the north, Breton bandits and barbarians from the free cities of Wayrest and Evermor plague the mines and towns of Hellforge with harassing attacks, to which the mining settlements are not able to respond to due to lack of military strength in those northernmost reaches of the empire. Aside from the petty skirmishes along the eastern and northern borders, Al-Rukh tries to maintain neutral relations with other empires, despite an overall hostile foreign disposition from the people.

    Government

    The Al-Rukh Sovereignty is a federal monarchy in the truest definition of the term. At the Head of the State sits the monarch, officially dubbed King, though the title is rarely used. The monarch is the absolute ruler of the empire, having complete jurisdiction over any and all happenings of the empire. However, to help lighten the load of having the weight of an empire on your shoulders, there are regional princes in power underneath the monarch. For each of the six city-states there is a prince who lords over that city-state explicitly, allowed to govern their realm as they choose, within the general restrictions set in place by the monarch. If a situation arises, or intervention is required for whatever reason, the monarch has full capabilities to take control of a province, casting the regional prince aside. This works surprisingly well as long as the princes do not become corrupt and tainted.

    Lands

    The Al-Rukh Sovereignty’s reign covers most of former Hammerfell. Its northern border is along the Illiac Bay and the northern fringes of the Dragontail Mountains and its eastern border lies from the middle of the Dragontail Mountains almost straight down to the coastline.

    Cities and Regions
    [​IMG]

    Key: Large Star = empire capitol; Small star = regional capitols; Large Circles = large towns/cities; Small Circles = towns
    • Azar Harif – Azar Harif has prehistoric roots stretching back to before the End War. It was this province that was settled once, long ago, by the first Imperial exiles, and blossomed into the great kingdom of Azar Harif. Uncovering vast banks of enigmatic knowledge that were hidden beneath the shifting sands of the Alik’r Desert, the people of Azar Harif have endured through the test of time and now make up a very large part of the Al-Rukh Sovereignty. Its capital is the rich city of Mezekesh, which is the seat of power for the monarchial government of the Sovereignty in addition to the regional capital of Azar Harif. Other notable cities include the prosperous city of Sandstone; the desert town of Oasis; the bustling docks of Vyr. Azar Harif is known for its expansive universities and centers of knowledge dedicated to the study of the secrets of the Alik’r. These universities are located primarily in Mezekesh and Sandstone, the richest and largest cities in Azar Harif. Here, foreign scholars flock from across Tamriel to devote themselves to this enigmatic magic. Azar Harif is a very wealthy province; in fact, the wealthiest in the Sovereignty. As such, the larger cities of the desert state are very extravagant, with beautiful buildings constructed out of marble and sandstone and carved with delicate accuracy. The architecture is very smooth and curvaceous, very reminiscent of Renaissance architecture of the modern world. However, such beauty comes with much upkeep, as the sands of the desert wear down on the cities. As such, the cost of living in the urban centers of Azar Harif is rather high, compared to other regions of Al-Rukh. Azar Harif is shaded yellow on the map above.
    • Sanbar Flats – The plains that stretch out past the ends of the desert have become home to a number of true, olive-skinned Imperials over the years. Not battered from the blazing sun as the people of Azar Harif are, the inhabitants of the Sanbar Flats kept their characteristic olive skin as they settled down and began cultivating the lands. Grapes and barley were discovered to grow particularly well in the soil of the Flats, and so the region has become renowned for their wine. The Sanbar Flats are not a particularly wealthy region; they get by fairly well, and are not the poorest region by far. The capital city of the Flats is the large urban center of Sanbar, with other notable cities being the crowded docks of White Harbor; the large farming settlement of Golan; the sprawling town of Plainview. The settlements and cities of Sanbar are very reminiscent of Cyrodiilic cities, and this comes from the fact that the Imperial people of the Flats are largely unchanged in terms of culture. Sanbar Flats are shaded green on the map above.
    • Vor’os – The smallest of the six regions of the Sovereignty, Vor’os is a fishing state at large. Almost completely surrounded by water, it is no surprise that the first Ixish people, traveling down from Azar Harif following the fall of Solvynstia, immediately turned to fishing to support themselves. Living among the ruins of the small colony that once prospered, the people of Vor’os are not very wealthy. Settlements of the peninsula often do not grow larger than small fishing villages, with only a few rare exceptions. However, the inhabitants of Vor’os do not mind being poorer than most and live relatively content lives. The regional capital of the peninsula is Em’ny, a fishing village that grew unnaturally large, and in turn, became dubbed the region’s capital. Other notable settlements include Arak and Remite, both abnormally large fishing villages. Vor’os is shaded light blue on the map above.
    • Hellforge – Hellforge can be described simply by its name alone. Nestled among the peaks of the Dragontails, this province is by far the poorest of the Sovereignty—not only in terms of wealth, but also it terms of the standard of living. Not only is Hellforge a squalid province, but it is dangerous as well. Bandits from the northern alliance of Wayrest and Evermor hide themselves in the crags of the Dragontails, harassing the northern settlements of Hellforge. The main industry of the province is mining, and is very hazardous to the health of the workers, who often fall ill with respiratory illnesses. However, despite the peril of the mines, the minerals and resources extracted from the mineshafts that tunnel deep into the Dragontails help the economy of the Sovereignty and provide a plethora of raw materials to craft into finer artisanal goods. The regional capital of Hellforge is Hellforge, a sprawling mining city nestled within some of the highest peaks of the Dragontail Mountains. Other notable settlements include Azim, a massive town covering the bottom of a large valley; Axefall and Tonuiz, the two most extensive mines of Hellforge. Hellforge is shaded red-orange on the map above.
    • Ajak – Known as the Breadbasket of Al-Rukh, Ajak is the agricultural capital of the Sovereignty. The soil is very fertile, and the plains the province lays on are expansive, flat and wide open. Able to grow the crops the Sanbar Flats cannot, most, if not all, of the food for the empire comes from the fields and ranches of Ajak. The farmers of the plains live simple lives by choice, giving most of their extra coin away to others in need. The communities of Ajak support themselves and each other, and the people who live in these settlements are some of the most friendly and nicest people of the Sovereignty. The capital city of this agrarian region is Kachkal, a rather wealthy Cyrodiilic-style city. Other notable towns include Yezem and Esrio, considerably larger farming communities; Sul’age, a cultured city with miles of vineyards beyond its city walls; Tzich, a huge, fortified border town ravaged by the skirmishes with Riverhead. Ajak is shaded purple on the map above.
    • Namaj – Namaj is second only to Azar Harif in its wealth. This small, coastal region is incredibly prosperous, boasting large, cultured cities and major universities structured off the philosophical centers of Riverhead. Since the neighboring empire of Riverhead, and particularly the nearby city of Rihad, has become a major center of philosophy, the influx of thinking wore off on the nearby province of Namaj, and soon enough, the small coastal province was following the same path that Rihad had followed. Centers of philosophy sprung up in the larger cities, which were rich in culture. One of the more diplomatic provinces, the larger ports of Namaj became prominent economic centers, hubs for trading and a good stop for a traveling merchant. This is where the wealth of Namaj came from, the wealth that funded the cultural and philosophical growth of the province. There are a plethora of guilds and factions within Namaj, and very powerful guilds at that. One finds that the guilds of the province pull more weight and control more of the province than the actual regional government does. The regional capital of Namaj is Qadar, a bustling port, home to many merchant guilds. Other notable cities include Izalth, a smaller, inland city that boasts one of the greatest philosophical institutions, the University of Izalth; Nemyra, a cultural melting pot, rich and prosperous. Namaj is shaded dark blue on the map above.
    Military

    The Al-Rukh Sovereignty is known for its military strength. Hardy, disciplined, and vigorously trained, the legions of Al-Rukh are truly a force to be feared. The military of the Sovereignty is made predominately of warriors from Azar Harif, men trained so vigorously from birth in the magic of the desert that they have literally become part of the Alik’r Desert, harnessing its supreme magical powers. The sand warriors are very skilled in the use of spears, with a secondary skill set in shortswords and scimitars. While the Azar Harifan sand legions account for a majority of the Sovereignty’s military power, other, smaller contributions are present from Hellforge and Sanbar. Hardened miners-turned-warriors come from Hellforge, usually straight out of the mines. They are brutish and almost savage in combat, but prove very effective tanks. From Sanbar come very skilled marksmen, adding a whole different dimension to the Sovereignty’s military with legions of archers to supplement the spearmen sand warriors and brutal tanks.

    Culture

    The Al-Rukh Sovereignty is very multicultural, and depending on the province, the beliefs and culture are very different. In Azar Harif and Vor’os, the population is almost exclusively made up on Ixans, which are essentially Imperials with an inherently darker skin hue, much like people of the Middle East. Sanbar Flats consists primarily of sects of Imperials, olive-skinned and black haired, like the Imperials of old. Hellforge, Ajak and Namaj all boast rather diverse demographics, including communites of Ixans, Imperials and Redguards.

    Each province tends to have their own distinct culture and beliefs, though there are similarities that bring them together as an empire. In each province, a different god of the triad is usually revered more so than the other two. In Azar Harif, all three are worshipped fairly equally, as the Pantheon of Ancients did in fact stem from the Alik’r Desert, though, if there is a preference, it would most likely be Dakhla. In the north, Damanhur is more widely worshipped, and in the south, it is Sawu who is revered.

    Azar Harif is a very exquisite place, with extravagant architecture and standards of living. Namaj is a melting pot of culture, as merchants bring with them many foreign goods, each adding to the diversity of the classical cities there. As for the less wealthy provinces, the cultural differences are on a much smaller scale, and usually vary from settlement to settlement, each community picking and choosing what it wishes to practice.

    Economy

    The Sovereignty’s economy is a fickle thing. Due to the incredible wealth disparity and rampant poverty in many regions of the empire, the economy is often hard to keep aloft. However, with raw materials and minerals pouring from the mines of Hellforge at the cost of the health of the miners, and bountiful harvests from the Flats and Ajak, the Sovereignty manages to keep itself in a relatively fine fiscal situation. Namaj and Azar Harif fare very well, though they tend to keep most of their money within their provinces, helping themselves rather than the entire Sovereignty.

    Factions

    The Silver Spears – Loyal bodyguards to the King. They are elite warriors, with deadly proficiency in the use of spears.
    Mezekesh Brotherhood – A guild of seasoned and studied scholars, very knowledgeable in the arts and secrets of the desert.
    The White Harbor Conglomerate – A merchant guild, based out of White Harbor, comprised of a few wealthy Imperials trying to corner the market for their own personal gain.
    Brothers of Izalth – A guild of some of the greatest thinkers and philosophers of Namaj. They are very influential with the regional prince and pull great weight in provincial decisions.
    The Merchants of Qadar – A large guild of merchants, based out of Qadar. They are very wealthy, and use this wealth to almost run the city of Qadar themselves, disregarding the regional government.
    Federation of Whispers – An empire-wide guild comprised of thieves and assassins, usually the street scum of the larger cities. There are outposts in every major settlement, with their headquarters in Azim.
    Shadow Militia – Dubbed Shadow Militia by the Prince of Ajak, this guild is a group of hostile warriors operating on the Ajak-Riverhead border, out of the city of Tzich, with a goal of wreaking havoc on Riverhead border settlements.

    POV Characters

    Lord Myro – King Jericho the Wise’s most trusted advisor, both politically and militarily.
    Amadeus Ra’gottri – A prominent scholar in the Mezekesh Brotherhood. Very seasoned in the secrets of the desert.
    Vitri Comodore – Member of the Shadow Militia, based out of the fortress-city of Tzich. Dutiful and hardy; a capable warrior.
    Darius Marillion – Powerful merchant, one of the select few of the White Harbor Conglomerate.
    Joshua Rharka - A general of the Sovereignty's military, a gifted warrior in both sand magic and spear use.
    Symon Cukhlar - Important and revered scholar and thinker, a high ranking Brother of Izalth.
    Jaalah Dzho - Hardy and reserved miner of the extensive Axefall mines.

    (Characters subject to change. More characters will be added eventually. Factions may be subject to change as well.)
  • Alleras the Sphinx - Vigilum Draconis Sep 7, 2013

    Alleras the Sphinx
    [​IMG]
    (yes, I know it's a celebrity. It's the best depiction I could find)
    » NAME Alleras
    » ALIAS The Sphinx
    » AGE 29
    » BIRTH DATE 12th of Last Seed
    » BIRTH PLACE Bravil, Cyrodiil
    » BIRTH SIGN The Warrior
    » RACE Half Imperial, Half Redguard (considers himself an Imperial)
    » CLASS Marksman / Ranger
    » GENDER Male
    » HEIGHT 6’3”
    » WEIGHT 171 pounds
    » BMI 21.4
    » LATERALITY Ambidextrous
    » SEXUALITY Heterosexual
    » MARTIAL STATUS Single
    » PROPERTIES House in Bravil
    » AFFILIATION Vigilum Draconis
    » AFFLICTIONS Substance Addiction
    » RELIGION Atheist
    » HABITS Polishing his utility dagger, fiddling with his bowstring
    » HOBBIES Throwing apples into the air and skewering them with arrows for practice, getting high on skooma and moon sugar

    APPEARANCE
    » HAIR LENGTH Medium length, curly, falls to around his ears
    » HAIR COLOR Jet black
    » FACIAL HAIR Jet black goatee
    » EYE COLOR Black
    » SKIN COLOR Dark brown skin, a happy medium between the dark skin of Redguards and the chestnut skin of Imperials
    » BUILD Moderately slender, yet with toned muscles
    » SCARS Small scar along his brow, usually concealed by his hair
    » ATTIRE [CASUAL] — When not donning his reinforced leather ranger armor, his usual garb is a loose black tunic with a pair of simple trousers.
    » ATTIRE [COMBAT] — Pictured. Image is not mine.

    [​IMG]

    PERSONALITY
    » POSITIVE TRAITS Light-hearted, friendly, persistent, serious and focused under pressure, comely, likes to joke, relaxed
    » NEGATIVE TRAITS Hedonistic, debaucherous, can be cruel and cold in certain situations, sarcastic; when high, careless and strung out
    » LIKES Women, drinking, archery, apples, skooma, moon sugar, heights
    » DISLIKES Bandits, magic, especially necromancy and the dark arts, religion
    » FEARS Magic, missing a shot
    » ASPIRATIONS Though Alleras does not have very many long term aspirations, one simple goal of his is to be the best marksman he can be. He expects much of himself in combat and often beats himself up when he makes a mistake, grievous or not.

    Alleras is a very easy-going and friendly person, enjoying the company of others. Though he is very outgoing, he has the occasionally tendency to show his cruel and cold side. He likes to jape with others; he is very sarcastic. Also, though he is very persistent and a diligent worker, he is rather hedonistic and debaucherous, favoring the more pleasure aspects of life. Alleras is still affected by a substance addiction that he developed at a young age, which proves a difficult challenge to deal with; no matter how hard he tries to kick the addiction, it still sticks with him and the lure of skooma and moon sugar remains. When he is under the influence of drugs, he is rather careless and relaxed.

    COMBAT DIAGNOSTIC
    » FIGHTING STYLE – Alleras is very deft with a bow. Not only is his accuracy excellent, but he is capable of putting a good amount of force behind his shots, allowing for even more range than a standard archer. Though Alleras is very skilled with a bow, he is not a strong melee fighter, or magic wielder. Though he is able to fight in a close quarter skirmish and not be killed, his skills with melee weapons are lackluster, at best. He is inept at casting magic. Also, Alleras is not very adept at sneaking; therefore, he is a primarily combat archer, rather than a stealth archer.

    » ATTRIBUTES

    » Health – Denotes vitality and the amount of damage able to be taken.
    » Magicka – Denotes amount of magicka and the magical capacity to cast spells.
    » Stamina – Denotes amount of physical energy and the ability to perform strenuous activities.
    » Strength – Denotes physical strength and the ability to deal damage with melee attacks and block melee attacks.
    » Endurance – Denotes physical toughness, the ability to withstand pain, illness, and fatigue.
    » Agility – Denotes balance, coordination, reflex, speed, and steadiness in combat.
    » Intelligence – Denotes ability to learn, reason, plan, solve problems, strategize, ability to comprehend complex ideas and general mental capability.
    » Will – Denotes magical strength, the general ability to cast spells and magicka regeneration.
    » Spirit – Denotes mental toughness, willpower and the ability to keep fighting past fatigue, injuries and one’s own limitations.

    Health ■■■■■■□□□□
    Magicka □□□□□□□□□□
    Stamina ■■■■■■■□□□
    Strength ■■■■■□□□□□
    Endurance ■■■■■■■■□□
    Agility ■■■■■■■■■■
    Intelligence ■■■■■■■■□□
    Will □□□□□□□□□□
    Spirit ■■■■■■■□□□

    » SKILLS

    Master

    » Archery – Alleras is a very skilled archer. An almost natural talent, he has excellent accuracy with any bow and arrow, and is able to put a lot of force behind his shots, allowing him a greater range. He has a master finesse in the use of a bow, and is able to perform very well in diverse situations—whether it is lining up a distant and difficult shot, or operating in a close quarter environment.

    » Light Armor – Light armor is the only type of armor that Alleras wears. He dislikes the unnecessary bulkiness of heavy armor, not seeing much use in such protective gear, as he is an archer. Light armor is flexible, allowing for a greater drawback, and in turn, a greater range. Light armor also allows Alleras the versatility of maneuvering in many different combat scenarios, a vital skill when your primary weapon is a longbow.

    Expert

    » Speech – Alleras is very friendly and light-hearted, and seems to have a natural skill regarding the interaction of others. He is able to be serious in times when it is necessary, but can joke around and jape as well.

    Adept

    » Smithing – Alleras is only as proficient with a forge as he is due to his work as a blacksmith’s assistant when he was a young boy living in Bravil, and later in Skingrad. Though he does not often put this skill to use, he still retains the knowledge of the forge that he learned many years ago, when he had not discovered his deftness with a bow.

    Apprentice

    » One-Handed – Every warrior needs a back-up plan, and one-handed weapons—specifically daggers—is Alleras’ back-up plan. He is not very skilled in the use of them, by any means, but he can handle them well enough to serve as a last resort in a tough skirmish.

    HISTORY

    » BEFORE BIRTH – Alleras didn’t know much of his father, other than the simple fact that he was a traveling Redguard mercenary who had stayed briefly in Bravil while traveling across the Imperial province. He was supposedly a raunchy man, a drunkard who loved plundering, sex, alcohol and drugs, who had no regard for the well-being of others besides himself.

    His mother, Elia, was an Imperial wench, selling her body off to the street scum of the southern Cyrodiilic city in order to earn a meager living so she could support herself—and soon her unexpected son.

    Once Alleras’ father had lain with his mother that one fateful night, he departed the city with his companions, never to be seen again. His mother did not notice the pregnancy until it was too late to abort him using the methods of the era. Therefore, Alleras was born—purely out of luck.

    » CHILDHOOD [13 years] – Alleras did not remember much of his infant years, only that he was only cared for by his mother for a few years, before he was considered old enough to be thrown out onto the streets—around age 6. He lived a hard life on the squalid streets of Bravil, scraping by only because he quickly befriended several other poverty-stricken beggars who helped the young child survive—these friends were the ones who ended up naming him, since his mother cared not enough to give him a proper name.

    Alleras lived like this for many years, scrounging up just enough provisions to stay somewhat healthy—or at least alive. Throughout this rather dark phase of his life, Alleras became involved in many shady activities, and soon enough, he developed a quite serious addiction to several substances, such as skooma and moon sugar—substances that were not in short supply in the southern city, thanks to the large Khajiit and Argonian population.

    It wasn’t until Alleras was 12 that his life took a turn for the better and start to shape up. Somehow, he became aware of a position of apprenticeship available in one of the smithies of Bravil. Jumping at the opportunity to take a step in bettering his life, Alleras made no haste in attempting catch the ear of the blacksmith.

    Fortunately, the blacksmith, an Argonian named Ree-Zara, was rather desperate; having lost his former apprentice to a raid performed by the Renrijra Krin, and allowed the young teen to become his apprentice.

    » TEENAGE YEARS [6 years] – Alleras had absolutely no experience in the art of smithing up until he was taken in by Ree-Zara. He was an illustrious Argonian, prideful of his work; he had no problem teaching the young teen Imperial the basics of the forge.

    Alleras caught on to the basics fairly well, impressing and pleasing his master. Though he didn’t necessarily like being a blacksmith and working the forge, it was a lot better of a situation than the one he had been living just a year back, so he didn’t mind.

    Three nondescript years later, Alleras found a thrown out bow lying in an alley. Curious, he took the beat-up wooden bow and returned to the smithy to forge himself a few arrows to fire, just for the fun of seeing how awful he was at it.Surprisingly, once he had completed the set of iron arrows, mounted a makeshift target in out behind the back of the smithy, and sent an arrow whistling through the air, he discovered that he had a natural talent for archery.

    Not knowing what to do with this skill, he continued as an apprentice of Ree-Zara; he spent more and more of his free time out in the back with that aged bow and a quiver of arrows, firing bolts of wood and iron through the air to implant themselves in the target he jury-rigged.

    Several years later, when Alleras was 18, a tragic event befell the city of Bravil. The Renrijra Krin, an organization of Khajiit terrorists who were known for harassing the city of Bravil, launched an all-out offensive on the Cyrodiilic city. They stormed the city, easily dispatching the city guards, and wrecked terror and destruction upon Bravil. As the denizens of the city were slaughtered by the dozens and buildings were set to fire by ruthless Khajiits, Alleras hastily packed his belongings and barely escaped the burning city, running for the hills with the screams of the dying slowly fading away.

    For almost an entire year, Alleras wandered the countryside of Cyrodiil and even Elsweyr, half lost, and half afraid of returning to an urban center. However, Alleras suffered from serious withdrawal during this time, and was more than glad to embrace the comforts of urban life when he stumbled upon Skingrad late into his nineteenth year.

    » YOUNG ADULT YEARS [18 years] – In Skingrad, Alleras quickly found work at the local smithy, impressing the blacksmith with the skills he learned from Ree-Zara in Bravil. Earning a steady income, Alleras was able to fund his addiction and still have enough coin afterwards to purchase better quality gear—a significant step up from what he fled Bravil with.

    Alleras worked for the blacksmith for another year, tending the forges dutifully. However, he felt empty working as the blacksmith’s apprentice; as if his life calling was beckoning for him, and it wasn’t forging armors and weapons for several more decades.

    So, when Alleras turned 21, he packed up and said his farewells to the friends he had made in Skingrad before departing the city. Not sure what exactly this calling was, he began to travel from city to city, trekking through the Cyrodiilic countryside, searching.

    Somehow, his journey took him back to his former home—Bravil. It almost seemed as if it was meant to be; Alleras had a strange feeling as he gazed upon the place that he used to call home.

    The city was in the process of rebuilding from the Renrijra Krin sack, scaffolds lining the buildings, citizens hard at work restoring their home. Alleras entered the city, trying to seek out old friends or acquaintances, but so much had changed in the city following that infamous event. It didn’t take very long before the marksman realized what he must do—seek out and bring down vengeance on the terrorist organization that destroyed Bravil, and to avenge his former friends.

    Alleras set out with a fire in his heart and began searching the surrounding area for any signs or clues as to where he could locate the radical Khajiit group. It was over a half a year before he caught wind of the location of a possible Renrijra-Krin hideout. After an exhausting search, the rumor came almost as a relief for the Imperial.

    The rumored location was a small cave nestled along the Elsweyr-Cyrodiilic border, tucked away deep within the endless trees. Once Alleras had located the cave, it was quite evident that the rumor proved true, and the unnamed cave was indeed a Renrijra Krin stronghold.

    Fearless, driven by vengeance and adrenaline, blood pumping, Alleras stormed the hideout, slaughtering the Khajiit extremists with extreme precision and speed. He cleared the cave, leaving no survivors. Following the assault, Alleras returned to Bravil and notified the Count of the cave’s location before purchasing a house and settling down for good.

    The Count sent a large force of town guards to seek out the cave, but they returned shortly thereafter with reports that all of the occupants—which indeed were Renrijra Krin terrorists—had been disposed of. It was obvious to the Count whose doing it was, and Alleras was recognized as the town’s hero at age 26.

    The Emperor soon caught wind of this, and sent for Alleras, offering a position among the strongest warriors and greatest modern-day heroes of Tamriel as part of the exclusive Vigilum Draconis. He gladly accepted, and has been a part of the organization for three years now, building up a reputation and a name for himself—the Sphinx.
    The OP3RaT0R likes this.
  • Alleras the Sphinx - Illusion Of Knowledge Sep 6, 2013

    Alleras the Sphinx
    [​IMG]
    (yes, I know it's a celebrity. It's the best depiction I could find)
    » NAME Alleras
    » ALIAS The Sphinx
    » AGE 29
    » BIRTH DATE 12th of Last Seed, 4E 404
    » BIRTH PLACE Leyawiin, Cyrodiil
    » BIRTH SIGN The Warrior
    » RACE Half Imperial, Half Redguard
    » CLASS Marksman / Ranger
    » GENDER Male
    » HEIGHT 6’3”
    » WEIGHT 171 pounds
    » BMI 21.4
    » LATERALITY Ambidextrous
    » SEXUALITY Heterosexual
    » MARTIAL STATUS Single
    » PROPERTIES House in Leyawiin
    » AFFILIATION Local drug dealers
    » AFFLICTIONS Substance Addiction
    » RELIGION Atheist
    » HABITS Polishing his utility dagger, fiddling with his bowstring
    » HOBBIES Throwing apples into the air and skewering them with arrows for practice, getting high on skooma or moon sugar

    APPEARANCE
    » HAIR LENGTH Medium length, curly, falls to about his ears
    » HAIR COLOR Jet black
    » FACIAL HAIR Jet black goatee
    » EYE COLOR Black
    » SKIN COLOR Dark brown skin, a happy medium between the dark skin of Redguards and the chestnut skin of Imperials
    » BUILD Moderately slender, yet with toned muscles
    » SCARS Small scar along his brow, usually concealed by his hair
    » ATTIRE [CASUAL] — When not donning his reinforced leather ranger armor, his usual garb is a loose black tunic with a pair of simple trousers.
    » ATTIRE [COMBAT] — Pictured. Image is not mine.

    [​IMG]

    PERSONALITY
    » POSITIVE TRAITS Light-hearted, friendly, persistent, can become serious and focused under pressure, comely, likes to joke
    » NEGATIVE TRAITS Hedonistic, debaucherous, can be cruel and cold in certain situations, sarcastic; when high, careless and strung out
    » LIKES Women, drinking, archery, apples, skooma, moon sugar, heights
    » DISLIKES Law, magic, especially necromancy and dark arts, hist sap, bandits, religion
    » FEARS Magic, being arrested, missing a shot
    » ASPIRATIONS Though Alleras is an excellent marksman, most of his long-term aspirations disappeared when he discovered illegal substances such as skooma and moon sugar.

    Alleras is a very easy-going person—especially when his is under the influence of drugs, such as skooma or moon sugar. He is very friendly and outgoing when around people, but he has the tendency to occasionally show his cruel side. He likes to jape with others; he is very sarcastic. Also, though he is very persistent and a diligent worker, he is rather hedonistic and debaucherous, favoring the more pleasurable aspects of life.

    COMBAT DIAGNOSTIC
    » FIGHTING STYLE – Alleras is very deft with a bow. Not only is his accuracy excellent, but he is capable of putting a good amount of force behind his shots, allowing for even more range than a standard archer. Though Alleras is very skilled with a bow, he is not a strong melee fighter, or magic wielder. Though he is able to fight in a close quarter skirmish and not be killed, his skills with melee weapons are lackluster, at best. He is inept at casting magic. Also, Alleras is not very adept at sneaking; therefore, he is a primarily combat archer, rather than a stealth archer.

    » ATTRIBUTES

    » Health – Denotes vitality and the amount of damage able to be taken.
    » Magicka – Denotes amount of magicka and the magical capacity to cast spells.
    » Stamina – Denotes amount of physical energy and the ability to perform strenuous activities.
    » Strength – Denotes physical strength and the ability to deal damage with melee attacks and block melee attacks.
    » Endurance – Denotes physical toughness, the ability to withstand pain, illness, and fatigue.
    » Agility – Denotes balance, coordination, reflex, speed, and steadiness in combat.
    » Intelligence – Denotes ability to learn, reason, plan, solve problems, strategize, ability to comprehend complex ideas and general mental capability.
    » Will – Denotes magical strength, the general ability to cast spells and magicka regeneration.
    » Spirit – Denotes mental toughness, willpower and the ability to keep fighting past fatigue, injuries and one’s own limitations.

    Health ■■■■■□□□□□
    Magicka □□□□□□□□□□
    Stamina ■■■■■■■□□□
    Strength ■■■■■□□□□□
    Endurance ■■■■■■■■□□
    Agility ■■■■■■■■■■
    Intelligence ■■■■■■■■□□
    Will □□□□□□□□□□
    Spirit ■■■■■■■□□□

    » SKILLS

    Master

    » Archery – Alleras is a very skilled archer. An almost natural talent, he has excellent accuracy with any bow and arrow, and is able to put a lot of force behind his shots, allowing him a greater range.

    » Light Armor – Light armor is the only type of armor that Alleras wears. He dislikes the unnecessary bulkiness of heavy armor, not seeing much use in such protective gear, as he is an archer. Light armor is flexible, allowing for a greater drawback, and in turn, a greater range.

    Expert

    » Speech – Alleras is very friendly and light-hearted, and seems to have a natural skill regarding the interaction of others. He is able to be serious in times when it is necessary, but can joke around and jape as well.

    Adept

    » Smithing – Alleras is only as proficient with a forge as he is due to his work as a blacksmith’s assistant when he was a young boy living in Bravil. Though he does not often put this skill to use, he still retains the knowledge of the forge that he learned many years ago, when he had not discovered his deftness with a bow.

    Apprentice

    » One-Handed – Every warrior needs a back-up plan, and one-handed weapons—specifically daggers—is Alleras’ back-up plan. He is not very skilled in the use of them, by any means, but he can handle them well enough to serve as a last resort in a tough skirmish.

    HISTORY

    » BEFORE BIRTH – Alleras didn’t know much of his father, other than the simple fact that he was a traveling Redguard mercenary who had stayed briefly in Leyawiin while traveling across the Imperial province. He was supposedly a raunchy man, a drunkard who loved plundering, sex, alcohol and drugs, who had no regard for the well-being of others besides himself.

    His mother, Elia, was an Imperial wench, selling her body off to the street scum of the southern Cyrodiilic city in order to earn a meager living so she could support herself—and soon her unexpected son.

    Once Alleras’ father had lain with his mother that one fateful night, he departed the city with his companions, never to be seen again. His mother did not notice the pregnancy until it was too late to abort him using the methods of the era. Therefore, Alleras was born—purely out of luck.

    » CHILDHOOD [12 years] – Alleras did not remember much of his infant years, only that he was only cared for by his mother for a few years, before he was considered old enough to be thrown out onto the streets—around age 6. He lived a hard life on the squalid streets of Leyawiin, scraping by only because he quickly befriended several other poverty-stricken beggars who helped the young child survive—these friends were the ones who ended up naming him, since his mother cared not enough to give him a proper name.

    Alleras lived like this for many years, scrounging up just enough provisions to stay somewhat healthy—or at least alive. Throughout this rather dark phase of his life, Alleras became involved in many shady activities, and soon enough, he developed a quite serious addiction to several substances, such as skooma and moon sugar—substances that were not in short supply in the southern city, thanks to the large Khajiit and Argonian population.

    It wasn’t until Alleras was 12 that his life took a turn for the better and start to shape up. Somehow, he became aware of a position of apprenticeship available in one of the smithies of Leyawiin. Jumping at the opportunity to take a step in bettering his life, Alleras made no haste in attempting catch the ear of the blacksmith.

    Fortunately, the blacksmith, an Argonian named Tun-Zeeus, was rather desperate; having lost his former apprentice to a raid performed by the Renrijra Krin, and allowed the young teen to become his apprentice.

    » TEENAGE YEARS [7 years] – Alleras had absolutely no experience in the art of smithing up until he was taken in my Tun-Zeeus. He was a proud Argonian, prideful of his work; he had no problem teaching the young teen Imperial the basics of the forge

    Alleras caught on to the basics fairly well, impressing and pleasing his master. Though he didn’t necessarily like being a blacksmith and working the forge, it was a lot better of a situation than the one he had been living just a year back, so he didn’t mind.

    Three nondescript years later, Alleras found a thrown out bow lying in an alley. Curious, he took the beat-up wooden bow and returned to the smithy to forge himself a few arrows to fire, just for the fun of seeing how awful he was at it.

    Surprisingly, once he had completed the set of iron arrows, mounted a makeshift target in out behind the back of the smithy, and sent an arrow whistling through the air, he discovered that he had a natural talent for archery.

    Not knowing what to do with this skill, he continued as an apprentice of Tun-Zeeus; he spent more and more of his free time out in the back with that aged bow and a quiver of arrows, firing bolts of wood and iron through the air to implant themselves in the target he jury-rigged.

    Eventually, at age 19, after almost four years of diligent practice, Alleras decided to set out, leaving Tun-Zeeus, The Dividing Line, and Leyawiin behind, ready to scour the world for jobs that would put his fine-tuned skill to work.

    » YOUNG ADULT YEARS [11 years] – Alleras departed Leyawiin with little but the cheap leather armor he bought in the market on his back and his bow. The next few years consisted of a lot of wandering around Cyrodiil, spending most of the funds he took with him on general provisions and drugs, which he still had a severe addiction to.

    Eventually, Alleras slowly found work. Most of the jobs available were quite simple; he didn’t mind, because it was money, and money meant more skooma or moon sugar.

    Soon enough, work seemed to find Alleras, and he began to make a steady stream of income, and was finally able to have coin left over after his usual binge spending on drugs to purchase new equipment. He continued to work as a mercenary, putting his skills to the test as he traveled across Cyrodiil.
  • Kingdom of Azar Harif Aug 12, 2013

    House Dakhlar, Sand Warriors of Azar Harif

    [​IMG]

    A region shrouded in mystery, many believe the enigmatic kingdom of Azar Harif rose from the sands of Alik’r Desert itself. Its origins unknown to most, Azar Harif is one of the most ancient kingdoms of Tamriel – and also one of the most mysterious. Spanning from the ruins of the olden city of Sentinel and the lapping waters of the Illiac Bay to the sandy shores of the Southern Sea and the capital city of Sandstone, communities and holdfasts lie nestled amongst the shifting sea of sands, thriving, despite the harshness of the unforgiving Alik’r Desert.

    The people of Azar Harif are as mysterious as the origins of their kingdom. The population consists mostly of warriors, ready to fight and die for their kingdom and the secrets the desert keeps, but the rest are mainly fishers and miners, as there is no land to farm in the unforgiving desert. Their warriors are known only for their skills as fierce warriors and their equivocal knowledge of the cryptic secrets of the desert. The dark-skinned dwellers of the Alik’r Desert and people of Azar Harif prefer war over peace, favoring their superior battle skills over diplomacy. This occasionally proves a disadvantage to the kingdom of Azar Harif; they often become embroiled in wars in conflicts, some of which could have been avoided. Not only do the dwellers of the inhospitable desert have legendary skills in the use of blades and spears, but many warriors have mastered the secrets and forbidden knowledge of the desert. Thus, these warriors earn the fitting name of “sand warriors”. Not much is known of the arcane secrets that the Alik’r Desert hides and the denizens of Azar Harif have uncovered and studied, but it gives the desert dwellers strange powers and expansive knowledge of the desert – a kind of unexplained magic. Perhaps this is how the people of Azar Harif survive the merciless desert… but no one knows.

    House Dakhlar rules the kingdom of Azar Harif with an undisputed iron fist. The King of Azar Harif is King Andromolek Dakhlar, also known as “the Scorpion”. Andromolek is rather young for the king of a kingdom; he is a deft warrior, disliking politics and diplomacy, preferring leading the battle himself. Battle-hardened, he is merciless and cruel, but he shows care for his kingdom when care is due. Andromolek is an effective ruler, taking control of affairs with an iron fist when need be. He is very involved in the secret powers of the desert, and is the most powerful sand warrior of Azar Harif, knowing how to effectively harness the power and knowledge of the desert to its fullest extent. The seat of House Dakhlar and King Andromolek is Sandstone, a city-fortress erected from the ruins of Hegathe. Other notable settlements include Sentinel, an ancient city located on the northern shore of the Alik’r Desert, and Oasis, a walled settlement built around a mystical oasis in the Alik’r Desert. Aside from the larger settlements of Sandstone, Sentinel and Oasis, many other, small communities dot the landscape of the Alik’r Desert.

    House Dakhlar

    King Andromolek Dakhlar, the Scorpion, King of Azar Harif, General of Azar Harif, a man of 36
    His Queen, Arri Dakhlar, a young woman of 31
    His eldest and only son and heir, Jericho Dakhlar, a young boy of 17
    His eldest daughter, Belisari Dakhlar, a maiden of 15
    His second daughter, Evari Dakhlar, a maiden of 13
    His third and youngest daughter, Rayari Dakhlar, a maiden of 10
    His older brother, Thuran Dakhlar, the Lord of Oasis, a man of 39
    His twin brother, Verolek Dakhlar, military advisor for King Andromolek, a man of 36
    His younger brother, Marwan Dakhlar, the Lord of Sentinel, a man of 31
    His two trusted bodyguards,
    Damahur Rehka, a woman of 27
    Myro Mezek, a man of 30, brother of Ezekiel
    His thane and political advisor, Ezekiel Mezek, a man of 26, brother of Myro
    Skies likes this.
  • Mason Torsten Aug 12, 2013

    Mason Torsten
    [​IMG]

    » NAME Mason Torsten
    » ALIAS Psycho
    » AGE 39
    » RACE Imperial
    » BIRTH DATE 13th of Hearthfire
    » BIRTH PLACE Blacklight, Morrowind
    » BIRTH SIGN The Serpent
    » CLASS Engineer/Technician
    » GENDER Male
    » HEIGHT 5'9"
    » WEIGHT 124 pounds
    » BMI 18.3
    » LATERALITY Ambidextrous
    » SEXUALITY Heterosexual
    » MARITAL STATUS Single
    » PROPERTIES Rented garage/storage space in Blacklight
    » AFFILIATIONS Street mobs of Blacklight
    » AFFLICTIONS Anxiety Disorder, Agoraphobia, Delusional Disorder, Obsessive Compulsive Disorder
    » RELIGION Unaffiliated
    » HABITS Scratching the back of his neck
    » HOBBIES Tinkering with mechanical devices, explosives, etc.

    APPEARANCE
    » HAIR Messy, dark brown, falls below his ears
    » FACIAL HAIR Occasional face stubble when he forgets to shave
    » EYE COLOR Hazel
    » SKIN COLOR Light chestnut, but always covered in grime/grease
    » BUILD Scrawny, lacking muscles of any kind
    » SCARS None
    » ATTIRE [CASUAL] - Everyday, causal apparel, shirts and trousers, though most of his clothing is stained with oil and grease from his work. Mason also wears eyeglasses.


    PERSONALITY

    » POSITIVE TRAITS Diligent, laborious, persistent, hard-working, logical
    » NEGATIVE TRAITS Quiet, reserved, scheming, insane, indecisive, panicked, obsessive, anxious
    » LIKES Explosives, explosions, fire, machinery, working with his hands, scotch, cheese
    » DISLIKES People, cold, physical interaction, disorganization, snakes, rats
    » FEARS Outdoors, crowds, chaos, disorganization, hallucinations, the voices

    HISTORY
    » EARLY LIFE - Mason grew up in a violent household in the inner city of Blacklight. His parents, Walter and Iva Tolsten, were an abusive relationship, and Walter was a rampant alcoholic. Mason lived most of his early years in fear of another fight between his parents; because of this, he remains scarred, even as an adult. An only child, Mason shunned other kids and preferred to keep to himself.

    At the age of 14, Mason ran away from home, his fear of his household reaching an unbearable point. He lived on the streets of Blacklight, eating out of dumpsters and sleeping in rat-infested alleyways. Mason spent two years of his life living off garbage, rainwater, and whatever handouts he could muster up from the local passerby. One day, an old inventor noticed the young boy and took him in, seeing potential in the homeless Imperial teen.

    » CAREER BUILDING - Mason began apprenticing for the old inventor, Petur Webbs, who insisted that the teenage Imperial continue his craft. Mason learned quickly, having always been good with his hands; became very deft with handling machinery and mechanical inventions that Petur had created. Eventually, once Mason's knowledge of mechanical parts nearly surpassed that of his master's, he began experimenting with explosives and homemade pyrotechnics, which his master disapproved of. Petur soon kicked the Imperial out, back onto the streets, now 19.

    However, this time Mason was not so helpless. He scrapped up some meager funds and rented out a small, dank storage garage in the more run-down part of Blacklight. Here he began doing his own independent experimentation and study of explosives and pyrotechnics, learning the tools of the trade rather quickly. The local gangs and mafias that patrolled the streets of downtown Blacklight took notice of the young engineer's talent, and soon they began paying Mason for their own explosive weaponry.

    He continued, and still continues, working out of that small garage, fiddling with explosives and pyrotechnics, and making a profit off them by selling the completed weapons to whatever mafia or gang approached him at the time, his fame growing throughout all of Blacklight's street criminals - all the while being plagued by delusions and hallucinations of his father and other sinister beings.
    Skies likes this.
  • Marcus Paxillus May 6, 2013

    Marcus Paxillus
    <Photo Coming Soon>
    » NAME Marcus Paxillus
    » ALIAS Snag
    » AGE 27
    » BIRTH DATE 30th of Second Seed
    » BIRTH PLACE Cheydinhal, Cyrodiil
    » BIRTH SIGN The Shadow
    » RACE Imperial
    » CLASS Explorer / Adventurer / Treasure Hunter
    » GENDER Male
    » HEIGHT 6’2”
    » WEIGHT 167 pounds
    » BMI 20.9
    » LATERALITY Right-handed
    » SEXUALITY Heterosexual
    » MARTIAL STATUS Single
    » PROPERTIES None; formerly small cabin in mountains south of the Rift and a rented living space in Riften
    » AFFILIATION Minor affiliation with Khajiit Caravans
    » AFFLICTIONS None
    » RELIGION Cyrodiilic Pantheon
    » HABITS Reaching for a silver and emerald pendant of his mother's, that he wears at all times
    » HOBBIES Drinking and partying at the local tavern

    APPEARANCE
    » HAIR Medium length black hair, falling unkempt to right below his ears, framing his face.
    » FACIAL HAIR Marcus has a thick soul patch underneath his lip, but apart from that, no other facial hair. Though, when he is traveling and unable to shave, rough stubble will grow and cover his jawline.
    » EYE COLOR Light blue
    » SKIN COLOR Light hue of chestnut
    » BUILD Moderately slender; fairly skinny, but muscles are toned from years of delving in ruins and dungeons
    » SCARS None
    » ATTIRE [CASUAL] — Marcus has no casual attire; his only apparel is a set of aged, ratty leather armor.

    PERSONALITY
    » POSITIVE TRAITS Outgoing, friendly, light-hearted, persistent, determined
    » NEGATIVE TRAITS Womanizer, arrogant, too persistent at times; as of late, the disappearance of his father has weighed heavily on his mood, and he often is solemn and depressed.
    » LIKES All alcohol, women, company of friends, exploring and adventuring, discovering relics and artifacts, pioneering, stew, heights, dogs
    » DISLIKES Bandits, laws, governments, nobility, cheese, cabbage
    » FEARS Dwemer ruins and automatons, discovering his father is dead, frostbite spiders
    » ASPIRATIONS Marcus has never had many long-term aspirations, and has always ‘lived for the moment’. However, once he set out from Riften and began wandering and exploring the landscape of Skyrim, the prospect of perhaps locating his father has always been in the back of his mind.

    Marcus is a generally outgoing and friendly man who enjoys the company of others, frequenting social outlets as often as he can. However, once he realized his father had disappeared, and very well could be dead, he became very solemn. His previous outgoing personality still remains, just buried deep beneath the depression of the possibility of his father’s death.

    COMBAT DIAGNOSTIC
    » FIGHTING STYLE – Not expertly skilled in any particular field of weaponry, Marcus relies on his ability to adapt to his surroundings to survive. His skills of adaptation, along with combat diversity, allow Marcus to survive situations that other, average explorers could not. Proficient in the usage of shortswords, war axes, daggers and a bow, Marcus is able to quickly analyze the surroundings around choose a method of combat to dispatch his enemies. His style of fighting is a very solitary style, and Marcus relies only on himself to survive, given that he rarely works with companions.

    » ATTRIBUTES

    »Health – Denotes vitality and the amount of damage able to be taken.
    » Magicka – Denotes amount of magicka and the magical capacity to cast spells.
    » Stamina – Denotes amount of physical energy and the ability to perform strenuous activities.
    » Strength – Denotes physical strength and the ability to deal damage with melee attacks and block melee attacks.
    » Endurance – Denotes physical toughness, the ability to withstand pain, illness, and fatigue.
    » Agility – Denotes balance, coordination, reflex, speed, and steadiness in combat.
    » Intelligence – Denotes ability to learn, reason, plan, solve problems, strategize, ability to comprehend complex ideas and general mental capability.
    » Will – Denotes magical strength, the general ability to cast spells and magicka regeneration.
    » Spirit – Denotes mental toughness, willpower and the ability to keep fighting past fatigue, injuries and one’s own limitations.

    Health ■■■■■■□□□□
    Magicka □□□□□□□□□□
    Stamina ■■■■■■■□□□
    Strength ■■■■■□□□□□
    Endurance ■■■■■■■□□□
    Agility ■■■■■■■■■■
    Intelligence ■■■■■■■□□□
    Will □□□□□□□□□□
    Spirit ■■■■■□□□□□

    » SKILLS

    Expert

    » Archery – While Marcus was living out his teen years in the mountain cabin with his father, he had a lot of spare time, to say the least. A good majority of this time was spent practicing his archery with his mother’s old hunting bow. Now, all that practice has paid off and Marcus is a fairly decent shot.

    » Speech – Charisma is one attribute Marcus has plenty of. He has no problem smooth talking his way out of—or even into—situations and can resolve most problems with others by a simple chat. Even while in his recent depression, his skill with words still remains.

    Adept

    » One-Handed – Apart from practicing his skills with a bow, Marcus also spent a good amount of time in the southern mountains of the Rift training with one-handed weaponry—particularly shortswords. Now, he is very capable with one-handed weapons thanks to his diligent practicing.

    » Light Armor – Marcus has always preferred lighter clothing and garments, even when he was a small child living in the outskirts of Cheydinhal. He favors mobility and flexibility, using armor that allows him a full range of motion.

    Apprentice

    » Sneak – The art of sneaking was an ability Marcus was born with, which makes sense, being born under the sign of the Shadow. Though he doesn’t always rely on sneaking, when he does resort to hiding in the shadows, he finds himself quite proficient at avoiding danger and maneuvering around the enemy.

    RELATIONS
    » Thalmor [NEUTRAL]– Marcus has no reason to have any positive or negative disposition towards the Thalmor, as they have never affected Marcus in any way that would drastically change his view towards them.

    » Imperial Legion[NEUTRAL]– Once again, Marcus has no reason to have any positive or negative disposition towards the Imperial Legion. Their actions have never affected him in any way that would cause a change in his opinion towards the Empire.

    » Stormcloaks[DISLIKES] – Marcus dislikes the Stormcloaks not for their cause, but for the behavior of many of their soldiers. In all occasions Marcus has come into contact with them they have acted poorly.

    » Falmer[ENEMIES]– Marcus hates the Falmer. Being an explorer, this is an unsurprising, as the Falmer occupy many subterranean ruins and caves, and are lethal adversaries who have no instinct but to kill.

    » Forsworn[ENEMIES]– Living out of the hills and mountains of the Reach, harassing passer-by and just being an overall nuisance to travelers, it is no wonder the native tribes of Forsworn are hated by Marcus. Every time he passes through the Reach while adventuring, he must always be weary of Forsworn attacks, as they are frequent and unpredictable.

    » The Thieves Guild [LIKES] – Operating out of the city that Marcus called home for many years before setting out to wander Skyrim, the Thieves Guild has been kind to Marcus, surprisingly. Since Marcus was a well-liked member of the community of Riften, the Guild engaged in dealings with him in an attempt to bolster their strength, an act that benefitted Marcus and also helped the Thieves Guild.

    »The Companions [NEUTRAL] – Marcus has had little dealings with the Companions over the years of his adventuring, and as a result has no specific disposition towards the warriors.

    » Mages College[DISLIKES] – Though Marcus has ventured to Winterhold a rare number of times, each visit usually entailed some chaos involving the College or any number of unfortunate occurrences, like one specific occasion involving a tavern wench, two college apprentices and a dozen salmon.

    »The Dark Brotherhood[DISLIKES]- Marcus has a strong dislike of the Dark Brotherhood, though it goes no further than a general dislike of their ‘morals’ and ideals.

    HISTORY

    » BEFORE BIRTH – Marcus’ parents were an unlikely couple. His father, Darius Paxillus, was a dedicated Imperial freelance scholar, who spent much of his time poring over tomes and scrolls, trying to decipher the mysteries of the past in his small and humble abode in Skingrad. His mother, Luna Valis, was quite the opposite, however. She was a hunter and shop owner who lived in a small cabin in the outskirts of Cheydinhal, running a market stall inside the city limits with the help of some good friends and hunting wildlife in the surrounding area. She was an expert tracker and archer, and was very successful in her hunting endeavors, always bringing back plenty of game to sell at her stall.

    The two, living in separate regions of Cyrodiil, lived their own lives for many years. However, this changed when Darius made a spur of the moment decision—one that involved leaving his simple home in Skingrad and traveling across Cyrodiil, searching for unsolved mysteries of the past and uncovered secrets waiting to be revealed.

    He traveled for about a year, spending time in each of the Cyrodiilic cities, making sure that he wasn’t missing or skipping over any opportunities. Eventually, he reached Cheydinhal, where he met Luna. In an almost cheesy scenario, the two ran into each other when Darius had only just arrived, arms full of bags and provisions, satchels of scrolls slung all across his body, stacks of books towering above the Imperial scholar. She offered to help him carry his belongings in an act of simple kindness—an act that would end in the couple falling in love and settling down in Luna’s cabin, where they lived for many years.

    » CHILDHOOD [12 years] –Marcus was born an only child to the two Imperials, and lived a comfortable childhood. He helped his mother with tasks, such as cutting firewood, skinning his mother’s catch, and helping tend to the vegetable garden, among other things. Since his father was always absorbed in his studies, it was necessary that Marcus helped his mother run the household.

    Whenever he could, the young Imperial spent his free time inside the city limits, befriending the local children and playing with them—Marcus was very social, even from such a young age. His childhood was majorly uneventful, until the Imperial boy’s twelfth year.

    When Marcus was twelve, his mother, Luna, mysteriously disappeared. It was a sudden occurrence, and soon after, his father hastily packed up the family’s meager belongings and left, torching the cabin before catching a ride to Skyrim via carriage. Marcus, confused and startled, watched his childhood home slowly burn to the ground as he and his father rode away into the night.

    » TEENAGE YEARS [8 years] –Darius and Marcus settled down in an abandoned shack on the Cyrodiil-Skyrim border, nestled away in the snowy mountain ranges that divide the two provinces. There was no trace of any previous inhabitants, so the father and son made themselves at home in the empty cabin.

    Marcus lived a fairly solitary life here, much to his disliking. He filled his spare time, which he had plenty of, with plenty of archery and shortsword training. Darius would spend most, if not all, of his time in the shanty poring over his plethora of tomes and scrolls, only leaving the mountainside retreat occasionally to fetch supplies in the nearby city of Riften.

    Eventually, when Marcus was sixteen, Darius allowed him to make the supply runs, as he was too absorbed in his studies and research. Finally, he was able to venture into the cities and meet people of Skyrim. He savored his brief time in Riften, and quickly made friends with many of the shopkeepers, townspeople, and even the impoverished, gaining popularity relatively quickly.

    It was during Marcus’ nineteenth year that Darius begun his excursions. For days, even weeks, at a time, he would disappear from the mountain shack, returning with satchels brimming with brass Dwemer artifacts, strange relics and ancient texts, which he spent even more time examining and studying. Marcus began making more and more trips into Riften, even if supplies were not necessary, solely for the social interaction with the townsfolk.

    » YOUNG ADULT YEARS [~7 years] – For several years, Darius continued his excursions, leaving for extended periods of time just to return with more artifacts to study. When Marcus was 23, he finally just moved into Riften, renting out living space from a good friend. He made regular check-ups on his father—when he wasn’t delving into ruins—but he lived full-time in the bustling city of Riften; he enjoyed every moment of it.

    Marcus lived in Riften for several years, living a normal, average life, well-liked by the community of the city. However, he found he had a sudden curiosity of the world around him; at age 25, the young Imperial man began exploring the diverse landscape of Skyrim, intrigued by the call of adventure.

    Marcus is 27 now; he has begun to worry. The last time he saw his father was months ago, maybe even a year. All of his belongings and research were taken with him on this latest trip, leaving the mountainside cabin vacant and abandoned. Marcus fears that his father has met his demise in a Dwemer ruin on his latest expedition.

    Now, Marcus’ adventuring and exploring has become more of a hopeless wandering as his mood falls deeper into depression, distraught about the possible death of his father. He is a lost soul, wandering Skyrim’s wilderness, a subliminal hope of locating his father always in the back of his mind as he travels the province alone.