Info Into The Dark [Character Sheets]

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    MabFaerie

    Faerie Queen
    Please choose a sheet template for the character type you wish to play.
    Currently the available options are Adventuring Party NPC, and Enemy Clan.

    ADVENTURING PARTY CHARACTER SHEET

    Player Name:
    Character Name:
    Gender:
    Race:
    Age and Date of Birth:
    Marital Status:
    (Please list if your character is Single, Married, Widowed, In a Relationship or Other (If Other, please explain.) If they are any option other than Single, please include the name of your characters Partner.)
    Sexual Preference:
    Class and Combat Preference:
    (Two Sentence minimum, more encouraged. Please explain your characters class and how they respond to battle. Are they a spell-casting mage? A mace-wielding warrior? A thief with poisoned arrow and bow? Do they run out, rapier brandished high, facing their enemies head on? Or are they more of the sulking in the shadows type? Please include what (if any) weapons, magics and skills they are proficient with.)

    Character Appearance: (One paragraph description minimum, more encouraged. Please include eye color, hair color, height, physical stature, what clothing and armor your character often wears and any other important features of note such as complexion, scarring, freckles, tattoo’s and/or anything else of importance that has not been listed here.)

    Character Image: Please include an image representative of your character. (Not a requirement.)

    Personality: (One paragraph description minimum, more encouraged. Is your character kind? Are they cruel? Are they self-confident or self-depreciating? Are they a law-abiding citizen or more of a chaotic train wreck? Describe in detail what makes them who they are. Please include personality traits such as fears, phobia’s, addictions, behaviors and/or substances your character may abuse.)

    History: (One paragraph description minimum, more encouraged. Where was your character born and/or raised? Do they have any family, if so, who? What has their life been like so far? Please include your characters current or previous occupation, (if they have one) as well as any religious, ethical or moral beliefs they may follow.)

    Background Story: (Not to be confused with your History, this question pertains more to the current day events leading up to games start. Where is your character now? What were most recently seen doing? What are their immediate plans for the future, if any?)

    Adventuring Party ONLY Questions:

    Motivation: (Why is your character allied with the Adventuring Party? What do they expect to gain from this choice? What are their motives within the party and how might this impact their decisions?)

    Role within the Party: (How would you describe your characters role within the party? Keep in mind, this does not necessarily have to correlate with their actual class role. Are they a natural leader? Are they a passive supporter? Are they a reluctant ally? Think of this question as a combination of personality, abilities and circumstance all rolled into one.)

    Betrayal: (This question only applies to those who feel their character may be a potential recruit to the Enemy Clan, abandoning their role within the party. If inapplicable, please write N/A.) Is there a possibility of your character leaving the Adventuring Party to willingly join forces with the Enemy Clan? If so, please explain what wiling reason or reasons your character would have for doing so.

    ENEMY CLAN CHARACTER SHEET

    Same as above, with the exception of the three Adventuring Party Only questions, please replace those with the three Enemy Clan Only questions below

    Enemy Clan ONLY Questions:

    Turning Point: (When did your character ally themselves with The Coven and why did they do this? What are their motives within The Coven? Do they simply seek to rise to power? Are they hungry with bloodlust? Do they wish for wealth and prosperity? Do they just want to be in control of underlings? What makes them do the things they do and have done?)

    Role within the Coven: (What is your characters role within the context of the Coven? Keep in mind that a character does not need to be directly linked backed to the Coven to ally themselves with the Enemy Clan. For example, a faceless assassin that travels alone, stalking the night and murdering innocents would still be considered a member of the Coven simply via reporting to a vampire that is affiliated within the Coven itself.)

    Redemption: (This question only applies to those who feel their character may be a potential recruit to the Adventuring Party, abandoning their role within the Coven.) Is there a possibility of your character turning face and actively working side by side with the Adventuring Party against the Vampire Clan? If so, please explain what reason or reasons your character would have for doing this.

    NPC CHARACTER SHEET
    For those of you interested in playing just a minor role or a character that only pops in and out once in a while, (Be for fun or as a plot device) I've included an NPC Character Sheet.
    You'll notice that it is much shorter and more concise than the Adventurer and Coven sheets, this is in an effort to keep things easier for those players who wish to join the game but are under time constraints.
    (Please note that if you're posting regularly with your NPC character, A GM does reserve the right to request you fill out a proper character sheet, as NPC sheets are intended for sparingly used characters.)

    Player Name:
    Character Name:
    Gender:
    Race:
    Age:
    Appearance:
    Alignment: (Are they aligned with the Adventuring Crew, The Coven or are they simply a wandering neutral party?)
    Personality:
    Motives: (If none, for example if the character is simply passing by, you may write N/A)
     
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    Madrar

    The Shadow in the Dark.
    Player Name: Madrar

    Character Name:
    Severus Valte

    Gender:
    Male

    Race:
    Imperial Vampire

    Age and Date of Birth:
    34, born 4E 167

    Marital Status:
    Single

    Sexual Preference:
    Heterosexual.

    Class and Combat Preference:
    Severus is a swordsman in every sense of the word. Though not exactly a traditional warrior in the traditional sense. He is much more cautious, and prefers not to commit to an attack that he cannot carry through with. He uses a single, steel longsword, a weapon bestowed upon him by his sire. He has spent many long hours dedicated to perfecting his swordsmanship, and has cut down many warriors who thought themselves superior fighters. Severus prefers to let the enemy make the first move, before cutting them down in precise, disciplined movements.He has no use for bows or magic, though being a creature of the night, he does have an inherent skill at disappearing into the shadows when he needs to.

    Character Appearance: Severus stands at 5'11", and has black hair, that falls to the base of his neck. His chin has a short growth of black hair, and he has blue eyes. His body is well toned and muscled, from travelling and practising with the blade. His skin is pale, even for an Imperial, though it is not very noticeable unless he's neglected to feed for a while. He has a half dozen small scars on each hand, most of them smaller than an inch. These are from practice with a sword.




    Character Image: Severus' attire and appearance below.

    upload_2014-9-17_23-42-21-png.34311


    Personality: Severus is often seen as inverted and cold, keeping to himself unless he absolutely has to interact with others. Once he's gotten to know someone, he is more likely to speak with them, but he has a few beliefs that he is uncompromising on. He becomes angered if his or his covens actions and purpose are questioned, believing the coven is the one faction that can bring any semblance of order to Skyrim. He is not a cruel person. He will kill, but only if he believes it's necessary, rather than a love of killing, or for personal gratification.

    For the most part, Severus follows the laws of the various holds. He realizes, that, as an agent of the Bloodlet throne, causing unnecessary commotion would not be in his best interests. However, he does not fear breaking rules if it serves his purpose. He is relentless when given a task, and does not take kindly to those that stand in his way. He will gladly give his life to defend the coven, if it is asked for him. He hopes, one day, to avenge the deaths of his family, and grant them peace. He does not fear much, besides perhaps failure, feeling that he owes the coven everything.



    History:

    Born in the Empire, he lived in a small village near the border of Skyrim. Severus was used to peace and quiet, underlined by the threat of violence by the Thalmor. His father was a merchant, and his mother a skilled herbalist. Severus was interested in his mothers line of work, and had been training under her for many years, until the Stormcloak rebellions broke out. His father, learning that the Imperials were under supplied and unliked in Skyrim, considered going to Skyrim, to sell his wifes herbal remedies.

    Severus, fearing for his fathers safety, insisted that he go in his stead. Laden with herbal medicines, he made the long journey to Skyrim. There, he supplied Imperial troops with remedies for their wounded, and became admired among the Imperials for his assistance. He met an Imperial swordsman who trained him how to defend himself, and though Severus did not relish the thought of killing, he recognized the need to defend himself from roaming stormcloak patrols and bandit ambushes.

    After months of seeing death and injury and sickness, Severus grew weary of Skyrim. He longed to depart for home. He did, eventually, once the roads back to Cyrodiil were announced largely cleared of bandits. Severus went home with a light heart, eager to see his mother and father once more. What he found, was a massacre. The stormcloaks, having discovered Severus healing skills, had decided to teach him a lesson. They'd snuck back to the borders and found the village. They put it to the torch, sparing no man, woman, or child. Severus found his mother and father in each others arms.

    Overwhelmed, Severus collapsed among the burning houses of his homestead, and among the corpses of the people he'd known and cared for since his childhood. He was found by a warrior passing through. A tall, red headed, ebony armoured man, known as Lucius. The man offered him assistance, and more importantly, vengeance. Severus, asked that Lucius help him give him the power to avenge his family. In reality, Lucius was a vampire, drawn by the scent of fire and blood. Lucius saw the potential for a powerful warrior and force of terror against the Stormcloaks.

    Lucius warned him that power always came at a price, before turning him into a creature of the night. After feeding on a group of bandits, Lucius took him to the Bloodlet Throne near Falkreath. The restored fortress of the shadowfang coven. There, Severus was trained to harness the powers of the night, and increase his skill with the blade. Severus has since become a loyal agent of the coven, eliminating those that posed problems for Salthar and his fellow vampires.


    Background Story: Severus is currently returning from an errand to Morthal. However, while on his way to Falkreath hold and the bloodlet throne, he's learnt of call for adventurers from the city of stone, Markarth. Curious, he heads there, content to investigate before heading home.

    Motivation: Severus has allied himself with the party only reluctantly. Though willing to work with the others of the group, his one and only loyalty is to the vampires of the bloodlet throne. He will do whatever serves their interests, regardless of the consequences. He seeks to discover the purpose of the party, and of their adversaries.



    Role within the Party: Severus is a reluctant, though dependable ally. So long as the goals of the party do not conflict with the goals of the bloodlet throne. He is an able fighter, though whether his defence of those in the party will be wholehearted has yet to be seen.


    Betrayal: N/A


    Severus Text colour This deep blue
     
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    MabFaerie

    Faerie Queen
    Player Name: MabFaerie
    Character Name: Winter De'Lune
    Gender: Female
    Race: Breton
    Age and Date of Birth:
    Roughly 19 years old, give or take. Born in late Frostfall of an unspecified year.
    Marital Status: Single
    Sexual Preference: Pansexual

    Class and Combat Preference: A self-trained Rogue Assassin, Winter is sneaky, stealthy and fond of backstabbing. A bit of a sadist, Winter possesses a keen desire to get in as close as she can to her prey so that she can watch as the light leaves their eyes.

    Generally, Winter prefers a quiet, unsuspecting route to her target, preferring to take the path least traveled by, but she is not above charging in head first so long as it gets the job done.
    Wielding twin glass swords as her weapon of choice, or on occasion swapping them out for enchanted or poisoned daggers, Winter has spent countless years honing her talent with a blade.
    For long range attacks, she prefers the use of poisoned throwing daggers, or a glass bow combined with poisoned arrows, as she enjoys the thrill of poisoning an unsuspecting target and watching them meet their end before they've even realized death is upon them.

    Winter lays claim to an untapped skill with magic, but makes no real effort to improve the skill, finding it does little to sate her blood-lust. On the other hand, however, she does enjoy mixing poisons and potions now and again, more of the former than the latter. Occasionally she can be found searching out herbal ingredients, the deadlier the better, in a quest to instill a slow and unsuspecting end on every enemy she meets.

    Character Appearance: Winter De'Lune is tall and lean, around 5”9 give or take and predominantly all legs.
    She has long, cascading, black hair that reaches her lower back when left out, though she tends to wear it pulled back into a ponytail most of the time.
    With unnervingly pale skin and icy blue eyes, her complexion can give one the assumption that perhaps she is a bit sickly. Her lips are usually painted an eye catching red, from either berries or the blood of her enemies, depending on her mood at the time. On her back left shoulder is a small tattoo of a blue butterfly, it has no symbolic meaning.
    In battle, she wears a form-fitting black leather ensemble with matching hooded cloak. Outside of battle, she dons cloth-like mage armor, to give people the impression that she is a magic-user (even if she only dabbles) so that they might be more inclined to leave her alone or underestimate her.

    Character Image:
    f8995c50-7b65-489b-9777-d54fab132fea_zps6b4492a5.jpg
    2571e94f-7512-4869-b7cf-0ef4f45c92e9_zps4adbc059.jpg
    530fffbf-5920-4594-927b-e54546f4a52f_zps237e6eb7.jpg


    Personality: Winter is generally a rather self-contained individual. When she does speak, her words are laced with sarcasm and her general discontent towards the population as it stands. She is intelligent and cunning, but cold and icy as well. She may joke and laugh on the outside, but within she feels nothing, and would not oppose killing someone if it suited her will.
    She has an irrational fear of being abandoned, yet because of this she has incredible difficulty letting people into her life and will often push others away, going so far as to even come to blows with people she thinks have gotten 'too close' to her.

    History: Growing up the daughter of a gemsmith, Winter and her little sister Sera led a hard but peaceful life.
    It wasn't until a mysterious figure entered their village that everything changed for them forever.
    Charming and seductive, Roanne, a black haired beauty showed up in their village out of the blue, his gaze inherently drawn to Winter, easily winning her over in under a fortnight.
    Less than a month down the road, the two were already an item, nearly inseparable from each other.
    It was only a matter of time before a wedding date was set, with the whole village in awe of the beautiful couple.

    On the eve of her wedding day, Roanne shared his secret with Winter. In truth, he was a vampire.
    At first she felt fear, worried for her safety and that of the village, but Roanne convinced her that he was genuine and swore that he would not bring her any harm. He promised her that he loved her and assured her he would protect her with his very being

    He lied.

    That night, she awoke to screaming. The settlement was alight with fire and bloodshed. Roanne had obviously led a coven of vampires straight to her town. There was death at every corner and hell-fire glowing in each window. Winter fled to her parents room to find them bloodied and slain. With horror, she moved to her little sisters room, searching for the girl. She found her sister hiding beneath her bed, trembling in fear, terrified.

    With her sister by her side, the two girls slipped out the back door of their home, trying to avoid detection. Into the dark of night they fled, abandoning the only home they had ever known, as it was devoured in flames and screams, awash in blood and sin.

    It was but a matter of time until the vampires found them, though, hiding in a small shack with a kind elderly couple that had taken them in.
    The vampires attacked in the dead of night, just as they had before. Winter fought back, killing two of the three vampires. But the third had set its sight on the child instead of Winter.
    Regretting it to this very day, Winter simply was not fast enough to stop it. By the time she'd dealt the creature its final blow, her little sister was already dead.

    It is said that something changed inside Winter that night. As she dug three graves, one amongst them tinier than the others, her heart turned to ice, and her soul wept quietly inside her as she laid her little sisters body in the ground.

    Somewhere in her hallowed cold heart, Winter knew, it was Roanne who had done this. Roanne who had destroyed all that she loved. Roanne who was to blame.
    It was decided then. She would find him. She would destroy him. Nothing would get in her way, and only the cruel, cold embrace of death would stop her this time.
    And perhaps not even that.

    Background Story: Prior to the events of the game, Winter could be found prowling the countryside, murdering every evil-aligned vampire she encounters, with little compassion for their tales of woe or promises of riches if they're spared. She has yet to meet a vampire that she didn't feel the urge to kill, although she likes to think she'd be willing to listen to reason if one had a persuading enough story to tell.
    She stopped into Markarth just to restock her supplies but when she heard the Jarl was looking for able-bodied men and women to call to arms, she decided to take up the offer to make some easy coin.

    Motivation: Winter isn't really the 'party' type. The less people she has to deal with, the better. Still, she's in this for the coin, and eventually, for the murder. Any half-hearted excuse to put an end to more evil vampires is usually good enough for her.

    Role within the Party: Winter is often the role of a reluctant leader. She's determined to keep things on track and to have her goals meet their conclusion as quickly as possible; as such she often ends up directing the flow of travel and moving the group along before it becomes restless or antsy.

    Betrayal: N/A

    Winter's text colour is this blue shade.
     
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    Aethalia

    Well-Known Member
    Player Name: Aethalia

    Character Name:
    Senya Stormwind

    Gender: Female

    Race: Altmer

    Age and Date of Birth: 53, looks to be around 20. Born on 4E 148, 4th of Suns Dusk.

    Marital Status: Single

    Sexual Preference:
    heterosexual

    Class and Combat Preference: Senya is an exceptional mage, having surpassed many of her class with spells both recently discovered, and already ancient. In combat, Senya prefers to stay at the rear of any formation. She is more than capable of raining death on her foes from afar. Though she falls short when in close combat. Besides her magic, her only other weapon is an elven dagger, she keeps on her left hip. She prefers destruction and alteration magic, though she has some skill with restoration as well.



    Character Appearance: Senya, is like most Altmer, tall, standing at just under six feet. She has shoulder length dark red hair, and golden eyes, flecked with an unusual violet. Her skin is a light shade of gold, like most of her kind. She has high cheek bones, and an expressive, cupids bow mouth. She has a small scar just below her left ear, barely noticeable, unless one looks closely.

    She is often best described as willowy, and looks as if a rather strong breeze could blow her right over. She's not particularly muscular, since most of her skill lies in the arcane. She does have a tattoo of a sea serpent coiled around her right bicep. Besides the scar near her ear, her skin is unmarred. As for her attire: She wears a pale grey robe, with black trousers underneath, and a darker grey tunic. She has a small Thalmor pin fastened over her right breast.



    Character Image: Best I could find, a fairly accurate image of her face, I thought.

    images


    The robes she wears, in a little darker shade.

    images






    Personality:
    Though she is well aware of the wider worlds belief that most Altmer are snobby and cold, Senya is neither. She's open minded and often friendly, even with strangers, something that often exasperates her older sister and superiors. She's confident in her abilities, though she doesn't flaunt them. She's always been curious about the rest of the world, and those that live in it.

    Senya, brought up in a fairly strict household, respects laws, and tries to avoid breaking them when she can. She fears being misunderstood, and dislikes those that immediately jump to conclusions about her or her race. She is loyal to the Thalmor, more because of her family's tradition of service, rather than supporting what they stand for.



    History: Born in the city of Skywatch, Senya was a curious child, unlike her older sister, and other siblings. She was almost always searching for answers to questions, which sometimes lead her to trouble. Her older sister, Aliah, was more a mother to her than her own mother was, and was tasked with looking after the youngest member of the Stormwind family.

    Aliah and Senya got along together marvellously, often going off on adventures, instigated by the younger sister, which inevitably dragged the older into it as well. Though curious, and often mischievous, Senya also had a great respect for the laws of the Altmer people. She hated chaos and indecisiveness, and when the Thalmor came to power, followed her fathers lead in supporting them.

    Her magical abilities bloomed when she was in her mid twenties, and the keen eyes of the Thalmor picked her out. She was taken to a Thalmor training facilitiy, where she learned to hone her skills with magic. Soon, she's surpassed all of her class, and could match most of her instructors spell for spell. Needless to say, the Thalmor inducted her into their ranks, as they'd done with her sister a few years earlier.

    Despite being a powerful spell caster, Senya saw little, to no action for many years. Instead, she was stationed on a ship patrolling the coast of her homeland. She grew to love the ocean, and spent most of her time off in the water or on the beach. She was seen as 'a little eccentric' by her peers in the Thalmor, but respected for her abilities. She remained very close with her sister, and would often greet her when she returned from assignments.

    When Aliah was bitten by a vampire, and later turned, her family, denounced her. Senya, disgusted by her familys actions, stood by her sister, but Aliah departed for Skyrim shortly after. The two stayed in touch for many months, until the letters simply stopped one day. Worried for her sister, Senya too set out for Skyrim, determined to find her.


    Background Story: Senya was last seen getting off an Aldmeri ship at the Solitude docks. She plans to scour Skyrim in search of her sister, and she starts by heading south and west, near Markarth.


    Adventuring Party ONLY Questions:

    Motivation: Senya is allied with the party because she's heard of mysterious disspearances, and fears that her sister may have lost her way. She believes the party will give her a better chance of finding her sister than she would on her own.

    Role within the Party: Though concerned for her sister, Senya is a staunch and capable ally. She is ready and willing to step up in defence of her allies, if need be.

    Betrayal: N/A


    Text colour: This
     

    Drahkma

    Dashing Imperial Officer.
    Player Name: Drahkma

    Character Name:
    Ardus Carn
    Gender: Male

    Race:
    Imperial

    Age and Date of Birth:
    36. Born on 22nd of Rains Hand

    Marital Status:
    Widowed.
    Sexual Preference: Heterosexual-straight.

    Class and Combat Preference:
    Ardus is not a straight up and up warrior. He doesn't believe in such things as 'honourable combat.' When Ardus gets into a fight, he gets in it to win, and doesn't hold back until his targets are on the ground. He prefers to use his steel hand and a half sword, sometimes in tandem with his maine-gauche, but has no problems using his hands and feet to get the job done. He dislikes bows and sneaking, and is pretty much useless when it comes to ranged combat.



    Character Appearance: Ardus is tall, six feet, and weighs around one hundred and eighty pounds. His face is pale and gaunt with high cheekbones, and clean shaven, with several small scars. His eyes are steel grey, and hard as the blade of his sword. Some say they contain a deep seated hatred, and they would not be far wrong. His hair is cut short, black, and streaked with grey.

    Ardus is heavily muscled from years of training with various weaponry. His body is covered in scars, from numerous battles. The most notable of these scars is a star burst shaped scar, just over his heart, left by a crossbow bolt.

    Attire: Ardus wears dark grey leather armour, tempered to resist slashing blows, but still very flexible. This covers most of his body. On his shoulders, forearms, shins, and thighs, dark grey, almost black steel plate protects him. Wears a pair of black leather boots, with steel spike toes.


    Personality: Ardus Carn is by no means a nice man. Though technically, he's a bounty hunter, his real title should be assassin. He enjoys the hunt as much as he enjoys the fight. He's cold and somewhat sadistic, drawing out his preys last moments before cutting them down. He doesn't believe in any type of deity. Over all, Ardus values gold. He'll work for the highest bidder, but once someone has secured his services, he is loyal. Or, at least as loyal as one like him can be. He doesn't put much stock in honour, and dislikes those that strive to see the best in people.



    History: Ardus was born in the capital of the Empire, the Imperial City. He never truly got on well with his family, and was seen as somewhat of a loner. He was obsessed with weapons, and often left his chores at home to train with the guard. Though he had the makings of a good guardsman, Ardus disliked having to follow orders. By the time he was eighteen, he'd become cold and distant. He left home, and worked as a blade for hire.

    He relied on and trusted only himself. By the time he was twenty, Ardus had created quite a reputation for himself in Cyrodiil. Imperial lords were clamouring for his services, either to remove a nest of bandits, or a rival. His actions in the heartland of the Empire made him both many admirers, and many enemies.

    When working a job, he was betrayed by the Imperial lord that had hired him. A squad of Imperial soldiers ambushed him, and one fired a crossbow bolt into his chest. The bolt nearly killed him. The Imperials left him for dead in the streets, where he was discovered by a Dunmer woman. The woman took care of him, and nursed him back to health, enduring Ardus' distrust stoically. When he recovered, he paid the woman a handsome sum of gold, and learned her name: Sevassa.

    The Imperial lord was found later that month with the same bolt that had nearly killed Ardus lodged in his throat. Ardus, having grown fond of Sevassa in his own way, left Cyrodiil with her. They settled in Hammerfell, where Sevassa attempted to convince him there was more to life than killing. He didn't believe her, but he agreed to try, for her sake.

    They lived like that for a short, sweet year, Ardus becoming a novice, though promising blacksmith. They married on the first of Suns' Dusk. Unfortunately, this happiness was not to be. Some of the enemies Ardus had made in Cyrodiil had finally tracked him to Hammerfell. They feared him, and so instead of striking at him, struck at Sevassa. Ardus returned home, to find her slaughtered like a common animal.

    Ardus left Hammerfell harder and colder than ever. He spent months tracking down the men responsible. He found them. Hurt them. Eventually killed them. This feat earned him the nickname, the Wolf. For once he caught the trail of those he hunted, he never lost them. Though condemned to a criminals death in Cyrodiil, Ardus never feared for his life. For those that called for his death, there were at least twice that many who called for his services.


    Background Story: Ardus has heard of an opportunity for gold to be had in Skyrim. He's headed there to increase his fortunes. Though Ardus has no immediate plans for the future, he is more than happy to remain in Skyrim and hunt.



    Motivation: Ardus is motivated by gold. Though he doesn't enjoy working with others, he figures he can dispose of them if they get in his way. His only goal is to collect on the bounty.

    Role within the Party: Ardus is the opposite of team player. He'll step in if absolutely necessary, but won't risk himself to save others. His skill and discipline with the blade make him an excellent, if reluctant addition to any team.


    Betrayal: Though not likely to betray those in the group, if Ardus feels the situation is out of control, he will quite happily abandon them to their fates.

    Text Colour: This.
     

    MabFaerie

    Faerie Queen
    Player Name: MabFaerie
    Character Name: Lilumae Hime
    Gender: Female
    Race: Either Breton or Nordic judging by appearances, it is unknown which one it actually happens to be.
    Age and Date of Birth: 14-ish, closer to 15, born in mid Rains Hand of an unspecified year.
    Marital Status: Single
    Sexual Preference: Bisexual, leaning towards a female preference.

    Class and Combat Preference: Lacking the strength necessary to properly wield a sword, and having never been trained with a bow, Lilumae instead uses long range magic to fight her opponents, favouring lightning and ice over the uncomfortable heat of fire.

    Due to her timid nature and history of being treated as inferior to others, she is naturally inclined towards staying out of sight as much as possible and applies that trait in battle by sticking to the shadows or staying back at a distance.

    When close combat is the only option, Lilumae prefers to fight with a magically conjured bound-dagger, finding it to be lighter than its physical, metal counterpart. Due to her slight frame and small stature, the dagger appear to be the equivalent of a sword for her and as such she wields it in a manner similar to that of a rapier.
    When not engaging in combat, Lilumae often takes on the role of a support caster, healing her allies with spells and salves as quickly and efficiently as she can.

    Character Appearance: Lilumae Hime is a thin slip of a thing. Alarmingly short due to malnutrition, barely topping in at 5 feet on tiptoes, and equally tiny all around, the young girl is often mistaken for a small child despite actually being a teenager.

    Traces of Nordic heritage can be seen in her appearance, as evidence of her noticeable red hair and the pale pink freckles dotting her skin. Yet like many Bretons, Lilumae has an affinity for magic and the pale complexion to show for it; drawn forth in equal parts from her general discomfort in the heat of direct sunlight as well as her preference towards staying indoors to play with magic and potions. Her slightly pointed ears leave trace of perhaps some altmer blood in her viens as well, yet it is her eyes however, a peculiar brightened violet-blue shade, that hint at an untraceable non-nordic, non-breton and non-altmer heritage.

    Her in battle and out of battle clothing remains roughly the same, a simple cloak and scholars attire, layered with various tops dependent on weather. As she lacks the funds required to purchase many items and has no home to store them in, her belongings are all that she carries with her and as such, she cannot take more than what won't slow her down.

    Character Image:
    1c6f8421-b80f-466b-92c2-6c14fb4950ed_zps403212b9.jpg
    bb0bb55f-57fa-4f88-95e8-4f330db8f0f4_zpsb2e86ff2.jpg
    b5c7bab3-8cf3-4eda-b9b6-6577aad00a22_zps96625d06.jpg


    Personality: Lilumae is quiet and timid around most people. Considerably younger than the vast majority of adventurers in her line of work, she often is looked down upon or second guessed despite her obvious intelligence.

    Lilumae has a natural talent for apothecary related tasks, spending most of her days working on potions and poisons or seeking to discover new herbs and ingredients to use in them.
    A bookworm a heart, she is almost never seen without at least a half dozen books on her person at any given time.

    When her little red head is not in a book, she can be found exploring the countryside and dabbling in every bit of magic she can manage, amazed with what she considers her natural gift for the magical arts.

    The young alchemist constantly strives to be of use to others so long as they outright ask her for aid first; in general, however she tends to fall back and keep to herself due to her previous poor treatment.

    As far as religion is concerned, Lilumae doesn't actually believe in any of the divines as she has yet to see solid proof of their existence. She has seen the work of daedra and has drawn a semi-solid conclusion that they exist, but she is still waiting on an obvious mark of the divines before she can confirm their existence as well. While outwardly respectful of others beliefs, Lilumae quietly feels that those who follow a religious sect only do so because they need some kind of meaning in their lives, not because their supposed divine holds any actual sway or power over them.

    History: Lilumae was born in Cyrodil, residing in the imperial city for the first few years of her life, until her father died when she was still a toddler. Lilumae and her mother then moved to the snowy city of Bruma, where her mother ran an Apothecary and taught her daughter about herbs and potions, forming her love for alchemy as she did.

    The people of Bruma disliked the Apothecary owners daughter; Finding the girl far too intelligent for her age, an eerie sort of smart that made them feel as if being in her very presence was unsettling. The little girl spoke eloquently, she picked up magic easily, she understood complex languages as if they were her own mother tongue. She often saw the answers to riddles right away and showed no struggle with the same studies other adults slaved over. All in all, the townspeople envied the little girl, and allowed those feelings to turn into fear for some or hate for others.

    When Lilumae was 12, her mother grew very sick, no herb or potion seemed to change her condition and she grew worse throughout the months. By the time Lilumae turned 13, her mother was gone.

    As much as she loved the Apothecary, every inch of it reminded her of her late mother, causing her more grief with each passing day. Unwilling to be shipped off to an orphanage, Lilumae sold the shop to a family friend who took pity on the girl (Though nearly not enough pity to take her in, it seemed) and used the funds to flee Cyrodil.

    Her journey was long and tiring, causing her to lose track of time as she fled. Hours became days became weeks became months. Somehow, in a vain attempt to escape the heat, she ended up in the snowy lands of Skyrim.
    It was cold and comfortable, much like Bruma, but without the obvious reminders of sorrow.
    With no place left to call home, she decided to do what little she could in her circumstances, taking odd jobs here and there to make enough coin to get by. Living day to day as best as she could manage.
    Still, even here, thousands of miles away, the people were just as cold and distant. No one liked little girls that knew more than they did. No one wanted a child around who could trounce the Jarls magician in a magic duel without breaking so much as a sweat. No one enjoyed a thought-provoking debate with an adolescent. She was a child-protogy and somehow it felt that everyone despised her for it.

    Despite her attempts thus far, Lilumae has not found any place to call home. The people of Skyrim remain ever as cold as the blizzards that surrounded them. Their hearts so very similar to the never-ending winters of the region, covered in ice and snow.

    Background Story: Lilumae was last seen working some odd jobs at The Hag's Cure in the city of Markarth. The townsfolk were reluctant to rely solely on the young girls talent when she tried to offer her expertise in potionscraft on her own. Once she began posing as the apprentice apothecary at The Hag's Cure however, people seemed much more comfortable with entrusting her with tasks, assuming that it wasn't actually her that would be seeing them through to completion.
    Little did they know, she was making their potions from start to finish, with results near perfection every time.
    When she overhead talk of the Jarl looking for able bodied warriors to clear out some nearby cave, Lilumae knew this would be her chance to prove herself to the people of Markarth that she was someone worth trusting in, if only they'd give her a chance.

    Motivation: Lilumae seeks acceptance among her peers and will go to any great length to achieve it. All she has ever wanted was a place to belong and a home to return to. Even if her home is the empty road, if she has at least a small group of friends who believe in her, she will follow them with unwavering loyalty, wherever they might go, blindly and willingly into the dark.

    Role within the Party: Lilumae often takes the role of passive backup support and healer when needed. She prefers to stay out of close combat, finding her skills far more suited to the aid of allies and long raged magic attacks.

    Betrayal: If, and this is a very large IF, the enemy coven shows Lilumae more compassion and understanding than the adventuring party, she may reach her breaking point and abandon the adventuring crew for the covens favor.
    At her core, Lilumae is desperately seeking affection and acceptance, because of her long history of being at the short end of the abuse stick, she is willing to overlook the source of affection, be it good or evil or somewhere in between.

    Lilumae's text is this dark purple shade.
     
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    Seanu Reaves

    The Shogun of Gaming
    Player name: Skies

    Character name: Viverac “Vivi” Baen

    Gender: Male

    Race: Altmer

    Age and Date of Birth: 41, 4E160

    Marital status: Single

    Sexual preference: Straight.

    Class and Combat Preference: Battlemage. Favors attention grabbing, flashy spells, be it closer or from a distance has a high chance of overkill. Favorite Schools (Descending order): Destruction… (Yeah… He can sorta use other schools but he detests them.) Is stealthy as well often sneaking up close and then throwing a fireball.

    Character Appearance: Slender as most Altmer are, 6’3”, golden skin, short blonde hair, bright orange eyes, slightly hawkish but attractive. Despite his arrogance he covers himself nearly head to toe to protect himself. (When fully wrapped up only his eyes are really visible.) Normal attire is a customized Thalmor robes, Alik’r Hood and wide-brimmed hat. The dark color of his main attire helping him with his more illicit activities.

    Image:
    Fantasy_Earth_Zero___Sorcerer_by_RodWolf.jpg


    warrior_by_keelerleah-d61s35z.jpg


    Personality: Vain and arrogant, Glory Seeker, Outside of combat is very composed, in combat is very vocal, and often prone to overreacting within combat, very polite (When he isn’t throwing fireballs with reckless abandon), energetic to a fault. Often distracted by shiny things. Often protective of things and people he likes.

    History: Adopted in by the Baen clan, one of the more eccentric ranking families in the Dominion, Viverac was the troublemaking brother. Often experimenting with destruction magic, and having to run away from the after effects. Viverac proved to be a potent, if troublesome, Thalmor battlemage and assassin even if he proved… Too enthusiastic at times. Sometimes being called, “of Green Fire” referencing the purge back in Valenwood. Due to his families influence Viverac soon was bored of military life, opting to wander the world and prefect his craft. If he happened to fall into riches and glory that was even better.

    Background Story: During his travels (And totally not one of his stints in a prison for “reckless spell casting” or “Borrowing without explicit permission.) Viverac heard about strange disappearances as he decided to visit an old friend from his Thalmor days in Markarth. Immediately he thought about the rewards he would get for getting to the root of the problem. And the strange nagging at the back of his mind, about what the implications could mean. Travel

    Motivations: His attraction to women of almost any race, as well as things like money and fame. He expects to get paid, have some fun. More often than not his energy would lead to him acting before thinking.

    Role within the Party: Wild card, often will act based off whimsy. If you can earn something resembling his respect, you will find him a slightly unruly dog. But like any good hound he will stay by you till the very end.

    Betrayal: If you earn his trust, zero to no chance of him betraying you. Otherwise, it is hard to predict. Though he loves money, he is unlikely to go back on his word. Though Talos worship is a good way to push him off the fence if he is put on the spot. His betrayal can range from one second he is there another he is not, to fireballs and maniacal laughter.

    Talk color
     

    Blackdoom59

    BATMAN!
    B687F80AF71B87EE3CAA1178CA747F3A_B1280_1280_800_1220.JPEG

    Nero
    The Nemesis
    Basic Information

    Name: Nero Atestus (will rarely mention his last name)
    Alias: The Nemesis
    Age: 60

    Apparent Age: 25, due to his past vampirism
    Birth Place: Cyrodiil
    Birth Sign: Steed
    Origin/Race: Imperial/Nord
    Class: Spearman/Conjurer
    Gender: Male
    Laterality: Right Handed
    Sexuality: Straight
    Marital Status: Single
    Properties: Whatever inn he finds, or wherever he sets camp
    Affiliations: Cyrodiil Vampyrum Order, Volhikar, The Imperial Legion
    Alignment: Chaotic Neutral to Chaotic Good
    Afflictions: None
    Religion: Agnostic
    Patron Deity: None, admiration towards Tiber Septim
    Habits: Throws septims in the air for him to catch
    Hobbies: Reading, Writing, a good wine
    Family: None

    Personality
    Positive Traits: Generous, Loyal, Thrusworthy, Reliable, Patient
    Negative Traits: Unforgiving, Revengeful, Cold, Competitive
    Likes: Women, Wine, Books, Hunting
    Dislikes: Vampires, Stormcloaks, Thalmor, Nobles
    Fears: Becoming a vampire, fire magic(irrational fear since he's been a vampire for so long)
    Aspirations: To cure the world of vampires
    Quirks: Scratches any flat surface when bored or annoyed

    Skills
    Master:
    Two Handed(Spearmastery)
    Expert:
    Conjuration, Block
    Adept:
    One Handed(Swordsmastery), Smithing, Light Armour
    Apprentice:
    Restoration, Enchanting, Alteration, Sneak
    Novice:
    Everything Else

    Appearance
    Like in the Picture
    Height: 1.85 meeters
    Weight: 80 kilograms
    Build: Athletic, Fit
    Hair Length: Long
    Hair Color: Black
    Facial Hair: Beard
    Eye Color: Dark Grey
    Skin Color: White
    Scars: Scar on his forehead, multiple scars on his chest and back
    Unique Features: Sharp teeth, but not as sharp as when he was a vampire
    Tattoos: His scar on his forehead is painted to make it look less like a scar
    Gear
    Again, Refer to the picture
    Armor: A light imperial armor with markings from many vampiric clans. Very sturdy and strong. A large round steel shield won't budge when a giant smacks it. He usually wears his shield on his back, under his cape, to protect his flanks and to move faster.
    Weapons: His spear, Heartseeker is an unique steel spear that magically becomes stronger with the more blood it has on it. The fresher the blood is the sharper the spear becomes. He always wears his spear, and uses it as a walking stick in snowy areas.

    Fighting Style: Nero is quite the fighter. Unless the situation calls for it he won't get out his shield and fight with his spear only. He moves very fast around the battlefield and tries to stab critical and vital points of the enemy with his spear. The longer the fight goes the better for after Heartseeker is fed up with the blood of the enemy, it's strikes will pierce through solid metal. When he wields his shield alongside his spear, he assumes a more defensive stance, forcing the enemy to charge into his pike. Nero knows a lot of conjuration skills, but he rarely uses any, as he tries to make people think he knows no magic. When he's in trouble he can summon bound swords to help him fight close enemies or summon javelins that he can throw at far away targets in order to hunt them down. He can't revive corpses, since his necromancy is weak, but he can summon an antronach of his choice to defend him, however, his magicka is low, thus he rarely uses spells.


    Adventuring Party ONLY Questions:

    Motivation: Nero was travelling to Markarth to meet an old acquaintance (i'l work over the entire situation in my first post) he heard in the tavern that there are septims to be made for clearing out the wolf cave, so he goes there to take his mind off things. He stays with the party due to his hatred for vampires.

    Role within the Party: Over the years Nero learned to both take and give orders, which means he can be a decent leader if the situation calls for it. In most scenarios, he will follow the party as long as they're focused on the same thing as Nero himself. If a decision is being made he will be vocal, especially if it concerns him. You wont find Nero risking anything for people he doesn't like just because they are part the party, but if he likes someone he might take risks. That being said his role in combat is that of a warrior that does his own think. He can coordinate with a teammate but he will likely not.

    Betrayal: Since he has a reputation among vampires, he might get some chances of betraying the party, but he won't accept them unless he really dislikes his teammates. He could be a very good double agent, as you can imagine.
    History/Biography

    Nero was born in the Imperial City, from a noble and wealthy merchant family. Alongside his merchant parents, he had an uncle who was a solder in the imperial army a and a younger sister named Julia. When he was a kid, he loved his uncle a lot, for he thought Nero how to handle imperial weaponry from a young age. In his early teens, his family started losing wealth, so they had to move in a manor in the countryside. He became depressed as he was forced to leave all his friends from the city, and even more depressed when his uncle died in battle. When he was approaching adulthood, the manor got raided by bandits, and both his parents died. In exchange for his sister's life and safety, Nero joined the bandit group and started raiding trade caravans and small settlements, sacking old caves and hideouts. He always hated the bandits for what they did to his family, yet they were his only hope of keeping his sister safe and well. Julia was all he had left, and he loved her more then everything in Tamriel. At the age of 23, he and and a small group of the bandits raided a cave of vampires, but the vampires outsmarted by using conjuration and ilusion magic, raising the dead and turning the living against each other. Nero was the only survivor, and the vampires offered him a seat in their clan. He started enjoying his position as a vampire, praying on the weak and making a name for himself amongst not only his clan, but other vampire clans as well. He did all this, but he remained close with the bandits, making sure his sister was alive and well. During his time as a vampire, he fell in love with a dark elf from the clan, and he loved her almost as much as his sister. He served the vampires for 20 long years, and during his adventures he earned his weapon, Heartseeker, as well various conjuration spells. He also enrolled in the Imperial Army, trying to chase the dream he had as a kid, but only for a couple of months before he decided army wasn't for him. His sister was doing well on her own, as she became the leader of the bandits that once killed her parents. On a fateful day, Julia was captured by Nero's clan, and she was to be made a cattle for the vampires to feed on. That night Nero tried to save her, and he would have been successful, but the dark elf that he loved turned him to the head of the clan, who killed Julia and sentenced Nero to be executed. As heroic and strong as he was, in the day of his execution, Nero sat fire to the entire cave, letting the entire vampire clan burn. He barely made it out alive, along with his dark elven lover, whom he killed shortly after. He became a mercenary, and a vampire hunter, known as The Nemesis, along the vampires of Cyrodill. Soon, however, he made enough money to cure his vampirism, and although he looked young, he was 58 years old. Two years passed since he cured his vampirism, and he is still youthful, despite his age. He looks for adventure, knowledge and coin, in equal measure, and he is sure to find it in the world of Tamriel.
    Background Story: Nero went to Skyrim, to visit a distant relative that works in the mines. I'l went over what happened in my first post. He hears about the wolf cave and since he needs some more septims he joins in on the party.

     
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    TheCaptain

    The Mad Conductor of Words
    Player Name: TheCaptain
    Character
    Name: John Brunwulf Whitemane/Alias: The Black Wolf
    Gender: Male
    Race: Nord
    Age and Date of Birth: 27, 4E 173
    Marital Status: Single
    Sexual Preference: Heterosexual.

    Class and Combat Preference: he's very offensive fighter mainly relying on quick and instantaneous excetions with his Katana blade as well as his Black Dwarven bow with Ebony arrows and his throwing knives usually aiming for vital areas. as for his werewolf form his fighting style is kill everything that is hostile in brutal ways.
    when John changes his skin slowly rips off revealing black fur, his eyes change colour, grows to about 7 feet tall, razor-sharp claws spurted out from his fingers and canines begin to grow as the normal pair of teeth are pushed as his mouth turns into a Snout. he also has Battle Cry a roar that intimidates and can deafen enemies.

    He is a master Archer, an expert Vampire Hunter and he can use Hand to hand,
    Two Handed and Dual Wield at any time he wants given the right weapons but prefers to stick with One Handed and sometimes he uses both hands to do a heavy attack.

    Appearance: blue eyes, he has muscular build but is surprisingly athletic, two scars on the top right side of his head going down to his chin, a bear claw scar on his chest going left to right and short black hair and he's 5,11 feet tall and weighs 260 pounds.
    Armor: This armor was designed
    by Eorlund Gray-mane specifically for Ranger type classes light and yet armored, quite well with chest and shoulder plating as well as braces on his forearms and kneepads. he also carries a satchel around on his back. you have the hood, the cloak, several straps holding the bracers on.
    ec375cd8992eb9c9b16988e74fba2ce9.jpg


    Personality: A disciplined but caring person, Brunwulf despises any cowardly, disobedient man and/or back-stabber. He also has a habit of firing arrows at/stabbing said cravens/dissenters immediately and on his own judgement and no one else's. he's usually hungry most of the time, it's being moonborn it increased his hunger. there are only two things John fears being turned into a vampire and his family being hurt or killed both of these would destroy him and he may actually destroy himself.
    When he is relaxed enough he usually rests his arms on his Blade.
    he likes The Cold, getting paid, His Family, Honour.
    he dislikes Vampires, people who go back on a fair deal, Necromancy and The Thalmor.


    History: John never knew his birth parents as a baby he was left the doorstep of Jorrvaskr The Companions who lived there soon found out he was moonborn having turned one night before they were to take to an orphanage they knew they had take him in and raise him as one of their own so that he wouldn't become feral later in life and because Aela said "we're keeping him" and no one wanted to argue with her as it was very late. Kodlak Whitemane taught him about Society's current sorry state as he called it, History, Maths and English and was John's adopted father, Vilkas and Farkas taught him how to fight Close Quarters, Bare Handed, Two Handed, Dual Wield but always prefered One Handed while Aela the Huntress taught how to hunt and use a bow, he tried to use magic at a young age but he didn't even get a puff of smoke so he decided to not try that again besides if he did get some magic going he'd have to go to the college and from what he had heard he didn't want to go there. later on in his life he became a member of The Circle which is comprised of the senior members of The Companions.

    John is into his second year of hunting Vampires, he is learning their habits, possible persons they would feed on and he's learning ways of how to kill them. it began 2 years ago in Mortal, John had been sent to
    investigate a house burning an unusual case a mother and his child had died in the fire and John was driven to find the arsonist and bring them to justice. John decided it was best to look around at the dead of night and look around but after two hours of looking he gave up and started walking to the inn "don't go I'm scared" said a ghostly voice of a little girl as John froze dead in his tracks "who are you and what do you want?" he said to the voice, the voice giggled "Please, she won't let me rest" she said he turned "What?" he said as he saw the spirit of the voice what only John could describe as being dragged off into the trees the spirit looked toward John "HELP ME!!" she pleaded before disappearing into the trees.

    John instantly felt a rage overcome him as he darted out of the house and ran round to the pathway that leads to the burial site but slowed down when he saw a woman standing over a dug up grave she turned his head to him
    "no you can't have her!" she yelled pulling out a dragger and dash at John with inhuman speed John tried to dodge right but not before the woman cut the right side of his face "ARGH!" he yelled dazed and in pain before the woman grabbed the back of John's neck and stabbed him in the right side of the stomach she then opened her mouth to revealed two very sharp canines "pale skin, red eyes and inhuman teeth....Vampire" he said figuring it out "I am going to drink every last drip of your blood" she said revealing John's neck "you won't like it, it'll taste like fur I know that much"
    John said as he pulled his dagger and stabbed her, she let go of him as he fell to the ground the woman pulled his dagger out of her stomach coughing up blood before retreating limping away as she did.


    a
    s John laid on the wet and snowy grass he questioned if he would die here bleeding out with a dagger stuck in him just then the spirit of the girl appeared before him "Hello Child" he said in pain "thank you mister" she said smiling "my.......pleasure" he replied back coughing blood "I'm gonna sleep for a while now" she said yawning as she slowly disappeared but before she did "I think I will too child, sleep well little one" John replied to her before losing conscious.

    he woke up two weeks later to find Kodlak and Falion at his bedside, over 4 years after the first encounter John decided to learn about them so he could better combat them but the more he learnt the more he became disgusted by the filthy creatures, lives in damp, dark caves, feeding on the blood of the innocent as YOUNG AS CHILDREN these monsters had no honor, no morals, for this John swore he would hunt them to the ends of Skyrim, from Solitude to Riften and from Winterhold to Markath and Falkreath.


    Background Story: John was Last seen at The Bannered Mare tavern having a pint before Vilkas bursted into The tavern, hurried over to John and whispered in his ear "3 of our own have gone missing they haven't reported anything for 6 days, John they were the recruits you were trained 6 weeks ago" John's eyes widen as he looked at Vilkas questioning what he said before quickly finished his pint and turned to Vilkas "Let's go" he said leaving and not long after that he was seen getting on to a wagon heading for Markarth.


    Motivation: 3 companions have gone missing in the area of the coven John being the one who trained them and came to think of them as good friends he decided to head out there and bring them home no Companion left behind and he was ordered by the guild to investigate the surrounding areas of Markarth in search of the missing companions.

    Role within the Party: he is a offensive fighter taking on multiple enemies at a time while defending his comrades and he's also a defensive fighter sometimes blocking and deflecting waiting for the right time to strike.

    Betrayal: John would never betray comrades even if it meant death and he couldn't if he tried, he's too good willed to join the vampires.
    Dialogue Colour: Black
     
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    T. Rakinson

    A Brute among Beasts
    Player Name: T. Rakinson
    Character Name:
    Thomas Ramal Rakinson
    Gender: Male
    Race: Redguard
    Age and Date of Birth: 24. 4E 176, 17th Evening Star
    Marital Status: Single
    Sexual Preference: Hetrosexual
    Class and Combat Preference: Spellsword. Utilises unique sword (Ebony based Schmitar, otherwise completly normal) & a variety of spells, primarily fire magic, Anti-daedra conjuration spells & restoration spells. Lightly armoured, so usually takes on a support role, yet is perfectly capable & enthusiastic in the centre of the battle.

    Character Appearance:
    img_20130829_060545-jpg.33192

    (Sorry, cant make it smaller)

    Long, braided hair supported by golden rings, to prevent obstruction. Leather armour for protection, with stolen traditional Redguard robes & boots over the top. Empty quiver, purely aesthetical. Grey, saddened eyes, light brown beard.

    Personality: Kind & well meaning at heart, with a curious attitude. Somewhat prone to mood swings, causing him to range from a sociable, charming character to a dark, cut-off recluse. Subject to occasional depressions, mainly out of loneliness. Likes to make friends, but wont go out of his way to do so. Can get carried away in the heat of the battle. Fearful of daedra, & resenting of most other supernatural entities. No criminal behaviour, but is known to disregard the law at times. Sympathetic to those who are suffering.

    History

    Childhood: Born to the Ramal-Rakinson family of Sentinel, Thomas was a strong child, perhaps destined for a life as a dockhand or traveling merchant. His father was distant for unknown reasons, But his mother & Older brother Hamir gave him love & support. His life, though perhaps not the most interesting, was a safe one.
    Yet all this was to change. By the age of 10, Thomas had developed an unpredictable behaviour, & at some point found himself lost on the outskirts of the city. Captured by cultists who had been operating in the area, Thomas was kidnapped, never to be seen by his family again.
    Brought to Skyrim under the forced disguise of a slave, Thomas found himself presented as a sacrifice of Boethia's Champion, an infamous worshiper of the respective daedric prince. Fortunatly he was saved by the unprompted arrival of a Altmer warrior named Cyrus Guallious. In the confusion Thomas managed to fatally injure his would-be executioner, unwittingly taking on the Dunmer's curse*.
    After escaping with Cyrus, the Altmer took pity on the lost boy, & decided to adopt him. from there they traveled to the Mer's retreat up in the Falkreath-Riften mountain range. There he met who would become his surrogate family; Cyrus, his Nord wife Angi, & their daughter Brendela, who was a few years younger than him. All of them were outcasts of society, yet they all accepted one another.

    Teenhood: Thomas spent over Eight years with his new family, with his old one becoming mere memories to him. He learned to hunt, produce fire via magic, & when to approach & avoid society. As Thomas grew up in seclusion he never developed any romantic attachments, meaning the concept of non-platonic love simply passed over him. In his later teen years this caused him to avoid setlements completely, avoiding them during hunting trips.
    As Thomas prepared to say goodbye to his family as he set off into the world at 19, his home was attacked by a dragon, one of the few who had survived the Dragon conflict years ago. Unable to defeat the beast the family were seperated, each presuming the others dead.

    Adulthood: For the next few years Thomas wandered the plains of Skyrim & Cyrodil, unsure where his life would take him. Earning money as a hunter & mercenary, he formed attachments to some people, but deep down desired to have a loving family again. He endlessly wandered hoping to find signs of his surrogate parents & siblings passing, yet never encountered them in his travels. Only rarely did he rejoin society, more out of loneliness than protection. After years of searching the weight of it all has made Thomas somewhat bitter towards the world, leading to him taking on some more... agressive assignments.


    Background Story: Following rumours of Cyrus' whereabouts to The Reach, Thomas has found himself low on supplies, & seeks out a profitable assignment. Finding his family are still his priority however.

    Motivations: To make a profit to a degree, & to help those in need throughout his travels. It always helps to have a good reputation.

    Group role: He easily works around social issues, so can serve as a team motivator & co-ordinator. Tries to remain unbiased during internal conflict, but yeah, random personality.

    Betrayal: Truth be told Thomas has nothing in particular against vampires, & whilst he will undoubtably stick with close friends Information about his family is too good to pass up...

    *Affliction: Boethia's instrument
    image_316215_16x9_460.jpg


    The effect this curse has had on Thomas could be linked to his forever alternating personality & darker desires. When Thomas fatally wounded Boethia's champion, he unwittingly beame the new champion of the daedric prince of plots. Refusing to take on this dark role, Thomas became cursed; In times of selfishness, desire or rage, he... transforms. Into an ebony coated warrior with destructive intent, zero morality & inhuman skill.

    (Dont mistake this for being an OP twist. This affliction is uncontrollable & rarely strikes, balancing out BI's skill. it shouldent really come up in the RP, but as it largely contributes to his story, I feel it was worth including, rather than telling you all later).
     

    Wolfbane

    Why change the past when you can own this day?
    Player name: Wolfbane
    Character name: Ardin Wolf-bane
    Gender: Male
    Race:Nord
    Age and date of birth:26, 8th of Frostfall
    Martial status: single
    Sexual Preference:Heterosexual

    Class and combat preference: Warrior. Ardin is a skillful and patient fighter. He does not blindly charge in and hack away. When he has his shield he parrys, blocks, then strikes when the time is right. He has a calm yet killer mind set when it comes to a fight. If he has to strike at the legs or the crooks of the arms, he will. When in a real fight, he does what he must. He also possesses a few throwing knifes he likes to fall back on and use for a quiet and quick approach. For armor he has leather with most vital spots covered in steel. If face protection is needed or to intimidate, he wears his steel wolf's face mask, which wraps around his mouth and the back of his head, baring ferocious teeth. The little magic he knows is a basic healing spell he learned as a teenager from his mother.

    howling_wolf_fantasy_sword_540.jpg
    (Straighten the handle up and I'm sorry for the big pictures :p)

    Character Appearance: Ardin stands at 6'6 and 230 pounds. Like most nords he is quite hardy and tough. He has black hair down to his neck with a long braid on his left side with a well kept beard. On his face he has a scar from his left eye down to the same side of his mouth. Being a serving man and bounty hunter, he has many scars, mostly on his back, some on his arms from fighting without protection and one on his face from a wolf attack. His eyes are a deep brown which his loved ones adore and his enemies fear. Ardin is quite built from years of service, bounties, and just keeping up with himself. He has been in a few bare knuckle brawls over the years. If one wants to properly wield a sword and shield, he would need arms of steel. It is often said that he fights with the carnage of a wolf.

    ZKgzvWC.jpg


    Personality: Ardin can be a solitary man at times. He has seen the vile acts of war, his time with his bounty band of brothers and sisters at arms. He has seen his home burn down, his parents butchered. The only people he has or far away. To keep that from happening again, he is closed off to most. If one takes the time to really get to know him, he opens up and protects that friend with his life. Ardin, unlike most nords, accepts people for them. Magic to him is a valuable skill, and one that can never be broken. It does not to be repaired like a blade. In a team he can take the leading role, and the second in command. Pride does not get in the way when he is needed. While he believes in his peoples beliefs, he does often read and share ideals with other races gods. One can never truly understand either plane if they subject themselves to their own gods. As for strangers, he is often quiet and reserved. Even with his closest friends he still lets his actions speak louder than words. Honor is quite tricky for him. He has a good sense of it, but in a fight he has a lot of practical sense when it comes to it. If his swords lands a blow to his enemy's leg, then he will finish them off right there. No point in dying a fool's death. The things he values in people are hard work, undying loyalty, keen senses, good judge of character, good judgment, care for animals, common courtesy and respect.

    But to every good side, there is a bad side. Ardin during the war was known as "The Wolf of the North" Stories of him stalking his enemy in snow, taking out a small outpost without a sound, taking small parties and scouting out key points, then interrogating key personnel. He knew it had to be done, and sometimes it's the only way. The opposing army knew and feared the mask. In a way, so did he. When he puts on that mask, he accepts what he has to do. Justice was his own. He is known to dispense his own justice, no matter what anyone says. When angered he can turn dark, merciless, hence the nickname. He's spilled enough blood to fill the sea. The wolf has tasted the flesh of many prey.

    Background history: Ardin was born a little ways outside Falkreath where his family had their own farm with horses, two cows and a few chickens. Ardin was not an only child, however. His brother, Hendrikk, was born two years later. Their father was a soldier, but retired shortly after Hendrikk was born. He would always spend as much time as he could with Ardin. His mother, was a mage that turned to a more simple life. The boys were both trained by their father in the swords craft, and the basic healing spell from their mother. Ardin loved the work, the enviroment, his family, and the tranquility. At the age of 20 he went to serve the emipre, just like his father did, while his brother went on as a bounty hunter.

    He wanted to unify Skyrim and make it stronger, not tear it apart. He built a reputation for fighting with the instincts of a wolf. Over the years and as he grew battle hardened, he witnessed atrocities of war. Battle fields of white and red, and filled with screams and war cries. Nights where he and a small party were sent out to take out a small outpost, ambushes where his friends died, and ambushes gone right. Some nights he can still hear the screaming. He fought to where he struck down every man or mer to avenge his fallen comrades. The bloodlust would get so strong, he would seek the enemy out, but stalk them one by one, for a while. Then he was known as The Wolf of the North. He dawned the mask his father made him for the war. War changes a man. He was the same man, but now he gazed through a dirtied mirror, seeing the animal that was now caged inside him.

    After he got back he joined up with his brother and formed a band of law bringers and bounty hunters, and named it "The traveling sword". They traveled all over Tamriel, building a bigger group, and there he met a close, close friend, Avia Ca'el a wood elf archer. The group of six included a Redguard, an Orc, a Nord, Ardin, Hendrikk, and Avia. For Two years they traveled and corrected wrongs. Ardin was 24 at the time. They were quite happy. But that all changed one fateful night.

    It was quiet and right after a celebration of their earnings and good deeds. The three friends were fast asleep while the other three took the night shift like the days before. That was their last watch. One by one they were picked off by scouts. Turns out they were ambushed by an old enemy. He had fought this group of mercenaries in the war. They were paid soldiers that fought against him during his time he fought. Apparently they wanted to finish the job. One of the sentries let out a scream, waking the three up, then a fight ensued. It was fierce, long fight. The fire was blazing as the sparks from steel lit up the night sky. They pushed them back, not without deaths and scars. Ardin was left with a large scar on his back to his arm. They had thought they had won, but Ardin had a feeling that it wasn't over.

    A week later all the brothers and their friend went back to their farm to say hi to their parents and decide on what to do from their. They were expecting to see beautiful red and orange trees of autumn, the smell of fresh bread and homemade pie, and the boys father chopping wood for the stove. Instead they saw the insane blood red color of a flame engulfing their home, their parents fighting till the end. All three ran to intervene, but Ardin's parents were struck down by the same group. The Wolf came out of it's cage with fierce bloodlust and hatred. The brothers charged in while Avia provided cover. Ardin went head on at three mercenaries all in armor and brandishing greatswords. It didn't matter. He had his sword, armor, and the urge to butcher every last one of them. cleaved a man's arm off in one swing while getting shot at by a ranger. Not knowing he was shot in the leg, he continued on. The last two surrounded him, both taking swings. He danced and blocked until he saw the opening in the soldier in front of him's posture. He kicked out his leg broke it clean, shoved his sword deep in his back, all the way to the hilt, then impaled the then charging soldier behind him. By now everyone on the opposing side was dead. Except for the leader. Ardin took the challenge, even though he was injured from the arrow and the cuts from the greatswords. Steel clashed and sparks flew once more. The man flowed around him, striking at his back with precision. Ardin didn't care and it didn't matter how many times he was hit. The wolf was beaten down, but still fighting. Ardin slashed at the chest, making red drain out of the man's black armor and onto the ground. A knee was thrown into Ardin's chest, making him buckle on the ground, then another in his face. Now he was facing the man face to face. A fellow Nord was about to kill him. Ardin was going to die a noble death if he didn't do something fast. Disarmed, he kicked out the Nords legs, making the arrow dig deeper in his own, and broke the bastards knees. With finality he got over the man, and beat his face in until his knuckles were bare, until the body looked like a wolf mauled his face off, until the screams stopped. He didn't stop until he was pulled off by Avia and his brother.

    Soon after the three split for a time, Avia back to Valenwood, Hendrikk to the Imperial city for a time, and Ardin stayed in Skyrim, taking up bounties to earn gold and to manage the pain the only way he knows how.

    Background History: Soon after the loss of his parents, he turned to being a bounty hunter to earn a living. It was more a way to manage the loss and pain, and to help other people at the same time. For the time being he will stay in Skyrim to get his mind and life straight.

    Motivation: Ardin is pushed by bettering life, gold, and finding his peace with him, the gods, or whoever. Maybe he is searching for a rest? He does not know.

    Role in the party: He works well in a team, accepting support, second in command or stepping up as leader. He can also scout if necessary.

    Betrayal: N/A

    Dialogue color: this
     
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    EpicVakarian

    Calibration-Master General
    Player Name: EpicVakarian
    Character Name: Lily Delafaille
    Gender: Female
    Race: Breton
    Age and Date of Birth:
    Twenty-three, born in Heartfire of 4E 178.
    Marital Status: Single
    Sexual Preference: Heterosexual

    Class and Combat Preference: Being a Breton, Lily has some inborn ability with magic. However, she is not well-trained in the arts, and will more likely hurt herself than her target. She is, however, familiar with conjuration magic and the art of atronachs, and will summon aid if necessary and able.
    Lily uses a slim sabre in combat, utilizing an elegant combat style that puts focus on careful footwork and swift, unpredictable yet organised attacks, while she also makes sure her defence form is solid too.
    She does not often use ranged weapons, and doesn't carry one with her; instead she uses what she can find if she needs it at the time. Not always a sound strategy, but her sabre can almost always see her out of trouble.

    Character Appearance: Fairly tall for a Breton, but still quite small at 5'7". Lily is quite skinny, but strong enough to handle herself. When she was younger, her father used to describe her as 'petite'. She has red hair with a slight curl to it, that reaches down to her upper back. Her wide, green eyes give a sense of innocence that is completely unfounded, and a white line of a scar resides on her forehead.

    Character Image:
    assassins-creed.png


    (below are the clothes Lily generally wears, with thin leather armour underneath for protection)
    Assassins_Creed_Unity_Elise_1406641575.jpg

    Personality: Lily is kind and merciful, but both of these traits may be put aside in favour of cruelty toward certain individuals such as mass murderers, rapists, and particularly vampires, which she hates more than any other creature in Tamriel.
    She is intelligent, and has excellent tactical sense. Among friends, she is naturally friendly and wants to understand people. Her sense of humour generally consists of light sarcasm and blunt, sharp remarks.
    Lily respects the law, and tries to stay within its limits as best she can; however, if the law stands in the way of her mission, she is not afraid to break the law and pay off the guards later.

    History: Lily was born in Evermor to a young noblewoman and her new, relatively lower-class husband. Her mother made sure Lily was educated well and knew how to act like a lady, while her father made sure she could handle herself outside of the pampered life of a noble. She was extremely close to her father, and still lives by a phrase he said to her at an early age:
    "You're a little lady, girl. You're going to be raised in this pomp, and you'll get too used to it if I don't teach you better. Your mam might be making sure you're a lady, but I'll make sure you're a feisty one."
    Her father kept this promise, teaching her how to fight unarmed from the age of four, and giving her a dulled dagger at six to practice with before she got her first sword at seven. She was taught by both her father and an instructor who'd been reluctantly hired by her mother, and as such, could hold her own easily against any young knight-in-training.
    It was clear to see that the noble life was not for Lily. She didn't enjoy all the fake smiles, huge list of mannerisms and she certainly didn't enjoy being pampered, like her mother seemed to hope she would. Lily preferred being around her father, enjoying the lifestyle of being friendly to only those you were friends with, as opposed to her mother telling her to be polite to even her enemies.
    Despite preferring a more common life, the upbringing of nobility certainly had an effect on Lily; she has a very well-spoken accent that contrasts greatly with her personality, which is mainly derived from her father; the dry wit, the willingness to break the law and the fact that she is unafraid to let people know if she dislikes them.
    Lily never kills civilians or innocents. She will only kill criminals, and even then she will do so quickly and mercifully, in the exception of twisted, cruel individuals who bear a complete disregard for human life, in which case she will use the same cruelty to punish them before they die.

    Background Story: Recently, Lily was at yet another poncy party put on by her mother. Her father had gone out to a tavern, and had gotten into a fight with the wrong person; a lone vampire who got so riled up by Lily's father's relentless show of distaste toward him that he snapped, unwittingly revealing himself to be a vampire while killing Lily's father in the process. The crowd in the tavern swarmed the vampire, and beat him to a pulp.
    By the time Lily heard of her father's death, the vampire was almost dead, so she rushed to the tavern, tears streaming from her eyes, and demanded that she dealt the final blow. The men, knowing that she was the daughter of the recently deceased and highly respected man, stood back and allowed her to do as she wished.
    What she wished ended up involving the removal of limbs, and the eventual decapitation of the screaming vampire. She felt no remorse for her actions, as she was simply dealing him as much pain as he'd dealt her by killing her father. However, she did manage to pin the blame on her mother; if she hadn't been at the stupid party and instead been with her father, she might have saved him.
    What followed was a week of crying for Lily. Her mother tried to comfort her, as she was distressed as Lily was. Lily apologised for blaming her, but still couldn't bear to stay in the house for one more day. She left on the ninth day after her father's death, heading for Skyrim after hearing rumours of the numerous vampire covens present in the region, wanting to appease her new-found hatred of the monsters by killing a whole bunch of them. However, in entering Skyrim, she has found herself in far greater an adventure than she could ever have hoped for...

    Motivation: Lily originally joined up with the Party to earn some extra coin; to help her get along in her quest to hunt down any vampires possible. However, her motivation after the group is sent to hunt vampires is simply to kill the monsters; she can seem quite fanatic in her hatred of vampires, to the point of not seeing the human being behind the vampire. She simply sees them as monsters to be exterminated, before they exterminate her.

    Role within the Party: Lily acts as a foot-soldier, able to hold off most adversaries long enough for her comrades to come to her aid at least. However, she can also act as a tactical adviser, helping to decide the most effective way to deal with the problem at hand.

    Betrayal: There is absolutely no chance of Lily turning against the Party, due to her immense hatred of their enemy. If, by any chance, she was to be turned herself and became a vampire, she would sooner kill herself just to rid the world of one more vampire.

    Dialogue colour is this orange, if its not already taken.
     
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    Simus

    An Excellent Site Member
    Player Name: Simus
    Character Name: Alice Psyrakon
    Gender: Female
    Race: Imperial
    Age and Date of Birth: 18. Born on the 14th of Rain's Hand in 4E 183
    Marital Status: Single.
    Sexual Preference: Heterosexual. Still a maiden.
    Class and Combat Preference: Alice considers herself an Arcane Archer. An archer with the ability to weave magic into arrows and use the combination of both to provide heavy long range support. It's a self-proclaimed title because Alice hasn't quite figured out where she wants to fit yet. She's been using a bow ever since she was nine and practices every day. She's become a deadly shot despite her young age and is by far the most comfortable staying back in cover, in the shadows or up in a tree picking off targets. She's become very good at weaving destruction and illusion magic into her arrows and can do anything from rigging them to explode on impact to coating them in magical acid to causing the target to become enraged or fall into a deep sleep. Normally she uses magika to enchant her arrows with fire or lightning magic. She mostly uses steel arrows and fires them with a hunting bow named Mother's Fire, a gift from her mother for her 18th birthday and so named because her mother taught her to shoot and her mother had a famous temper. Considering the bow and not the arrows are enchanted, any enchantments Alice gives her arrows stack, making them very dangerous.

    Alice doesn't like close combat but can handle herself if she must. She's quick, clever and has adept level experience with shortswords and daggers. She wields a shock enchanted imperial sword named Father's Steel and either a plain steel dagger or short ranged destruction or illusion magic in her off hand. Flames, frostbite, sparks, calm, or fury are her most common choices. She also has a belt of four additional steel daggers she uses as throwing knives, either when closing in on a target or trying to stop a charging one. It makes for a much faster ranged attack than a bow and she's found the skills are transferable.

    Despite her fighting skill, Alice isn't a match for dedicated warriors. She isn't strong enough to wield two handed weapons or shields and relies heavily on finesse to find weak spots in armor or other defenses. Well armored or highly skilled opponents often shrug off her attacks. She also wears light armor and relies heavily on dexterity to dodge or parry attacks rather than block them. Every wound she suffers slows her down and she can't take very many before collapsing from pain. She does best when engaging a fighter of similar stature or those unskilled in combat, such as archers or mages.

    Character Appearance: Alice is small and thin. She's barely 5 feet tall, has pale, cream coloured skin and small but appropriately proportioned breasts. She has neck length ebony hair (think Ysolda's hair but a dark black) and no scars, blemishes or age marks of any kind save for a scar on her right shoulder from a Thalmor sword. It's left a raised pink line on the front and back of her shoulder, making it instantly noticeable against her skin. She almost always wears a smile and is usually clean and presentable.

    Alice wears a very special type of leather armour that her mother taught her to make. It's a form fitting white bodysuit that covers her entire body from her head down, minus her hands but including her feet. It's made from dyed leather and reinforced with frostbite spider silk, producing a light and very strong material: Strong on the order of steel chainmail and with a fraction of the weight. The suit opens in the front via a Dwemer invention called a zipper, a moonstone track starting at the groin and ending at the collar and is opened and closed by a fastener, ending at the collar when closed. The soles of the armor's feet are made of dotted rubber, another Dwemer invention created form an alchemy recipe and provide good traction when walking. The armor is also enchanted with Ebonyflesh and Fortify Stamina for additional protection. (In summary, think leather footy pajamas.)

    Over this armour, Alice wears a pair of brown leather knee high boots that also close with a zipper, have rubber soles and are enchanted with Fortify Carry Weight and Fortify Stamina. She has a pair of matching leather gloves with the same enchantments and a blue dress with short sleeves and a mid thigh length skirt. The dress has three brass buttons and a fine collar that goes below her throat that she keeps buttoned up. The collar has a silver Stormcloak pin, fashioned after the emblem of Windhelm, on each side. The dress has the same enchantments as her armour, but is more for style than actual protection. Alice also wears a simple silver band on her right ring finger and a pair of small silver earrings with a tiny sapphire in each. Both have Fortify Magika. (The entire outfit together makes her look something like Link in the Zora Tunic from The Legend of Zelda: Ocarina of Time.) She also has several pairs of one piece footy pajamas that are of similar style to her leather armor but are made of soft, light mixture of tundra cotton and wool (the closest Elder Scrolls equivalent of fleece that I could think of). This makes them warm and very comfortable and the resizing and self-cleaning enchantments add to this. Part of the self-cleaning enchantment is a weak heat spell to keep them warm when not in use. The soles are thin dotted gray rubber that keep her from slipping. Alice and her sister Cilla treasure these pajamas and are able to swap pairs whenever they choose thanks to the resize enchantments. She can even loan them out to others and have them sized appropriately. Alice's favorite pair is white with black skulls and black ribbed cuffs and collar. She always has at least this pair when travelling.

    Character Image: Please include an image representative of your character. (Not a requirement.)

    4105-753d8dbc7bba759e4ada23c7d8ba9e76.jpg


    Alice in her armour, minus the dress. No, she's not nearly that busty. That's just a result of the armour mod I used.

    4110-60160b48974d6e06290e955340d2e01e.jpg


    A better headshot of Alice.

    images


    Here's the style of Alice's dress except it's her blue text colour rather than brown and white.

    Z-JD-SK.jpg


    Alice's favorite jammies. Except the background is white and all the skulls are black.

    Personality: Alice is extremely friendly and outgoing. Her small size and endearing nature make her easy to love and adore and she has a big heart open to everyone, especially children. She tends to see the best in people, even when it's in her best interest to look deeper. She loves to meet new people, talk to them and get to know them. As a result, she's a friend to most people she meets and leaves a good impression on almost everyone. She also has excellent manners and is very good at addressing those in power. She's very intelligent and often outwits other teenagers and many adults. The only person she can't outwit is her father, who taught her how to debate and construct an argument. She grew up a good girl who followed the rules and was raised to be trustworthy, loyal and helpful in everything she does so she always follows the law. At her best, Alice is kind and loving. Able to empathize with many types of people or at least listen to them. Especially children. At her worst she's timid, naive, and a little spoiled. She likes the comforts of home and can become restless and irritable when she can't take those comforts with her.

    She's a devout worshipper of both Talos and Mara, her father teaching her the honourable ways of the former and her mother the kind hearted ways of the latter. She seeks to act honourably in all aspects of life but also has a desire to share her love with everyone.

    Alice also has a stranger side to her in the form of a very special gift. Alice is able to see into the future. She was born with this power and has learned how to use it to See things she’s interested in, but she’s never fully understood it or where it came from. She and her family have determined that it’s a gift from either Akatosh or Azura but they’re not sure which one. Indeed, both have helped Alice at different points in her life, both through dreams and direct communion, so she pays homage to both. She’s certainly more comfortable accepting guidance from the Great Dragon than the Daedric Prince of Dusk and Dawn, but is willing to accept either in times of need.

    For Alice to see anything more than a passing glimpse takes great concentration on her part and reaching far into the mists of the future requires the assistance of others. Even with proper discipline, the future is always changing so there’s no guarantee that what she sees is the absolute truth, or that she’ll understand it. It could be nonsense, it could be a convincing lie, it could be true but unhelpful or it could be the key to saving the world. It all depends on luck and the will of the gods.

    History: Alice was born in Cyrodiil and grew up in the Imperial City with her little sister Cilla, her twin brother Titus and her older brother Stephen. She was a gifted child growing up, both due to her visions and her extraordinary intelligence. She was smarter than either of her parents, all of her classmates at school and most of her teachers and her powers let her know thing she couldn't possibly know. This let her excel in school and life but many people resented her for it. She often felt alienated and even ostracized. Things got worse when she hit puberty and her powers blossomed but her family was always there for her. Her parents and siblings always supported her, never judged her and most importantly they always loved her. It was this support structure that allowed Alice to grow into a confidant and happy teenage girl who loved life and all it had to offer. Her family was everything to her.

    Sadly, her happy days couldn't last forever.

    Alice's father Simus was a covert worshiper of Talos and her mother Amy was a former Blade. The Thalmor had been given free reign to sniff out such "traitors" and "criminals" in an effort to "improve the relations with the Empire." Under the terms of the White-Gold Concordat and the threat of a war it couldn't win, the Empire was powerless to stop them in Cyrodiil, just as it was in Skyrim. Alice had grown up a devout Talos worshiper herself and was naive enough to believe that she could wear her faith proudly and her Empire would protect her. She and her family were discovered one year before Helgan when Alice was 17. Thalmor agents chased her and her entire family out of their home in the Imperial City and burned it down after they tried and failed to murder her parents. They fled to Bruma so some of her father's friends could take them to Skyrim, but they were betrayed and captured by the local guard, who were paid off by the Thalmor. Rather than die at the gallows, the Psyrakon family stood as one, broke out of prison with local help and fought out of the city. They got as far as the Jerrall Mountains where more Thalmor agents awaited them. Alice's mother died defending her children, her father was incapacitated and she was separated from her little sister and two brothers as they either fought or fled. Alice suffered grievous wounds herself when she stayed and fought after her father told her to run. She was quickly overwhelmed by the Thalmor but her father killed all of her attackers in an attempt to save her. Afterwards, he begged her to run and this time, with her eyes spilling over with tears, she did so. She hobbled a few feet before succumbing to her wounds and passing out. She was rescued the next day, but her father was separated. She was brought back to the Imperial City and he came back to look for her but was captured during the search. After several days of planning with some new friends she had made, Alice broke Simus out and the two were reunited. After resting for a time, they headed north to Skyrim to join the Stormcloaks, find the rest of their family and rebuild their lives as best they could.

    Background Story: Right now Alice and Simus are serving as officers in the Stormcloaks. Simus fought in the Great War with both Ulfric and Vignar Gray-Mane and is a battle brother to both of them. Both men were moved with pity at the fate of their brother's family and the struggled he and his daughter now face so they saw too it that they could live comfortably in whatever hold they chose. They decided to live in Whiterun and have been able to restore a semblance of stability for themselves. They live in Breezehome, the've both proven themselves helpful and loyal citizens and the famously unavailable Carlotta Valentia has taken a shine to Simus. She and her daughter Mila were the first to welcome the Psyrakons and make them feel more at home. Over the past year Alice and Mila have become best friends and Carlotta has become a sort of counselor to the young, wounded girl. Providing some of the love and compassion her mother used to give. Alice has noticed that her father and Carlotta have been spending more and more time together and that many of the townsfolk consider them an item. This has made her father very happy and little Mila ecstatic but Alice has mixed feelings. On the one hand she really likes Carlotta as a person and needs her love but she's worried that Carlotta might try and replace her mother one day. Simus and Carlotta have assured her that that will never happen and that even though they really like each other it'll be a long time before they commit to anything serious. She trusts them and the judgement.

    Currently, Simus and Alice have been deployed to the Reach with a company of 100 Stormcloaks. Their mission is to purge and contain the Foresworn threat as the Imperials can't or won't do it themselves. They both know this is a blatant political move by Ulfric to win over Markarth's populace but considering it helps remove a long standing problem they're okay with it. The Jarl of Markarth has agreed to led Simus, Alice and their men come to Markarth when their soldiers need rest so long as they leave the Civil War at the gates. So far, everyone has agreed to this.

    Adventuring Party ONLY Questions:

    Motivation: Alice has decided to join the party out of altruism and because her father wants to help. She has interpreted their orders to mean they should help the citizens of The Reach in any way possible, no matter how meager the reward or mission. She's also noticed several strange disappearances in small villages such as Karthwasten and believes there may be more to this mission than slaying a couple of mangy wolves. She doesn't need the bounty money so she doesn't really care about getting a share.

    Role within the Party: As a Stormcloak, Alice has functioned as a scout, sniper and support solider. It's her job to make everyone around her fight better and this role will translate well to the party. Alice is very supportive of others and will go to great lengths to help someone she's travelling with or considers a friends. It could be anything from taking care of a wounded party member as they recover, giving someone a hug when they're sad or lonely or just listening to them talk about their problems. Even though Alice doesn't use poisons with her arrows as a rule she's a talanted alchemist and always carries copious amounts of potions of varying types. She has or can make a potion for just about any situation, be it a stab wound, a fever, drained magika or even something to help you sleep.

    Betrayal: Alice would never consider betraying the group she's with and will stop anyone who tries to do so.
     
    Last edited:

    Dabiene Caristiana

    Your friendly neighborhood weirdo
    Player Name: Dabiene Caristiana
    Character Name: Erebus Cacciatore
    Gender: Male
    Race: Imperial
    Age and Date of Birth: Unknown, orphaned with sister. Most likely age 22.
    Marital Status: Single
    Sexual Preference: Heterosexual
    Class and Combat Preference: Thief. Bow and Arrows. Uses poisons and plans out strategy ahead of time. Sticks to the shadows more than his sister. Uses light bows, from elven to glass. Will use iron arrows as a way to distract the enemy, then make a kill using high quality arrows. Uses daggers if necessary in hand to hand combat.

    Character Appearance:
    Eye color:
    Brown
    Hair color: Brown (light brown?)
    Height: 5'10
    Physical Stature: Slim, yet muscular. Light weight build, suitable for a thief.
    Armor/Clothing: Thieves guild armor or leather armor. Middle class clothing.
    Other: Clear complexion, narrow jaw, No scars on face, one long scar on his right leg although barely noticeable. No freckles. Both siblings have an identical tattoo on their shoulders. Erebus has one half of a star on his right shoulder, and Isabella has the same on her left shoulder. Both had these tattoos to symbolize their faith of a brighter future together, for better or for worse. They got their tattoos at the coming age of 16 with the permission of their adoptive family, the thieves of the Imperial City. Both siblings are slightly tan and have long eye lashes.


    Character Image: (This is almost spot on to how I imagined him, except with guild armor.)
    male_archer_by_rustveld-d5cle4i.jpg


    celtic-star-tattoo-75200.jpeg

    (This is what their tattoo looks like, except each has one half of the star on their shoulder.)

    Personality: Quiet and observant. Kind but slightly manipulative. Confident in his abilities, but not to the point of arrogance. Being in the Thieves guild he steals from the rich, and gives to the poor. Both Erebus and Isabella were orphaned at a young age. Due to this they understand the hardship of being poor, and share similar compassion for the poor, more than the rich. He is humble in his appearance and looks and although having many fellow thieves interested, he has never wanted to be in a relationship. As such, he may avoid advances from people. He fears spiders, failure of a job or duty, witnessing the death of his sister. His favorite food is chicken and loves the color green. He also has a slight chivalrous nature, if someone is being in danger he will do what he can to save or aide them. In all, a very relaxed and quiet young man.

    History: Both siblings were raised in the town of Bruma. However this is all that they remember or know of. A local thief was given word that the Cacciatores might have some valuable on hand. However when he got there, he saw two bloody corpses. One male and one female. Erebus' and Isabella's parents were murdered in their own home for unknown reasons. The family was middle class and well respected but they also had a few feuds with other families. But no one knows for sure why or who murdered them. The local thief took the children in and raised them until they were about twelves years of age. He would often disappear for weekends on end but had someone watch over them while they waited in his cabin for him, often being surprised by all the gifts he would bring to them. Their adoptive father taught them both archery, as well as how to sneak. Both developed their skills and when they were ready, on his last trip away he took them with him. It was then that the children learned he was the Guild Master of the Imperial city's local thieves. From then on, they honed their skills and trained with the guild members, doing jobs as much as they could, whenever they could get their hands on one. Erebus is more the strategic one, while Isabella is more of a 'running and gunning'. Both of their fighting styles fit so perfectly, that when the guild noticed when one was separated from the other on a job, they didn't do as well. They all agreed that they could do anything if they were both side by side, and allowed them to always go on a job together. At sixteen Erebus wanted to symbolize all they went through together, along with their coming of age. He suggested they each had one half of a star, to symbolize their hope of a brighter future together, no matter how horrible their life started. They would be together, for better or for worse.

    Background Story: Erebus decided that Isabella and him needed a break from thieving for a while. After asking the Guild Master, their adoptive father gave them permission to go wherever they wished for a year. Agreeing that even the happiest worker with the most well paying of jobs, needs a break. Isabella had recently become restless. After both of them grew into adults they had started to change in personalities. Erebus, even though he was always quiet and observant, wanted to make an honest man out of himself. Isabella however, still love the coin. Recently while on a job she had killed a man for his gold. Erebus was furious, as well as their father. After her brother suggested that they both needed a break from the guild to sort things out, she stubbornly agreed. They decided that Skyrim was a good place to start their adventure. Currently, the are in the hold of Falkreath.

    Adventuring Party ONLY Questions:

    Motivation: Erebus wants a sense of adventure as well as to get away from the rough and rugged life of a thief. Athough the aspect of gold is nice, he wants to see how well he would do in battle. Fighting a group of wolves seems like a great place to start, as well as meeting new people. He also hopes that this will help Isabella cool off her bull headed tendencies to rush ahead and ask questions later, thinking a life threatening situation and a taste of the outside world is what they both need.

    Role within the Party: Passive supporter as well as a strategist. He is willing to help the group out by sniping and causing distractions for the enemy so his allies have the upper hand. Erebus can also be a back up supporter for the rear end of the group.

    Betrayal: Erebus is loyal. Therefore he also feels it's cowardly and pointless to break an oath once it has been struck. No possible betrayal.
     
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    Dabiene Caristiana

    Your friendly neighborhood weirdo
    Player Name: Dabiene Caristiana
    Character Name: Isabella Cacciatore. Sometimes called "Bella" by her brother.
    Gender: Female
    Race: Imperial
    Age and Date of Birth: Unknown, orphaned with brother. Around age 22.
    Marital Status: Single
    Sexual Preference: Heterosexual
    Class and Combat Preference: Mix of warrior and Thief. Also uses Conjuration to summon Familiars. Closest class representation would probably be a mix of ranger and thief. Uses a longsword as a back up weapon for close combat. While her brother likes to snipe and sneak around for a better advantage, she rushes in "all in balls out". Summons her familiars then rushes in, running and firing. Very nimble and swift which helps if she is surrounded or in a tight spot. She uses a Steel sword, guild armor, as well as light bows like her brother. Uses the strongest and highest quality of arrows she can get.

    Character Appearance:
    Eye Color:
    Brown, but slightly more chocolate color than her brother
    Hair Color: Brown, or light brown
    Height: 5'10. Although slightly shorter than her brother
    Physical Stature: Very slim and athletic. Body is built for running long distances as well as constantly dodging of attacks
    Armor/Clothing: Always wears her guild armor. Her brother always jokes that she'll be buried in it. Proud of being in the Thieves Guild.
    Other: Clear complexion, narrow jaw. Scar on her right arm from an accident while practicing archery when she was young. No freckles. Both siblings have an identical tattoo on their shoulders. Erebus has one half of a star on his right shoulder, and Isabella has the same on her left shoulder. Both had these tattoos to symbolize their faith of a brighter future together, for better or for worse. They got their tattoos at the coming age of 16 with the permission of their adoptive family, the thieves of the Imperial City. Both siblings are slightly tan and have long eye lashes.

    Character Image:
    640x853_11673_Ranger_02_3d_character_female_archer_girl_woman_ranger_fantasy_picture_image_digital_art.jpg

    (This is what she looks like in battle, except she has longer hair, with a pony tail.)

    female_archer_by_rustveld-d5cldwr.jpg

    (What Isabella looks like with hair down, also what the quiver and bow would look like as well. Also what she would wear in public without her Guild Armor.)

    Personality: Unlike her brother who is more quiet and observant, she is more harsh and critical. Both are manipulative but Isabella is more prone to go even to the extremes for a bit of gold, jewelry, and gems. She is confident in her abilities but sadly she has become arrogant recently despite her brother confronting her on her attitude. She hates failing a job but even worse, hates seeing her brother get hurt. She doesn't trust many people outside of the Thieves Guild, and rarely trusts anyone else in said guild besides her brother and their adoptive father, the Guild Leader. She has a 'Come what may' attitude as well as a 'walk it off' response when something doesn't go right. Although Isabella is independent, she doesn't like being anywhere without her brother. Although the young thief would never admit it, she needs him as much as he needs her. She does however take pity on the less fortunate, much like her brother due to their harsh start in life. Isabella also thinks people as a whole are stupid. Even though she herself does stupid things, and her brother always gives her advice, in the end she always follows her brother. Overall, she is an independant smart-ass, who is slightly vain, likes fighting more than thieving, but also loves her brother and wants what's best for him. However... The call of gold always comes between her and her caring nature for her brother. Given the choice.. it would be hard to pick...

    History: (same as Erebus') Both siblings were raised in the town of Bruma. However this is all that they remember or know of. A local thief was given word that the Cacciatores might have some valuable on hand. However when he got there, he saw two bloody corpses. One male and one female. Erebus' and Isabella's parents were murdered in their own home for unknown reasons. The family was middle class and well respected but they also had a few feuds with other families. But no one knows for sure why or who murdered them. The local thief took the children in and raised them until they were about twelves years of age. He would often disappear for weekends on end but had someone watch over them while they waited in his cabin for him, often being surprised by all the gifts he would bring to them. Their adoptive father taught them both archery, as well as how to sneak. Both developed their skills and when they were ready, on his last trip away he took them with him. It was then that the children learned he was the Guild Master of the Imperial city's local thieves. From then on, they honed their skills and trained with the guild members, doing jobs as much as they could, whenever they could get their hands on one. Erebus is more the strategic one, while Isabella is more of a 'running and gunning'. Both of their fighting styles fit so perfectly, that when the guild noticed when one was separated from the other on a job, they didn't do as well. They all agreed that they could do anything if they were both side by side, and allowed them to always go on a job together. At sixteen Erebus wanted to symbolize all they went through together, along with their coming of age. He suggested they each had one half of a star, to symbolize their hope of a brighter future together, no matter how horrible their life started. They would be together, for better or for worse.

    Background Story: Erebus decided that Isabella and him needed a break from thieving for a while. After asking the Guild Master, their adoptive father gave them permission to go wherever they wished for a year. Agreeing that even the happiest worker with the most well paying of jobs, needs a break. Isabella had recently become restless. After both of them grew into adults they had started to change in personalities. Erebus, even though he was always quiet and observant, wanted to make an honest man out of himself. Isabella however, still loved the coin, whether she got it by fighting or thieving. Recently while on a job she had killed a man for his gold. Erebus was furious, as well as their father. After her brother suggested that they both needed a break from the guild to sort things out, she stubbornly agreed. They decided that Skyrim was a good place to start their adventure. Currently, they are in the hold of Falkreath.

    Adventuring Party ONLY Questions:
    Motivation:
    Isabella joined Erebus on his thrill for adventure. She stubbornly agreed to join after begrudgingly realizing her lack of maturity, as well as her 'acting out' while on jobs. She knows her brother means well but still, she hopes that they both at least make a little money on their adventures.

    Role within the Party: Aggressive supporter. Usually how the twins operate is Isabella summons her familiar as a back up, all the while running in and firing her bow away. Erebus would then sneak around and pick off other targets from the back, who wouldn't be noticed if they were down. After he kills more than half, he joins in the fray if his sister needs help. Otherwise he keeps to the shadows. Isabella will continue to fight with her bow until she needs to draw her Steel longsword.

    Betrayal: Possible betrayal. If the reward or reason is good enough.
     
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    Blitzz

    A Friendly Brit
    Player Name: Blitzz

    Character Name: Rothark Everyn

    Gender: Male

    Race: Breton Vampire Lord

    Age and DoB: 284 (Appears to be in mid-thirties), 14th Frostfall

    Marital Status: Widower. Was married to Jorla Everyn, with two young children, but all of them were killed to teach him a lesson.

    Sexual Preference: Heterosexual

    Class and Combat Preference: Rothark is a powerful necromancer and bloodmage. While capable of raising and conjuring all sorts of allies to do his fighting for him, Rothark normally switches to his Lord form for combat. In this form he has access to an incredible amount of magical power, including the abilities to throw, paralyze and drain the life essences from his enemies. He is talented in necromancy and as a result can resurrect numerous fallen comrades for extended periods of time, sometimes up to a few days, although no trace of who the person was before remains; they are a simple thrall bound to their master's will.

    Character Appearance: Rothark is 6'1" and weighs around 155lbs. He is athletic and slight in build, not requiring a lot of physical prowess do to his aptitude with magic. His eyes faintly glow orange, but not enough to distinguish him as a vampire without close study, allowing him to blend in with mortals effectively if need be. His face is rugged and his features chiseled. He is quite an attractive man. His hair is long and blonde, falling freely around his face, and light stubble covers the lower half of his face. His skin is fair, and completely unmarked, apart from a small tattoo on his left arm of an ouroboros around his bicep.

    Rothark often wears completely black vampire armor, with a few added plates on the chest, arms and shoulders, with high knee-length black boots. When he is out and away from the Coven, integrating with society, he wears a black jacket over a red tunic and pants, with the same black boots. The dagger he carries at his waist is purely ornate; it is blunted and would be completely useless in a fight, but it looks good and makes him less likely to be targeted by attackers.

    Character Image:

    7e63354c0253e5eeb1d9cb0f41318295.jpg


    Personality: Rothark is truly evil, even by vampire standards. His lust for bloodshed and misery prove him to be on the verge of psychopathy. His maniacal nature causes him all sorts of trouble, but he has managed to learn to control his urges while blending in with the general populace. Nothing gives him more pleasure than reveling in the suffering and misery of others. When he can, Rothark likes to wine and dine innocent women before enthralling them, returning them to the Coven's lair, and subjecting them to unimaginable torture. Most of the men there rape them frequently, before Rothark is usually the one to tear their throat out. His nature is truly destructive and chaotic.

    Rothark is an incredibly well respected and looked up to member of the clan. One of the oldest, he is experienced and has come to master the ways of his curse with remarkable skill and prowess. He is a good and effective leader, a cunning and devious mastermind. His intelligence exceeds most, as he spent the first forty years studying the nature of vampirism and recording all of his findings in a massive compendium, kept in the library area of the Coven's lair. Not many ever gain access to this vast wealth of forbidden knowledge, containing information on the true power behind the blood curse and the nature of relations between clans. He is a studious man with a hunger and desire for knowledge that borders unnatural.

    To his friends and family, Rothark is a humble, kind and funny character. He is trustworthy and reliable, and many see him as the true figure of authority among the clan despite him not actually being the leader of the group. His word and opinion is valued by all, even those above him, and there are few who are stupid enough to doubt his power.

    Despite everything, Rothark is very rarely an isolationist. He enjoys socializing with fellow vampires and mingling with the outside world. At the very least, when conducting research and studies, he has his two Death Hounds close by, Erebus and Tartarus.

    History: Rothark was the only child of two Breton parents living in Markarth. His father was imprisoned in Cindha mine while Rothark was only two, and was killed in a fight while serving his sentence. His mother was a barmaid, working in the Silver-Blood Inn. Rothark was nothing special as a child. He was scrawny, weak, unintelligent, and had poor social skills. His mother struggled to support him with the little money she earned, and was constantly harassed at work, leading to her coming home from her job frustrated and angry; anger which was often taken out on Rothark, but very rarely physically.

    Rothark came into his own as soon as he was sent by his mother to train under the Jarl of Markarth's court wizard. He became fascinated with the arcane arts, particularly Conjuration magic. Now a child of thirteen, Rothark began studying under the court wizard in magic, and began studying every day and night, spending ridiculous amounts of time reading and writing. He wrote a journal, a diary of his time studying, which currently remains in the Court Wizard's quarters in Understone Keep. He slowly became dedicated entirely to magic, often not coming home from the Keep, staying to work there overnight.

    Seventeen years old, Rothark had become adept in the school of conjuration. His knowledge was now unrivaled in the Keep with the exception of the court wizard. Rothark decided to set out with a team of guards to travel Skyrim, recording all of the beasts and plant life in the region, as well as studying its uses, compiling the information he gathered into a large compendium. The group made it as far as Solitude, but on their trek through the marshlands around Morthal they were attacked by bandits. Rothark and three others survived the attack and took shelter in a nearby cave for the night. The cave was, however, home to a cult of Necromancers.

    Now with Rothark as the lone survivor, having watched his escort executed and drained of their blood before his very eyes, he was faced with a choice. Die like the rest, or join the cult. Of course, Rothark chose life. Already gifted in conjuration magic, he quickly began to excel at his new occupation. All of Markarth assumed him dead. He stayed with the Cult for ten more years, becoming an expert in necromancy, before he was told the true seat of the cult's power. All of them were vampires.

    Rothark had yet another choice to make. Die, or give himself over to the blood curse. Again, Rothark chose life, but more importantly, he chose power. He had seen what the other cult members were capable of, and was fascinated that he could one day wield such absolute power. A year later, Rothark was still not a vampire. The Cult claimed that they were preparing him, and the next three years were full of meaningless tasks and endless torture. It was in fact Rothark's willingness and resolve that they were testing, his true determination and desire to live. Now thirty-one, he was finally ready.

    While staying with the Cult, Rothark married one the members; Jorla, an Imperial from Cyrodiil. Together they had two young children and another was stillborn. The two children did not make it past infancy. Apparently, relations between Cult members were forbidden. Love made a man weak, he was taught, and soon he was taught in blood. Jorla and Rothark's two children were slaughtered in front of him; their throats slit from ear to ear and the blood splashed over three black soul gems. Those gems hang on a chain around Rothark's neck, to serve as a reminder of what he once had, and how easy it was to lose it all.

    Rothark's ritual was quick and clean, unlike most. He was now a vampire, aged thirty-two. Still furious about his family's slaughter, he used his new-found power to rampage, slaughtering the three cult leaders. The rest bowed to him, but he fled. After a few months of travelling, he was taken in by the Volkihar clan. They recognized his power and potential and gifted him with the Lord's blood. He stayed and studied with them for around 60 years, using their enormous facilities to perfect his magical expertise and write many more books on history, magic, and life.

    Rothark was seen as a threat by the clan's leader. He was well respected and liked. So he was banished. Rothark set about trying to establish his own bloodline, and managed to establish a coven of five or six, before they were hunted down by the Jarl of Falkreath and all but Rothark put to the sword. Afterwards, a now 112 year old Rothark lead a solitary life. He lived in Whiterun, trying to blend in, for around 30 years before people got suspicious of him not aging. He pulled up stakes and lived another 30 years in Whiterun, then Riften, then 35 in Windhelm. Eventually, at 237, Rothark decided to try and find a new Coven. He came accross a group dwelling in a cave near Markarth, his former home, and decided to settle with them. There was a lot of instability, constant power struggles and conflict, but eventually they managed to stabilize. Rothark returned to his work, studying and learning and perfecting. The Coven he joined still stands, but in a new lair nearer to Markarth, in the mountains, with a new leader and around ten members.

    Backstory: Rothark was last seen by his close friend Garred, another vampire in the Coven, entering the room at the back of the cave that serves as a study area. he has not been seen for a few days, as he often spends a lot of time in their in large chunks. He is currently working on writing a journal of his experiences as a vampire living among society.

    Turning Point: Rothark joined the clan when he was faced with death or vampirism. The thought of such power appealed to him and his maniacal personality. He wanted to become ever more powerful and perfect the art of bloodshed. His insatiable thrust for knowledge and control caused him to gravitate towards vampirism, and when the chance came to settle in with his current Coven, he was more than eager to take the chance to develop his knowledge and magical prowess.

    Role within the Coven: Rothark is a high-ranking and well-respected member of the Coven itself. He is not in any direct position of power, but his word is so highly respected that even leaders in the Coven listen to him and heed his advice. Many suspect him of indirectly running the Coven; manipulating leaders into fulfilling his own personal agenda. This is, in part, true, except that much of his personal agenda is in the Coven's best interest, and he tries to control the leaders so that he can help the Coven advance and grow.

    Redemption: Rothark would never leave the Coven by choice. He would only leave if forced to, and would only ally himself with an enemy of the Coven if he felt he had been betrayed; he would use all of the knowledge he has gathered and use it to seek revenge on those who wronged him. He could be persuaded to leave the Coven if the opportunity for higher knowledge and power arises, but would not fight against the Coven if this was the case. He would never voluntarily give up his vampirism, which he sees as a 'gift'.
     
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    Simus

    An Excellent Site Member
    Player Name: Simus

    Character Name: Simus Psyrakon

    Gender: Male

    Race: Imperial

    Age and Date of Birth: 51. Born on the 19th of Sun's Dawn in 4E 147

    Marital Status: Widowed. Currently in a relationship with Carlotta Valentia

    Sexual Preference: Heterosexual

    Class and Combat Preference:
    Simus is a duskblade. A master of sword, spell and heavy armor. He's always called himself a spellsword however, as duskblade is an Aldmeri word and no self-respecting human would use and elf word to define himself. He's a master of destruction magic, particularly fire and lightning, and he's deadly with any weapon, from a mighty warhammer to his bare hands. His favorite way of fighting is dual wielding longswords or a longsword and shield. He has two ebony longswords that he forged himself, Ashes and Cinders and The Chill of Death. The first is enchanted with fire and lightning and the second with frost and a soul trap enchantment. He also has a large dragonplate shield he uses with Ashes and Cinders if he requires a defensive stance or he's taking heavy arrow or spell fire.

    Simus always fights to win. He studies an enemy with great care and patience and he does everything he can to avoid a fight with a friend or stranger. Once he commits to battle however, he shows no mercy and holds nothing back. He charges an enemy with a battle cry that focuses him and disheartens the enemy. He kills his enemies in the most efficient and painless way possible and has usually figured out the best way by the time combat begins. His favorite ways are to either use the momentum of a charge to skewer an opponent with both his swords, stab through the stomach with one and decapitate with the other or to uses his swords like meat cleavers and hack an enemy apart. If magic is needed Simus will use two handed fireballs for large groups, two handed chain lightning for small groups or two handed thunderbolts for individuals. In a tight spot or in melee combat he uses flames, sparks or lightning based touch spells to cripple or kill an enemy. He stops only when his opponent surrenders or is dead. If an enemy surrenders Simus will accept and honor it but will kill that enemy at the first sign of deception.

    Character Appearance: Simus is 5' 7" with pale skin and a lean, muscular build with many scars. Despite his age he's kept himself strong and healthy and can go toe to toe with younger, stronger men. He has shoulder length straight silver hair and a warm smile on his face. His left eye is blind and he has four large scars running from the top of the eye to the bottom of his left cheek. The scars were given to him by a particularly nasty high elf wielding a particularly nasty lightning-enchanted claw during the Great War.

    Simus wears a suit of Stormcloak blue dragonplate armor enchanted to fortify stamina and reduce the magika cost of his destruction spells. There is a large black Stormcloak emblem on the back, making his loyalties unmistakable. The dragonpalte gloves, dragonplate boots and jade and sapphire circlet he wears also reduce the magika cost of destruction spells and fortify his carry weight. He's also enchanted his wedding ring, a simple gold band, to fortify carry weight and strength when wielding swords. His polished silver Amulet of Talos has the same enchantments. He still wears his wedding ring despite being a widower because of its obvious practical value and to remember his wife Amy, which he still hasn't gotten over completely.

    Simus forged all of his jewelry but did not make his dragonplate armor or shield. They were obtained after a dragon ambushed a platoon of 30 Stormcloaks he and his daughter Alice were leading into the Reach. The dragon killed 9 men and the rest were terrified but Simus was able to keep them focused, support his archers and battlemages with his own destruction magic and together they were able to kill the beast. Over two days, they were able to salvage some of the dragon's bones and scales and when Ulfric heard of this he declared Simus a hero and gave him the nickname Ice-Veins for keeping so cool and focused in the face of terrible odds. Ulfric sent the materials Simus and his men collected to Eorlund Gray-Mane in Whiterun with a great deal of money and a mandate to make a suit of armor worthy of a champion. It took the old smith a month and was the biggest challenge he had in years but he made Simus the best armor he's ever seen and painted it blue to support the cause.

    Character Image:
    4107-af86db56fb88e3cbbfc5cdaf1e362258.jpg


    Personality:
    Simus has all the grace and refinement that would be expected from an Imperial and as such is a persuasive speaker. He's a kind and generous man who deftly mixes the energy of youth and the experience of age. Service in the Legion during the Great War, as well as decades of adventuring have let Simus experience a great many things and he is eager to teach others that seek guidance. Simus feels that the current Empire is not the one he fought for thirty years ago: It's become intolerant, corrupt, and it has allowed Cyrodiil, its heart and his home, to become ravaged with strife. He cannot in good conscience defend this Empire, and he sees the Stormcloaks as a force of renewal, rather than destruction. As such, he himself is an active Stormcloak and has a true desire to help them liberate Skyrim. He, Ulfric Stormcloak and Galmar Stone-fist are all served in the Legion together during the war and have managed to stay in touch over the years. Simus and General Tullius are also old legion friends, but they haven’t spoken much since Ulfric killed High King Torygg and they found each other on opposite sides. Simus is glad to be fighting alongside old friends again, but he’s leery of Ulfric’s motives, and believes the he can be a good High King only with proper guidance. However, Simus still believes Skyrim's liberation from the Empire to be its salvation, not its damnation. One Skyrim is free, it can help to do away with the old empire and create a new one, just as Tiber Septem did during the second era.

    On the battlefield, Simus is fiercely protective of the soldiers under his command. This has earned him their absolute loyalty, and he feels like a father to many of the younger men and women under his command. He regrets having to kill fellow imperials and Nord loyalists however. He understands and respects their loyalty and sees it as wasted blood when the Thalmor are the real enemy. He knows that the Stormcloaks and the Legion are going to need each other, regardless of who wins this war, when the second Great War inevitably occurs. He understands however that this war is long past diplomacy and is prepared to cleave through every Legion soldier in Skyrim if that's what it takes to restore peace.

    History: Simus was born in Bruma in 4E 147 and grew up around both Imperial and Nord culture. His father was born and raised in Skyrim while his mother was native to Cyrodiil. Simus traveled both lands extensively during his childhood and teen years. Despite his traditional upbringing he was interested in magic from a young age and loved to read spellbooks before bed. He also practiced swordplay with other boys and was interested in smithing, getting a job running errands for the local Nord blacksmiths as soon as he was old enough. As he got older he became increasingly bored in his safe, secure home and when he was 16 he finally had enough. He joined the Legion, lied about his age and asked to be stationed in Anvil. This was 5 years before the Great War and tensions between the Empire and the Dominion were already tense. By 171 Simus was 21 and he had had a distinguished, if unremarkable, career in the Legion. He had proven a good soldier and had worked his way from an auxiliary (private) to a quaestor (sergeant) but he was restless. He was unsatisfied with routine patrols andborder reconnoissance and tensions between the Empire and the Dominion were at a boiling point. When Simus heard about the "gift" the Empire received from the Dominion consisting of a wagon filled with the heads of every Blade in Summerset Isle and Valenwood, he was so mad he was ready to charge into Valenwood and kill all the elves. He constantly made trouble in camp and urged his fellow soldiers and Anvil's townsfolk to strike at the Dominion while the iron was hot. This frustrated his superiors to no end but rather than discipline the hot headed brown haired, blue eyed boy from Bruma they decided to sublimate his energy. He had a knack for smithing and enchanting and they convinced him that if he wanted to really help the Legion be ready for the Elves he'd be more help with a hammer and forge than with a sword.

    Simus learned quickly and threw himself into his work. He was a natural at it and began making weapons and armor by himself after a few months of training. He also enchanted them when he had the materials but soul gems were expensive and the Legion didn't provide them so he had to provide them himself. He was able to sell what he made though and he made enough money enchanting gear for well off soldiers and officers to continue his practice, eventually becoming quite good at it. By the time the Great War began Simus had made, enchanted, repaired, maintained or otherwise improved every piece of gear in his company and earned himself the nickname "steelshaper." The war was where Simus truly saw the value of his work and where he saw firsthand the effectiveness of well crafted gear. Good shields and armor saved lives and good weapons could kill the enemy before he had a chance to strike back, preventing wounds now the healers didn't have to treat later. This only fueled Simus' passion for smithing and enchanting and he was eager to go out into battle and use what he created, not just create it.

    Six weeks after the War's beginning he would get his chance. In order to invade Hammerfell, Lady Arannelya bypassed the Imperial defenses at Anvil and Kvatch but that didn't stop the Legions there from trying to slow them down. Simus was still stationed in Anvil as part of the Infamous Eighth Legion and a 300 volunteers were called up to harass Lady Arannelya's forces to try and give Hammerfell more time to prepare. Simus volunteered for this outfit but his request was denied due to his valuable smithing skills. His commanding officer said he was needed at Anvil with the rest of the Legion. He disobeyed orders and went anyway. At first things didn't go well. The commander of the force was inexperienced with guerrilla warfare and tried to stop Arannelya's advance with ineffective and costly open field battles. Any ambushes he was able to plan were sporadic and disorganized and within two weeks he was down to half his force. Morale was low, his men were barely loyal and he was being threatened with recall. During one last vainglorious battle he died but Simus was with him in this battle and was able to assume command. He proved himself a much better commander and was not only to pull the forty man force back to safety but kill over fifty Dominion soldiers in the process. Under Simus' command and change to dedicated, coordinated ambushes and supply raids the unit progressed much better. Simus always led every charge and used two steel swords to fight bravely, fiercely and without mercy while still maintaining a commander's bearing. Legion soldiers and civilians alike started calling Simus 'The Slayer' and his men, officially listed as the 100th Raiding Battalion, became known as Simus' Slayers. The name stuck and the men became local heroes with Simus as their figurehead and leader. For three weeks Lady Arannelya's forces were bogged down in a nasty guerrilla war and Lord Naarifin, the commander of the Dominion's main army in central Cyrodiil, was bogged down fighting the Empire's other Legions and too far away to help. The Slayers lost another 65 men in the fighting but had killed over 700 Dominion soldiers and had bought Hammerfell's forces valuable time. When Simus finally did have to retreat back to Anvil he was awarded several medals for bravery, promoted to Praefect (Lieutenant) and gifted a full set of heavy imperial armor which he would wear for the rest of the war. It was much heavier than his studded imperial armor but was much better quality and at the time was worn only by commissioned officers. He couldn't help but feel proud.

    The Slayers were reinforced, sanctioned as a special unit of elite soldiers under Simus' command and sent to hotspots all over Cyrodiil during the war. Their deeds were great and many and their actions gave people hope. Simus became a local celebrity and always put on a happy face for the populace and his men but the war was taking its toll. The middle years of the war were difficult for him and until the war's end they would only get harder. The battles the Slayers fought got harder and harder and it seemed that no matter how hard or decisive a blow they struck at the Dominion it never had a lasting impact. The war dragged on and on and Simus started to lose faith as he lost more men every week. In 172 Anvil fell to the Dominion and the Slayers took heavy losses during the evacuation. By 173 they had fallen back to the Imperial City and were struggling to hold the Dominion back on the west bank of the Niben River. Than they were pushed back to the east bank. Than finally to the city itself. By 174 the Imperial City was completely surrounded. The Slayers had been reinforced and were up to 150 men but over half were replacements. Out of the 152 men Simus had led at the war's start, only 53 were left. Fewer than 20 would survive the war.

    The Sacking of the Imperial City was the worst time of the war for Simus. It scarred him like no other and he still has nightmares about it to this day. For four miserable months the Slayers and the rest of the eighth legion fought, desperately defending the southern walls against the Aldmeri advance. Thousands of men died defending those walls and thousands more ran the grass outside the wallls red with their blood. Altmer, Bosmer, Khajit, Argonian mercenaries: all cannon fodder to soak up the legion's resources. The Thalmor used piles of their own dead for cover, there were so many. Simus himself killed dozens with fireballs, lightning bolts, ice showers, fury spells. Finally engaging advancing Aldmeri soldiers in melee combat when they tried to scale the walls or take a gatehouse. By the end, the Thalmor took the walls by building a great ramp of bodies from both sides. Charred, broken bodies blown apart, pulled apart, torn apart by magic. All that blood, the screams of the wounded, the moans of the dying, the cries and roars of the living, the inescapable stench of death. During this time Simus met a young Blade and healer named Amy and they helped each other bear the siege's horrors. The became fast friends and grew fond of each other. Soon after, they loved each other. Some days were so desperate that they only time either was happy was in the other's arms. Amy and the other healers saved as many soldiers and civilians as they could but their efforts were never enough. They never had half of what they needed and most of the Blades were destroyed by then so Amy could not draw on her order. For some the slaughter was too much. Some men went insane and killed themselves. Others threw themselves into hopeless battles just to escape. The only reason Simus, Amy and 91 remaining Slayers survived the slaughter is because they ran. They ran like dogs with their tails between their legs. They disobeyed direct orders and ran when the Eighth Legion lost the walls, the Emperor had escaped and it became clear that all was lost. Simus and Amy led their men out of the city but let hundreds of civilians and the rest of the Eighth Legion die. They've never completely forgiven themselves for that terrible defeat.

    By the winter of 174 the Slayers were demoralized, exhausted and down to less than half their men. A mere 71 out of 150. Simus himself was depressed and felt hopeless. He had lost both his parents in the Imperial City and there was little Amy could do to comfort him. He and his men were dug in along the southern approach to Bruma. The sat in the wet snow and freezing mud and felt the war was lost. The Emperor met with Dominion envoys several times who wished to discuss surrender and he seemed to be giving into them. One day Simus climbed out of his foxhole cold, dirty and hungry, marched into Bruma and demanded to see the Emperor in the warm longhouse that was his headquarters. He pushed his way past the Penitus Occulatus agents and Legion soldiers who tried to stop him, almost breaking the arm of one, and slammed his fists on the Emperor's desk as he was eating a warm dinner of steak and salmon. "Why!?" Simus demanded "Why Sire!? Why have you given up on our people!? Why have you given up on your soldiers who still fight for you!? Why do you bend ever further for the elves who take our land, take our cities and kill our people!? Why do you do this!?" Simus started to cry in front of the Emperor. He was desperate for an answer, any answer. The Emperor put down his dinner, stood up and walked over to Simus, turning his chin up so as to look him in the eye. Though they had never met The Emperor knew Simus well and was inspired by his strength and courage. He admired how the boy fought and led in even the darkest times and now he needed to be led himself. "I have not." He simply said. Simus looked confused so the Emperor clarified. "I have not given up on anything Simus. Nor shall I, so long as there is a single free man in Cyrodiil." Simus was shocked that Titus Mede II, the Emperor of Tamriel, knew his name but he continued to listen. "Lord Naarafin believes he has won. He has taken our city, defeated our armies and pushed me to the snowy north. He believes the war is all but one. I see no reason to correct him. After all Simus, what's the best time to strike an enemy?"

    "By making him drop his guard?" Simus asked, sincerely unsure if that was the right answer.

    "Good, and what's the best way to get an enemy to drop his guard?" The Emperor asked.

    "By appearing beaten...when you have a plan..." Simus said, slowly coming to a realization. The Emperor was playing the Dominion.

    "Exactly." The Emperor said. "You look very cold Simus. Please, sit down and have dinner with me. Stay here tonight. Rest. You'll need it in the coming days."

    "As you wish Sire." Simus said, allowing himself to feel something he hadn't felt since the war began. Hope.

    It was the first time in weeks Simus had hot food, a hot bath and slept in a warm bed. He remembered what it felt like to be comfortable and by the next day he felt as if he'd had a month of rest. But it was more than that. The Emperor's words rang in his head and he felt faith. Confidence that the Emperor, the man who led the Empire and whom Simus had sword to serve had not only given up but had a plan to win the war. He went back to the line and was able to spread some of this hope to his men. It was not false hope. Two days later General Jonnah arrived with his legions from Skyrim and General Decianus from a long and bloody but successful campaign in Hammerfell. The Slayers were again reinforced but this time with hardened veterans. Nords, Bretons and even Redguards joined the Cyrodillic ranks and had heard about Simus' reputation, just as he had heard of theirs. One of the new soldiers was a young man named Ulfric Stormcloak and a bear of a lad named Galmar Stone-Fist. Simus became fast friends with these two Nords and they would save his life again and again over the years. When the Battle of the Red Ring came the Slayers were at the front of General Jonnah's advance and led his Nord Legionnaires into battle. Simus led his men with renewed faith and told them that it was their job to kill as many of those Thalmor sons of bitches as possible so The Emperor didn't have to. General Jonnah noted how they carried out their missions with pride and enthusiasm he had rarely seen outside of his own legions and never in such a diverse force. The Slayers served as a force of spearmen, armed with heavy armor, tower shields and four foot spears with Simus, Ulfric and Galmar leading them in three groups. The made up the core of General Jonnah's shield wall and pushed the Thalmor back meter after bloody meter. Once the Imperial City was surrounded on the morning of the fifth day, Jonnah ordered the Slayers into the city to find and kill Lord Naarifin and bring his head to The Emperor. The Emperor's troops assaulted the city from the north just as the Slayers arrived and they were unprepared for an attack from two points at once. The Slayer busted into the city from the south with only scattered resistance and were reinforced by other Legion forces when the reached stronger resistance. Simus himself found and confronted Lord Naarifin and demanded his surrender but the Altmer general saw Simus as no more than a boy and laughed. After less than a minute of single combat Lord Naarifin slashed Simus across the face with a deadly lightning claw, a lightning enchanted bladed glove with four small blades at the end like those of a wolf. The left side of Simus' face was covered in blood and his left eye was split in two. The blow should have killed him but sheer will kept him alive. Lord Naarifin stood triumphantly over Simus' broken body and held off the Slayers who tried to help. He killed three and wounded six but they slowed him down enough for The Emperor himself to come with reinforcements and capture Lord Naarifin. Simus and his men were rescued and the unit as a whole was given a commendation for their extraordinary service. Simus himself was given the Legion Medal of Honor and a purple heart which he accepted from a hospital bed.

    The Slayers, under Ulfric's command, did some mop up operations but for Simus the war was over. It took three weeks for him to recover, he lost his left eye and he still bears the scars to this day but when he was finally discharged the Empire was at peace. He didn't know about the White-Gold Concordat at the time and he didn't care when he found out. He was just happy the war was over. He eventually became angry about the changes the treaty brought to Cyrodiil but he was mostly able to live with it. He and Amy got married, settled in the Imperial City and in 177 they had their first boy Stephen. Six years later Alice and Titus came along anf after another 8 Cilla. Simus served as a commander in the Imperial Watch in the Imperial City and retired in 197 as a Legate after 30 years of service. He and Amy bought A Fighting Chance, a weapon shop in the Imperial City where Simus smithed gear and Amy ran the books. The settled into what they thought would be a quiet retirement. It would not last.

    Simus is a devout worshiper of Talos and he and his family took their worship underground when the Great War ended and Thalmor oppression in Cyrodiil began. His wife Amy was a Blade who had outlived her order and left it behind after she married Simus. One year before Alduin’s attack on Helgan he and his family were found out. They escaped their home in the Imperial City with the Thalmor hot on their heels. When they reached Bruma, the contact who was supposed to book passage for them to Skyrim sold them out to the city guards. Rather than be handed over to the elves by his own Imperial brothers, Simus decided to fight his way out. He had made many friends all over Cyrodill during his career as an adventurer and his service in the Legion, so a great many rose up to help him and his family escape. What followed was a bloody street battle that resulted in their escape, but not before the Thalmor caught up with them. On the slopes of the Jerrall Mountains, the Psyrakon family made its last stand. Simus’ wife sacrificed herself so that the rest of her family could cross the border, fighting with the might of a mother and the skill only the Blades could have. After seeing his mother ran through, Simus’s youngest son Titus flew into a rage and attacked the elves. Simus and his older son Stephen tried to hold him back while his two daughters, Alice and Cilla, tried in vain to save their mother, but it was too late. Simus ordered his children to run and hide and Titus, Stephen and Cilla did as their father commanded. Alice however stayed behind and fought beside him. She was not the warrior her father and brothers were, but she fought with courage and rage, buying them all time to escape. The Thalmor easily overtook her however and her roars of rage turned to cries for mercy as they ran a sword through her left shoulder, leaving a nasty scar. Simus fought with the rage only a father could feel and killed the rest of their attackers, but he was too wounded to go on. He pleaded with Alice to run and, tears streaming down her face, she did as she was told. She made it several feet before falling face first into the snow.

    Alice was found by a dunmer priest of Mara the following morning and taken back to the Imperial City to rest. Simus, being covered in snow, was overlooked and woke up with only his wife’s frozen corpse. He himself was found by old comrades from the Legion, former Slayers who he had kept in contact with and who had remained loyal to their commander and hero. They were able to get him healthy enough to get back to the Imperial City and look for Alice. She was the only one not in Skyrim they told him and she was in danger while alone in the city. Simus spent a week looking for her and became desperate after no progress. He became belligerent with some guards and was thrown in jail to be executed, at the special request of the Thalmor Justiciar Ondolemar (Yes, he is the Thalmor Justiciar from Understone Keep in Markarth). Alice however was able to make some new friends in the city and they were able to break into Simus prison and set him free, foiling the Thalmor’s second attempt to kill them.

    The two were overjoyed to be united, and after staying with Alice’s new friends for a while they both headed to Skyrim to join the Stormcloaks, find their family and rebuild their lives as best they could.

    Background Story: Right now Simus and Alice are serving as officers in the Stormcloaks. Ulfric and Galmar had not forgotten their Imperial brother, especially after he helped them retake Markarth from the Foresworn two years after the Great War. Both men were moved with pity at the fate of their brother's family and the struggled he and his daughter now faced so they welcomed into the Palace of the Kings as family and gave him a Commander's commission in the Stormcloaks, knowing that such an experienced soldier would be a huge advantage over the Legion. Ulfric wanted to make sure his friend was ready to face his own country however and after a long talk Simus decided that he was. He told Ulfric that he would do what needed to be done but look for every possible way to avoid spilling Legion and civilian blood. This was good enough for Ulfric. After a few days Simus and Alice left Windhelm and Ulfric saw too it that they could live comfortably in whatever hold they chose. They decided to live in Whiterun and have been able to restore a semblance of stability for themselves. They live in Breezehome, the've both proven themselves helpful and loyal citizens and the famously unavailable Carlotta Valentia has taken a shine to Simus. She and her daughter Mila were the first to welcome the Psyrakons and make them feel more at home. Over the past year Alice and Mila have become best friends and Carlotta has become a sort of counselor to the young, wounded girl. Providing some of the love and compassion her mother used to give. Carlotta and Simus have spent more and more time together and are deeply attracted to one another. Many people in town consider them a couple so the figured that's what they were. Alice has voiced her concerns about this and about her fears that her mother's memory will be forgotten. Simus and Carlotta completely understand her fears and assure her that they will never come to be. They're both adults, they've both been married and they both have daughters that need to be okay with them being a family. They'll take all the time necessary to make sure they're right but Simus is considering asking Carlotta to marry him. It won't be until his children are found and their families can live together but this is his intention. When the time is right he will ask and she will say yes.

    Currently, Simus and Alice have been deployed to the Reach with a company of 100 Stormcloaks. Their mission is to purge and contain the Foresworn threat as the Imperials can't or won't do it themselves. They both know this is a blatant political move by Ulfric to win over Markarth's populace but considering it helps remove a long standing problem they're okay with it. The Jarl of Markarth has agreed to led Simus, Alice and their men come to Markarth when their soldiers need rest so long as they leave the Civil War at the gates. So far, everyone has agreed to this. Both are currently in Markarth on furlough.

    Adventuring Party ONLY Questions:

    Motivation: Simus has joined the party because any disappearance in The Reach needs to be investigated. He and his men are not very welcome and any trouble that happens may land on their heads. Despite his best efforts many of The Reach's Nords see him as an enemy and he wants to dissuade that. He's also looking for something to do while on furlough. He's free for another week and has already been resting for four days. He's getting restless and wants to do something. Considering Alice would follow him to Oblivion if he asked she's coming along too. Some of his men are on furlough with him and even though he's assured them that he and Alice can handle themselves they may end up showing up anyway. Also, a bit of favor from the Jarl and some extra septims wouldn't hurt.

    Role within the Party: Simus has lived a full life and has seen and done a great many things. He knows a lot about a lot and will serve as a sort of adviser or sage for any group he's in. His experience lets him be a persuasive speaker and he naturally assumes a leadership role in a vacuum. He can lead the party, serve as a mediator or be its spokesperson with authority figures. He's also a hardened veteran of countless battles so he takes orders well and acts on them without fear or hesitation.

    Betrayal: Simus would never consider betraying the group he's with and will stop anyone who tries to do so.
     
    Last edited:

    fellowknight

    The Devil In The Details
    (Update: All CCs are being revived and updated. The previous statement about a problem with TheCaptain using Barnan's appearance is no longer valid. I've relinquished the appearance/armor, but not the name. Thanks for reading and enjoy!)

    Player Name:
    Fellowknight

    Character Name:
    Baroth Hermingfel

    Gender:
    Male

    Race:
    Nord

    Age and Date of Birth:
    ???, looks 43, Born 5th of Morning Star, Turdas.

    Marital Status:
    Single/Widowed

    Sexual Preference:
    Straight as a stick ladies :cool:
    (Wait...sticks aren't that straight are they?...damn it...)

    Class and Combat Preference:
    Baroth is, or can be closely classified as, a knight. In any large crisis or sudden outbreak of chaos, Baroth does his utmost to be there or at the very least attempt prevent it. Now, this doesn't mean he runs around the planet, flailing his sword at every wasp destined to sting someone. People die, and most of the time, there's nothing you can do about it. Baroth has accepted this. But, that said, Baroth does his best to prevent, control, contain, or at least fight the major epidemics that happen to spring up in Skyrim, and in a few cases, the world. However, as far as knights go, Baroth doesn't consider himself to be among them. At best, he defines himself as "a lost man, looking for nothing to gain".

    In combat, Baroth tries to subdue the attacker into submission in order to avoid unnecessary bloodshed. But this is not always the best route, as the assailant may have a group of friends. If and when forced to fight, Baroth prefers to get in close with his trusted sword and shield, so as to either overwhelm, or 'suffocate' his attacker with flurries of counters, slashes, uppercuts, and shield-bashes. Baroth has learned that he can't spend an entire battle behind his shield, and needs to be prepared to have it flailed or disarmed from him. And when it is, Baroth always has a thick and sharp tungsten knife hidden in his right boot and another in a small sheathe buried in his left gauntlet.

    Baroth has also learned a small selection of basic and advanced skills and methods in Archery, Spell-casting, Stealth, Hand-to-hand, and Free-running (despite his growing size.) On an off-note, Baroth has also learned about the human anatomy, how long bodies have been deceased, and multiple languages commonly spoken.

    Character Appearance:
    Being of pure Nedic decent, Baroth has retained his strong masculine features, such as his jawline, his nose, his dirty-blonde colored hair, etc. Over the time he has spent in Skyrim, Baroth has devoted time aside to retain his built frame and muscles by exercising, eating healthy, drinking less mead, and waking up earlier.

    Aside from a white scorch mark on his right shoulder, a thin vertical scar running from just above his belly button to his mid-stomach, and three scars intersecting his back, Baroth is so far unscaved, ignoring the few cuts and scratches he's earned. Standing at Five-foot-six and weighing in at two-hundred twenty-five pounds, Baroth sports a groomed and trimmed beard, tweezed eyebrows, and shoulder-length dirty-blonde hair with one braid on the left side. (His left.)

    Character Image:
    Disclaimer


    Not the best quality but that IS MY creation. All rights of ownership of the image below are entitled to me, and obviously the developers of TES V: Skyrim, but only the two of us. I have relieved myself of the previous image with the green war paint, and this new image will now masthead Baroth's appearance. I have, on back-up, several other back-up images for reference which i'll include in Baroth's full CC.

    Sorry to seem like a hard ass! Thanks to everyone whom I've come in contact with. Believe it or not, you've inadvertently inspired me to take my characters to newer heights :D Thanks for reading!

    :beermug::coffee::beermug: Long last the adventures! :beermug::coffee::beermug:

    20150612_213441.jpg


    Personality:
    Baroth, in all his entirety, is a down-to-earth person who only asks that you be yourself and treat others fairly. He knows the habits of other people and has considered them to be natural, but he has a tolerance level for everyone. Baroth doesn't get angry often, as he has taken time away to try and learn to 'mask' his emotions, but when he does get angry it takes more than a cheap ale and a back-pat to calm him down. And he'll will gladly admit to his faults, as he knows no one in the world is perfect.

    Baroth tries his best to greet everyday with a positive attitude and a warm smile, despite the bloodshed he is forced to cause and the lives he is forced to take. Baroth has also raised himself to be likeable among the community and various holds, as he tries to be as social and kind as Skyrim allows him to be. He regrets having to spill the blood of so many of his own kin, but he rests at night knowing that each and every one of them either forced him to do it, or brought it on themselves. And while Baroth is docile in nature, he has no qualms with putting down the filth and scum who prey on the innocent and weak.

    However, while Baroth tries to be calm, focused, and understanding, he can't help but doubt himself from time to time. Be it facing an enemy unseen before, or forced to conquer his worst fears, Baroth tends to get anxious under heavy amounts of pressure, but other wise keeps his skill. He often finds himself being skeptical of other's opinions when they propose ideas that seem extremely unreasonable, which causes him to be naïve and cling to his ways somewhat.

    Being that Baroth has acquired a lot of free time lately, he has taken a liking to certain hobbies such as meditating, exercising his sword arm, drinking and socializing down at the bar, and just relaxing at his home near Ivarstead. And while Baroth can be accepting and understanding in most things, he can't stand the arrogance and bragger of most folk he comes across. Baroth can only describe braggery as one thing: the fear of action. But Baroth has his own fears he usually challenges himself to confront, such as spiders, caves, and heights. But no on can be ready for failure, which is why Baroth has also developed a fear of that as well. If and when faced with these fears, Baroth is expected to shake slightly and tense up.

    But fears, drunken brawls, and smiles aside, Baroth has dreams he intends to pursue one day. His love for travel and adventure has left him wanting to go great distances to see the world and venture on dangerous journeys in search of the unknown. And having spent so many years around dwemer technology, Baroth now has a personal goal of reinventing and rebooting all dwemer creations in one ruin, or at least going to see it again. And while Baroth has and is already working on strengthening, organizing, and building his mind, body, and soul, he plans to continue to do this in the future.

    History:
    Baroth Hermingfel was born the fifth of Morning Star on Turdas, in Atmora, before it became the frozen deathland it's known as today. He was raised by his mother and father, two hard-working laborers in Atmora's early reign, and was their only child. During this time, there was a brewing civil war moving towards their home but they remained oblivious and continued to live out their lives, up until the morning their house was ransacked and burned down, and Baroth's parents were brutally executed.

    So, forced to live on his own, Baroth ran from inn to inn, and town to town, just narrowly escaping the ensuing war. Baroth sought refuge in the capital city of Evensdale, but was forced off the path to save a 'damsel in distress'. During the battle, Baroth was badly wounded and was hurried off to Evensdale' palace to be healed.

    Over his years of rest and healing, Baroth and the damsel, (whom he now knew as Joldi, princess to the to the throne), formed a liking toward each other which eventually turned into a full-fleshed relationship. At the age of 36, Baroth left Atmora to protect the lands from war unimaginable and remained at war for four years, before finally returning home. There was a great celebration that lasted for days before the city decided to finally start cleaning itself up and reorganizing Atmora. However, before the city could do this entirely, it suffered a deadly blow.

    It was the fourth of Morning Star, Mondas. The city slept at midnight. One of it's gravest mistakes. Little can be said of that night, only that princess Joldi lost her life in a vicious attack and Baroth was mortally wounded. Only those who were there, truly knew what happened.

    But they're dead and gone.

    Baroth was so taken by shock and grief, he didn't speak for days, even on the journey out of Atmora, when it truly plunged into chaos. And when the boat touched shore in Skyrim, Baroth did not linger with his kin for long. He made haste towards the mountains and within two years, he stumbled upon a civilization that would later become known as the most advanced in all of Tamriel.

    The Dwemer people, surprisingly without question or remorse, took Baroth into their culture and allowed him to live among them. And while he would never be nearly as smart, skilled, or powerful as they were, they treated him fair all the same. And for years, this unsteady alliance continued, up until the climax of the latest war, topped only with the Dwemer's extinction.

    So, Baroth made his journey back to the surface world with little hurry, only to find that the world had changed more than he could have ever fathomed. History had passed and the world had formed. He saw inventions that his kin would've never even thought up only a few centuries back.

    The times had changed, and Baroth did his best to keep up with the ever growing and changing civilizations and cultures.

    And so it was that he molded with the people once more, and was forgotten both as a hero, and an immortal.

    Background Story:
    Baroth was last seen by a farmer, who saw a muddy man slip from the Whiterun's south waterway exit, and promptly leave the scene with haste. Over next the next few days, Baroth has spent time in the solitude of his home to heal, relax, and recuperate his energy. He was recently called to Ivarstead to assist the mill workers in their duties, as the mill owner had fallen ill recently. But upon his trip there, he stumbled across a foul stench along the path, which led him off into the wilderness, where the body of a dead messenger lay.

    His throat was slit, no, gouged open, covering him in his own blood. Baroth also noted that the boy had been dragged to his current spot.

    Whoever did this had tried to hide the body.

    He'd been dead for weeks, maybe even a month or so. The boy was barely in his twenties, probably taking the job of a messenger as a pass-time filler. In his right hand, he tightly clutched a note that was partially drenched in the blood, but dry now. Baroth unpried the boy's hand and took the note, holding it up to the sunlight to read it.

    But no sooner had it touched the light and Baroth's eyes glossed over the words, had an arrow pierced the paper and hauled it into the side of a nearby tree.

    Adventuring Party ONLY Questions:

    Motivation:
    Baroth decided to join the band not out of obligation or pity, but the fact of something he can't quite place it on. Did he join for no reason? No. He joined to help people, as he always has, but he feels this time around, in this air, that may not be as easy as it usually has been. But either way, Baroth has once again decided to brave the storm, and get to the bottom of whatever is brewing in the land of Skyrim.

    Role within the Party:
    Within the party, Baroth uses the skills and methods he knows to function as not only a swordsman, but an archer, a scout, and a sort of advisor. And while Baroth would normally prefer to negotiate before engaging in combat, he's been trained to thrive in namely melee combat, but he may also serve in other forms of combat, both ranged and stealth. But overall, Baroth hopes to keep the group together by an means necessary.

    Betrayal:
    Baroth has no intentional plans to betray the group unless it either indirectly benefits the party, if it proves as a distraction, or if it gives him chance to perhaps infiltrate the coven's ranks and find out more information. Though he doubts they'd accept a burly Nord into their coven without question.

    Dialogue Color:
    I'll take Light Steel.
     
    Last edited:

    Daryl Dixon

    Absentee
    Character Name: Bryce 'Ghost' Montarello
    Gender: Male
    Race: Imperial
    Age and Date of Birth: 26 years old, born on the 15th of Last Seed
    Marital Status: Single
    Sexual Preference: Heterosexual
    Class and Combat Preference: Ghost is a master in hand to hand combat, very athletic and very agile. He uses a katana when not engaging the enemy with his martial arts. He is well trained in illusion and alchemy, specializing in poisons. He has been taught the basics of using a bow but does not carry one nor like using it. He likes to sneak up close to his enemies and end combat before it begins, this predator does not play with it's prey.

    Character Appearance: Bryce is a clean shaven slim but toned attractive male, often having the ladies eyeing him. He has dark blue eyes, dark brown hair and and many faint scars scattered upon his arms. He wears jet black armour with a white mask. He is often underestimated by his companions due to his clean appearance. He is more muscular and toned than he appears in the picture.

    Character Image:
    Leonardo-Dicaprio-fotos-..jpg


    His mask is a mix between these:
    First on the left-
    $_35.JPG


    It has the pattern of the first mask but is more solid like the second mask.
    Appearances: First mask.
    Texture: Second mask.
    f863c5af10e027fe3cece2cef2328c15-scorpions-mask.jpg


    Personality: Bryce is often reserved and calm, sticking to his strengths and being wary of his weaknesses. The law does not factor into his decision making process. He has steered clear from addictions and substance abuse, seeing how chaotic it can be for others. He always puts himself first, having fended for himself and been alone for a very long time. He has never been in a romantic relationship before and does not feel embarrassed or ashamed by this. This is due to a trust issue and his own choice. He is however very serious about his promises and once he takes the mantle of a bodyguard their life is his number one priority. Even if he despises you, he will die for you to keep the promise of keeping you alive. He values intelligence and likes to read to keep his brain active. He does not like people touching his mask.

    History: Bryce was born into a family who belonged to the dark brotherhood. He trained with his mother from an early age in the art of the blade, and was trained martial arts from his father. When Bryce turned 11 he was already an able fighter, using his wits over his strength he made his first kill along the roads leading to Bruma. His mother set the kill up, it was a lowlife bandit. Jessamine, his mother, killed the clan leaving one survivor and had her son assassinate the last one. A year later, a few days after Bryce turned 13 he was taken into the brotherhood.

    It was here that he learned his parents true nature, they were cold-blooded assassins with a soft spot for family. As Bryce got older he continued his training, honing his skills and adding new ones. When he was 17 he earned the nickname Snake due to his skill in making and using poisons. His fellow brothers and sister in the brotherhood tried to make this his alias but it didn't stick, he didn't embrace it. When he turned 19 he became a silencer, earning much envy from his older and more respected members. It was here he became disconnected from the rest, they believed he was too young and didn't possess the skills to deserve such a rank. Bryce never felt connected to Sithis.

    On his third contract he was caught as he fell through the roof, he cracked his ribs and made a feeble attempt at escape. He was jailed for trespassing, after being taken to the temple for revitalization. He escaped the dungeons and assassinate his target, but his brothers and sisters saw this as something to hold against him for the rest of his career. This is the same year Bryce disappeared from the brotherhood, abandoning it forever. His parents, along with the rest of his brotherhood family tried to find him but they could not get a lead. He had seen how his parents used him as a tool in the guild. They never treated him as son, just assassin, so he will not miss them. He was now called Ghost.

    A few years later he came back, having mastered illusion he crept in with his raw sneaking ability along with muffled footsteps and invisibility. They had written a book designed to help new blood learn to sneak, called 'The Ghost Of Bryce Montarello.' Since leaving he has done mercenary work for many different kinds of people, mostly acting as a bodyguard for rich nobles. He is now 26, a master of martial arts and expert in the use of the katana. He knows some novice destruction spells for purposes such as lighting campfires, he does not use it in combat. His alchemy skills come in handy as he is often travelling on the road. Now that he has left the brotherhood, every time he kills he hears the soft voice of of a woman calling him home.

    Background Story: Bryce has traveled long and far, sampling foes of every culture. He is now in Skyrim, his bodyguard work keeps him busy and he usually has contracts lined up a week before he is due to start. Leisure is foreign to him, he has no long term plans to change his lifestyle. He has just finished escorting a party of nobles from Solitude to Markarth.

    Adventuring Party ONLY Questions:

    Motivation: Ghost is a bodyguard of the Cacciatore twins, his motivation is to keep their heart beating and his choices are primarily designed around that aspect.

    Role within the Party: Bryce is a fighter and primarily wishes to keep the twins alive. When it comes to the group as a whole he will be seen as a defender of the group/fighter. He does not care about their quest, only his own.

    Betrayal: Bryce is on a contract to the Cacciatore twins and during the duration of this contract he will guard their life no matter what decisions they make. The core group is not his priority, to him leaving them isn't a betrayal.
     
    Last edited:

    Madrar

    The Shadow in the Dark.
    Player Name: Madrar

    Character Name:
    Veridas Ashheart
    Gender: Male
    Race: Breton
    Age and Date of Birth: 28, 4E 173

    Marital Status:
    Single
    Sexual Preference: Heterosexual

    Class and Combat Preference:
    Veridas is an assassin in many senses of the word. He prefers to take his targets by surprise, cutting them down before they have a chance to strike back. He is equally skilled with using a single weapon, or a weapon in both hands. He is a competent archer as well, but he prefers to do his killing up close. Utilizes an red bladed saber, and a jagged, steel dagger in his off hand.

    Veridas has spent years among vampires, learning their strengths, and more importantly, their weaknesses. He is capable of matching blades with all but the most powerful of vampires, and takes full advantage of this. Because of this, most mortal fighters stand a poor chance against Veridas in one on one combat.

    Though he is an assassin, Veridas will not shy from straightforward combat. He is an expert at close, hand to hand combat, though he'll resort to that only if he has no other options. Meticulous in his planning and carrying out of a job, most of the assassins targets are dead before they realize it. However, while Veridas can improvise well, he prefers to have the upper hand before commencing an attack. If caught off guard, it is likely he will flee, rather than fight. Veridas despises magic, and all who use it.



    Character Appearance: Veridas stands at 5'10", has fair skin, for the most part unmarked by scars. The one notable mar is a burn scar that covers most of his right cheek. He has dark green eyes, and black hair. He has a neatly trimmed goatee, and mustache. Veridas, at first glance, is built more like a sprinter than a fighter. His wiry, thin form has often fooled would be opponents into a false sense of security.

    Veridas wears a dark grey tunic, with a pair of black leather pants. Though these articles of clothing provide absolutely no protection in a fight, they add to the inconspicuous image Veridas strives to present. Underneath, he wears a very fine, light form of chainmail. Though the mail wouldn't hold up against any heavy fighting, it is sufficient to deflect two or three blows. Which is all Veridas really needs.





    Character Image:
    images



    Personality:
    Veridas is extremely confident in his abilities. Though some might see that as a flaw, in truth, Veridas has no reason not to be confident. He's only once come across a target that he could not eliminate. Though not intentionally cruel, Veridas has no problems inflicting pain on others. Whether to get information, or simply to assure a witnesses silence. Though when it comes time to kill, he makes the death as swift and painless as he can. He is, after all, a professional.

    Due to his traumatic childhood, Veridas doesn't trust anyone. He prefers to keep those he meets at arms length, preferably with one hand on his blade. He despises those that rely on drugs, such as skooma, believing that to handicap oneself with intoxicant is paramount to giving up on ones life. Though he does believe that gods exist, he doesn't think they have any real interest in mortals. Though not afraid of much, he has a deep rooted fear of mages, which he's turned into a hatred. He will never pass by a chance to cut down a mage, and will do so with all the more pleasure if he's paid for it.

    Though he has no real problem with authority, he doesn't have much respect for them, either. He has no reservations about breaking the law. He'll bribe law enforcement if he can, eliminate them if he can't. Though he prefers not to kill those that aren't his target or mages, he won't lose sleep over it.


    History: Raised in the slums of Jehanna, Veradis was raised solely by his mother. His father was a mage that abandoned his wife before Veridas was born.Though his mother did her best, she could only barely provide for the both of them. When he was eight, an entourage of mages passed through, lead by Veridas' father, she confronted him. Embarrassed by the sight of a poor, starving woman impeding the mages progress, he killed her.

    Unknown to the mage, Veridas, his son, had witnessed the entire confrontation. Though young, Veridas' hatred against the man that had killed his mother was strong. After burying her, Veridas left Jehanna behind, and worked as a thief for a time. When a job went bad, Veridas defended himself and killed the home owner. As the years passed, Veridas amassed a small fortune, and left the thieves life behind.

    Eventually, he discovered a freelance assassin, who taught him what he knew. By the time he was twenty, Veridas was a master in his own right. He'd developed a fearsome reputation, especially among mages. He killed his father after three years of tracking him across both High Rock and Skyrim. During his travels, Veridas decided that all mages were as corrupt and self centred as his father had been, and decided to eliminate as many as he could.

    While staying in Falkreath, Veridas was approached by a man who offered him a job. The job was to eliminate a powerful vampiric sorcerer dwelling in the Bloodlet throne. Unknown to Veridas, the client was a vampire serving the very same vampire Veridas had been hired to kill. Veridas entered the castle, and was promptly ambushed by a pack of vampires. He managed to defeat several, and Salthar Vivarian, the lord of the coven and the Altmer vampire he'd been hired to kill, was impressed by his skill, and spared his life.

    Veridas spent years living among the vampires, being sent to kill those that sought to undermined the coven. Though he was valuable, he was not trusted, and frequently treated as inferior. Eventually, Veridas came to hate the vampires of Bloodlet Throne. When on a job near Riften, he heard the Salthar himself was coming to the city of thieves. Seeing his chance to be free, he contacted the Dawnguard.

    Though Salthar and his elite guard defeated the ambush, Vivarian found out that Veridas had been behind the ambush. Vampiric assassins chased Veridas across Skyrim. Seeking refuge, Veridas joined up with a different clan of vampires. Though he dislikes the vampires as much as he does any other, he prefers them to taking his chance on his own.




    Background Story: Veridas arrived in the Reach a few weeks ago. Though exhausted from days of running, he is still a capable fighter. This makes him a valuable addition to the coven.. He was last seen staggering into the covens cave, with a steely glint in his eyes.


    Turning Point: Veridas has only recently allied himself with the coven. He offers his considerable skill, in exchange for protection from his hunters, and coin. He feels like he might gain some revenge on the Bloodlet Throne Coven.

    Role within the Coven: Veridas serves the coven in much the same way as he previously served the vampires of the Bloodlet Throne. Problem solver. Since he's not a vampire, he can go where they can't collecting information, and eliminating those that pose a threat.



    Redemption: Veridas is unlikely to be 'redeemed'. He sees nothing wrong with what he does.

    Text colour: This
     

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