Info Into The Dark [Character Sheets]

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    MabFaerie

    Faerie Queen
    Player Name: MabFaerie
    Character Name: Annalisse Warren/Alias: Little Bird
    Gender: Female
    Race: Falmer, prefers the term ‘Snow Elf’
    Age and Date of Birth: 17, born on the 13th of Rains Hand
    Marital Status: Single
    Sexual Preference: Questioning

    Class and Combat Preference: Annalisse survives solely on being unseen. She will go to absolute extremes to avoid combat at all costs. She would sooner flee from a scene than initiate combat. Incredibly light on her feet, Annalisse is both dexterous and agile, she can cover long distances in minimal amounts of time and is able to contort her frame to fit into small spaces so as to stowaway on carriages or hide in crawl spaces.

    When forced into battle, Annalisse duel wields daggers of a peculiar type. Each knife is comprised of two blades, like crescent moons interlocking, with the centers of each padded for her to grip safely.
    The half-mooned blades, nicknamed Luna and Sol, have been dipped in a very nasty poison that can burn skin on contact. Annalisse regularly has to administer herself an antidote to avoid falling victim to her own blade.

    Annalisse has an interesting combat style in that it is much more like dancing than fighting, with her goal to cover her opponent in as much poison as possible while sustaining as little damage as she can. Often this involves quick, fluid yet graceful movements and a fair amount of trickery on her end. Annalisse always enters battle with the intention to flee it as quickly as possible, so anything that will distract her opponent, oftentimes her battle style itself, will be used to her advantage.

    When she must remain out of sight and the chance of being noticed, even accidentally, is simply not an option, Annalisse will use invisibility potions to make herself blind to the untrained eye.
    As it stands, Annalisse is slowly honing her skills in illusion magic, so that she need not rely on potions much longer, at the moment she can only sustain a basic invisibility spell for half an hour, at best. Along with illusion, Annalisse is surprisingly gifted in the art of restoration, able to close up deep wounds with within the blink of an eye, even going so far as to bring weakened prisoners back from the brink of death.
    Beyond these two branches, Annalisse has never been trained in any other magical art.

    Character Appearance: Almost ghostly in appearance, Annalisse is pale-skinned with white hair and haunted grey-blue eyes. She is so seldom accustomed to being noticed that oftentimes when someone does see her, she may give the appearance of being angry or cold. She is neither of these things, however, and simply has a rather stern concentration-face.
    At a perfectly average 5 foot 5”, Annalisse Warren has a figure more akin to that of a dancer or a gymnast. Her appearance is a collection of soft muscle atop a wiry, elastic frame. With a fair bit of breast to speak of, the rest of her remains slim yet in good shape, despite the alarmingly miniscule amount of food she is given to eat.
    Her complexion is pale with the exception of her rosy pink cheeks, which are more in part due to Skyrims cold weather than they are from her natural skin tone. Indeed, her surprising lack of freckles and blemishes might make one wonder if perhaps she may be part albino.

    Dotted along her chest and arms every few feet or so are faint pink scars just barely half an inch in diameter. These are small wounds from her practice with Luna and Sol. At a distance they are not obvious but up close they are relatively easy to spot.

    On her shoulder blades she has a large tattoo of dark blue wings. The tattoo spreads out along her upper arms in a runic pattern. It was given to her against her will by the Lord she serves, as a symbol of his pet name for her, ‘Little Bird’.

    Her armor and clothing are one and the same. Nondescript travelers gear to better allow her to blend in and out of an area seamlessly.
    She does, however, have a trademark scarf that she wears when she isn’t worried about blending in. The scarf is a blue that matches her tattoo, made of a silken-like fabric and embroidered with small flower and vine patterns.

    Character Image: Annalisse
    208e849d-baa5-4ef5-8a46-8c92afc88867_zps09d64deb.jpg

    And her weapon of choice
    422ed37d-9d5b-476d-b263-3b846e1920cd_zps899abd42.jpg


    Personality: Annalisse has been hiding in plain sight for so long that it’s hard to tell what her personality is anymore. Sometimes she isn’t even sure if she has one.
    At her core though, she is deeply protective of her Mother, the only family that she has left, to the extent that she has allowed herself to be used and abused in a vain attempt to shield her mother from harm.
    Before she became a cohort of the Coven, Annalisse was taking beginners classes at the Bards College. She takes great pride in her singing voice and was learning to play the harp.
    If she ever escapes the Coven, she wishes to go on a long journey to try and find herself again, as she feels that she has lost touch with who she is inside her years of servitude.

    History: Raised in the city of Cheydinhal , Annalisse Warren spent the first ten years of her life running around her fathers bookshop, pestering potential mages and challenging fighters guild members to arm wrestling matches, which she always promptly won. (To this day, if asked, she swears it was all her skill that won the matches and refuses to listen to such nonsense of ‘They let you win’.)

    Deciding it was high time to return to their roots, the Warren family, consisting of Annalisse, her older brother and their parents, eventually returned to their ancestors native home of Skyrim, settling down in Solitude to lead a peaceful existence within a simple life.

    Or so they had hoped.

    When Annalisse was thirteen, a particular Vampire Lord visiting the Bards College took a shine to the rare Snow Elf. He then systematically kidnapped the young girl and her family, holding them hostage in his manor while he decided what he wanted to do with them.

    Soon afterwards Annalisse and her brother, Arinne, managed to sneak out during daybreak when the guards had dozed off, but it wasn’t long before the Vampire Lords minions found them again. Her brother had managed to evade capture a little longer and fled further south, abandoning his sister and parents to the whims of the Vampire Lord. It was only later through whispers of the staff that Annalisse would hear of Arinne being shot down with an arrow through the heart. Whether it was true or not, Annalisse did not know, but after that day she never saw her brother again.

    When Annalisse was returned to the manor, the Lord tortured and murdered her father as a warning to her, promising that he would do far worse to her mother if she ever tried to escape him again.

    Having lost her brother and father, and fearing for her mothers safety, Annalisse felt she had no choice but to obey.
    And so the next five years bled on. One day draining into the next. Annalisse became The Lord’s ‘Little Bird’. His spy. His informant. Whatever he wanted to know, she would find out for him. Whoever he wanted followed, she would stalk them with desperation. Whatever he wanted her to do, she would do. Whoever he demanded she become, she became. Clay in his hands, he would mold her to suit his will time and time again. His little flightless bird.

    Background Story: Annalisse’s latest mission was to follow up on the Markarth coven and report to her Lord with any information pertaining to it, as well as investigate the potential recruits for the Jarls Cave Expedition team.

    Turning Point: Annalisse allied herself when she was 13, to save her mothers life. She does not wish to rise to power or gain wealth. She simply wishes for her freedom and the safety of her mother. As long as her mother is alive, she will serve her Vampire Lord to the utmost of her ability. There is no other way.

    Role within the Coven: Annalisse is an informant for one of the three Vampire Head’s of the main Coven. She acts as a spy, gathering information and cycling through what is deemed necessary and useful before reporting to her Masters what she has learned.

    Redemption: Annalisse does not want to work for the Coven, but she cannot risk leaving for it would be the equivalent of a death sentence for her mother. If the adventuring party could rescue her mother and assure her continued safety, she would easily abandon the coven and share all their secrets.

    Annalisse uses this color for text
     
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    Seanu Reaves

    The Shogun of Gaming
    Player Name: Skies

    Character Name: Doran Black-Brew

    Gender: Male

    Race: Nord

    Age and Date of Birth: 53 (Vampire Lord) 3E 433

    Marital Status: Married, Mira and Lilith Black-Brew

    Sexual Preference: Bisexual

    Class and Combat Preference: Gaius used to be a berserker, charging in with little to no care for his own safety. But due to living so long times have change his approaches, often favoring cloak and dagger. As his older appearance can cause him to catch enemies by surprise. The real threat comes from his tactical mind, he has studied strategy and tactics. More often than not developing techniques for the most outlandish of situations. He can revert to his older raging self though, either way he is a dangerous opponent. Favored weapons: Great sword and daggers.

    Character Appearance: He appears as an older Nord man. His muscles aren’t necessarily bulging, but he is still a relatively impressive specimen. He lost his left eye a long time ago. His eye is glowing gold of a vampire, his hair is a stark grey, pale skin with a scar running across his face. He has a well-groomed beard. His hair is long and has a braid on the right side. He wears daedric armor. When not in combat, wears fine clothes.

    Character Image: Armor (Don't worry his wives don't go into battle dressed like strippers, I just liked the art. http://fc04.deviantart.net/fs50/f/2009/308/4/6/black_knight_and_companion_by_sandara.jpg

    Face, obviously his eyes would be different due to vampirism.
    http://fc09.deviantart.net/fs70/i/2011/191/3/9/odain__the_old_warrior_by_belvane-d3llfee.jpg


    Personality: He is very cautious and calculating. His love of combat is only tempered by his sense of honor, which has been twisted by this point to ensuring the prosperity of his dark family. He is very much a man of self-control, built from the heavy amounts of training he took part in as a human. He still has moments of passion, but these are now far and few between. His first wife turned him against his will, he broke her neck with his newfound strength. He is a detached man, and often plays with people’s lives like they are simply toys. He is a very obsessive and focused individual. Loves cutting deals as par his patron Daedra, Clavicus Vile.

    History: Doran was a proud blade that saw glory in the Oblivion Crisis. Fighting beside his Knight-Brothers, he reveled in facing an enemy that deserved no quarter. Slaying true monsters. In the fallout of the lack of emperor, Doran left the blades and began searching for that new enemy, just as inhuman and monstrous as the daedra. Eventually giving up his futile search, and settling down. His first wife, turned out to be a vampire, and one day he found her biting his neck as he slept and in a rage he killed her with his bare hands. But it was too late, he was slowly turning into the undead. Following rumors, he ended up at the Shrine of Clavicus Vile. Offering his eye and his loyalty, Doran gained two followers, advisors, and lovers. His new wifes, Mira, an exiled Red guard, who desperately wanted to marry a “good” man even though she was now an accursed vampire, and Lilith, an imperial who simply wanted influence and eternal youth to enjoy her power with. Together the three had a very strange relationship that could best be described as a marriage made in Oblivion, taking to various courts in Cyrrodiil Doran cultivated a mass fortune, and decided to expand. His ties to Bruma and Skyrim, due to living in Cloud Ruler Temple meant he could start a successful trade empire. Establishing a headquarters in Windhelm, he found himself contacting Harkon as the Great War broke out. Though he accepted Harkon’s gift, he soon took advantage of a loophole in his deal with the Valkihar, gaining his autonomy. He holds Talos dear to his heart even though he is no longer a man, which means he often gives aid to the Stormcloaks. Not for any true belief in Ulfric, but because it is to his advantage. His wives are his equals, handling the more day to day business.

    Background Story: He was one day approached by a messenger from The Coven. As Doran saw pieces of the vampire referred to as The Lord’s plan fall into place. Made shrewd in his long life, Doran decided to buy into this man’s scheme. He rules over the Coven within the Hjaalmarch, The Pale, and Winterhold with a measured fist of a businessman. His wives were less than happy to show so much trust, but Doran assured them that he was simply hedging his bets. The three are ready to spring into action ensuring their place among the victors.

    Turning Point: Doran joined the Coven when the Civil War broke out, seeing it as an event that meant The Lord’s plan could actually succeed. Seeking to gain even more influence, Doran and his wives are a potent political force. Bringing to bear any means to ensure they have a solid hold upon the land granted to them. They are shrewd folk, and at best it could be said that they want to win.

    Role within the Coven: Lord of the Dark Winter. He controls the north east side of Skyrim, taking advantage of Windhelm’s port to maintain a healthy income of wealth from all over Nirn. Answers only to The Lord. Though some people say he is henpecked, and also answers to his wives.

    Redemption: I wouldn’t call it redemption, but he is willing to betray the Coven if times proves that the venture is doomed for failure. If the enemy proves to be capable of crushing the Coven’s structure, Doran and his Wives will be willing to be the final blow. As long as they are allowed to continue their business once the smoke settles.
     

    Blitzz

    A Friendly Brit
    Player Name: Blitzz

    Character Name: Garred Dronya

    Gender: Male

    Race: Imperial Vampire

    Age and Date of Birth: 34 (Appears 22), 1st Morning Star

    Marital Status: Single

    Sexual Preference: Heterosexual

    Class and Combat Preference: Garred is a much more hands-on fighter than most other vampires. His training as a city guard in Markarth has allowed him to grow into a talented swordsman, and even though he now possesses a sort of natural affinity with magic, he would still pick the sword over the spell given the choice. Despite his focus on swordsmanship, he still has a firm grasp on the fundamentals of destruction and illusion magic, talents he is constantly pressured into developing by his mentor, Rothark Everyn, who takes the stance that a blade dulls and axe heads break, but fire burns forever and ice freezes absolute.

    Character Appearance: Garred is 5'11" tall and weighs approximately 155lbs. He is large and well-built, having been a former guardsman. He has light glowing orange eyes (picture is incorrect) and black hair that naturally goes up, giving him a slightly crazed appearance. His face is quite smooth, his facial structure is not particularly defined, giving him a deceptively young appearance even though he was 27 when turned. He wears a ring of bone in his right ear along with various chains and rings also carved from animal bones. He has a discrete tattoo around his left eye, a few shades darker than his skin, baring a slightly tribal pattern.

    In terms of apparel, Garred has had a suit of blood red and black vampire armor reinforced with bone plating and trimmings, giving it a more protective and more personalized look. He wears boots like Rothark, and black gloves when handling a sword. His appearance is terrifying to behold, but is more of a ploy for intimidation that anything else in truth.

    Character Image:

    185857-28370.jpg


    Personality: Garred is uncontrollable at best, a wildcard in every sense of the term. His nature is highly unpredictable, and he can snap from a friendly, docile man to a ball of rage. His mood varies greatly, and no one really has any control over Garred bar Rothark, the only member apart from the High Lord that Garred shows any signs of respect for. Garred is a cruel, arrogant and ignorant man with very little care or thought for how his own decisions and actions may affect others. His chaotic nature often land him in trouble.

    Garred is fearless. In truth, he is too stupid to know when to be scared. He believes he is immortal, and cannot be slain, due to his prowess with a sword and his blood. He is foolish and naive, gullible and weak-minded. His vampire blood has made him more reckless and he frequently challenges the Hierarchy and leadership of the Coven, believing that he would make a better leader than any of the vampires there, despite still being an apprentice.

    It is tragic to see how the gift of immortality was able to change a man like Garred. He was once a strong, noble, proud man, a keeper of the peace in Markarth, all admirable traits, leading to his selection. However, ever since, his moral and psychological values have melted away and been replaced with something fragile, sick and twisted.

    Many suspect Garred of abusing and being addicted to numerous forbidden substances, such as Skooma, Moon Sugar and Nightshade Essence. He shows early symptoms of depression and many suspect him of being bipolar due to his frequent and unpredictable mood swings. Many other possible mental conditions fit the bill, as Garred changes so drastically that Rothark thinks him Schizophrenic, and some think him mentally handicapped due to his low intelligence.

    History: Garred has revealed very little about his personal life to anyone within the Coven, as he is still smart enough to know that people can turn your history against you no matter the circumstances. The only people that really know anything about him are the Lords and the High Lord, particularly Rothark Everyn, his mentor.

    When Garred was growing up, he was the son of a beggar who impregnated a barmaid. A bastard by birth, he grew up the center of numerous attacks and bullying by other children, accused of being born of rape. Garred was determined to push past it, however. Puberty was never kind to Garred, continuing to make him the butt of the jokes at school and around town when he grew up. Never an intelligent one, Garred had always exhibited great athletic ability. He was sent away at 18 to train for the Legion in Solitude, but returned to Markarth in hope of becoming a guard. By 22 he was fully enrolled and by 26 he was second in command, a well-respected man around town. He chose to take on his deceased father's name when he died, becoming Garred Dronya rather than Garred the Bastard as he was more commonly known. He was 27 when he was denied a promotion after the current captain of the guard's death, deemed inexperienced despite 5 years of service, and branded a fool. Outraged, Garred killed the new captain of the Guard and the new Legate stationed there, and fled. Now a wanted man in Imperial Skyrim, he fled to the wilderness.

    Rothark found Garred barely alive, having gone days without eating and on the brink of dying from exposure in the mountains. Rothark saw something there that no-one else could, values of great strength and nobility. Garred graciously accepted the blood, seeing a way to start again, and was quickly assigned as Rothark's apprentice. Enthused at first, Rothark started grooming Garred as his successor, hoping to bestow Lordship upon him, but Garred quickly spiraled out of control. All of the values that made him a worthy candidate seemed to disappear as he quickly became arrogant and aggressive. Determined not to admit his misjudgment, Rothark began attempting to persuade the other members of the Coven that Garred was exactly what they needed and managed to spare his life, but Garred is now bound to a reluctant Rothark, a lifesaver and mentor that Garred worships, in service until deemed worthy of becoming his own man within the Coven.

    Backstory: Garred was recently sent into Markarth to gather alchemy ingredients for the Coven. Normally this job would be entrusted to another, but Rothark did not have time to wait for an agent to return; being dead in the middle of an experiment on the properties of varied plant life. His nature makes Garred the last person Rothark would send, but his few years of the blood mean he still looks relatively human, and so can still pass for human if he does not give too much of his face away or look anyone in the eye.

    Turning Point: Garred joined the Coven because he had nowhere else to go. After committing crimes punishable by death, crimes still fresh in the memories of Markarth's citizens, he was offered a new start by the Coven. With nowhere else to go, Garred graciously accepted the cursed blood.

    Position within the Coven: Currently Garred is an apprentice, possessing few vampire abilities, and even less respect from other members. even his mentor, Rothark, seems to resent him. He does, however, strive to be so much more, hoping to eventually take the mantle of High Lord of the Coven after earning Lordship from Rothark. He will stop at nothing to reach his goal.

    Redemption: Garred is beyond saving; a twisted, nightmarish being, the exact vision of malice and spite. There is no hope for saving him now.
     

    Ponder

    International Man of Mystery
    DISCLAIMER: I'm a bit of a lore-junkie, and I made some use of the stranger lore with this character, although it's all canon (as far as I know). I thought it'd be fun to have a Khajiit who was left behind, but that meant he had to be old enough to be left behind. That being said, before you take one look at his age and cry OP (as would be understandable), do give the CC a read to give a little more context. If there's anything you'd like me to change, or if you'd prefer a different character, I'd be happy to make it happen.

    Also, for those of you who aren't MabFaerie or Simus, they gave me permission to give a CC a go. Just so you're not all like Woah! Where did this dude come from?

    Player Name:
    Ponder

    Character Name: Kharraz

    Gender: Male

    Race: Khajiit (Suthay-Raht, Vampire)

    Age and Date of Birth: 38 (1506), 4th of Second Seed, 2E 24

    Marital Status: Widower (Clan Mother Izzhaki)

    Sexual Preference: Sometimes


    Class and Combat Preference: Although a practitioner of magic, ascribing the term 'mage' to Kharraz would be misleading. More appropriate, perhaps, would be the terms trickster, mystic, or even witch doctor, although he never applied them to himself. Trained in what would now be considered the schools of Mysticism and Illusion, and with a talent for alchemy, Kharraz's ideal method of combat is to avoid it altogether. To do so, he relies on misdirection, alchemical concoctions and, when all else fails, running away as fast as he possibly can. Nevertheless, when forced into confrontation, he uses the only weapon he has ever known: his claws.

    That being said, Kharraz's age alone often serves to deter would-be challengers. Vampires and mortals alike tend to falsely believe in a causative relationship between age and power. The truth is more subtle. Age only offers greater opportunity to obtain power, something Kharraz had little interest in. Furthermore, Kharraz is no vampire lord, and chances are even some fledgling vampires can hold their own against him in direct combat, although Kharraz is happy to let them believe otherwise.


    Character Appearance: Kharraz is a Suthay-raht, in many respects simply a smaller version of the Cathay so common throughout Skyrim. Standing at just over five feet, Kharraz is narrow and lightly muscled. His fur--which time has turned a monochrome grey, even as he retains other features of his mortal youth--is short and scruffy; the consequence of many impromptu haircuts. It has no markings, natural or otherwise. Kharraz's face is plain, small and angular, devoid of both mane and facial hair. He is instead distinguished by his rather overlarge ears and seemingly fixed grin. Like many vampires, his irises are pale and red and his pupils are narrow slits.

    Favoring comfort over luxury, Kharraz wears a long brown robe, thick enough to shield him from the brunt of Skyrim's heavy winds but light enough to not be a hindrance. Generally, he wears the hood down, only pulling it up to hide his face or guard from the sun.


    Personality: Evil, it is often said, is a point of view. Kharraz often thinks of evil as a point he could view, off in the distance, somewhere between the horizon and the beauty of ultimate Truth. Not that he considers himself particularly good either. Rather, he prefers to abstain from the abstract, free from the shackles of concepts as unsubstantial as morality, duty and law.

    Or at least, so he tells himself.

    Mostly, Kharraz allows himself to be controlled by his whims, which tend to be dictated by the emotional vestiges of his old life: love, spite, anger and, above all, loneliness. Some say this makes him unpredictable; Kharraz disagrees. He can always predict his next action, and that's all that matters. He makes friends when he wants to make friends, obsesses when he wants to obsess, and shares bits of Khajiiti wisdom whenever he feels compelled to, whether it's relevant or not.

    Nevertheless, he's no stranger to despair and longing, and cherishes his connections to other individuals more than he admits.


    History: Kharraz, for the most part, had stumbled through life. Born to a nomadic clan in the northern deserts of Elsweyr-once-called-Lleswer, he had stumbled first into magical apprenticeship, and then into wealth, and then into the tent of the future Clan Mother. And then, one day, he very literally stumbled into vampirism.

    Tasked with delivering a message from his bond-mate to a rival Clan Mother, he had been crossing a desert road when he tripped over a loose stone and bumped into a wild-eyed Bosmer. The elf took one look at Kharraz and snapped. Before Kharraz could react, the elf was on top of him. Other travelers, witnessing the sudden feral violence, pounced on the elf and tore her apart, but not before she sunk her teeth deep into Kharraz's shoulder.

    The other Khajiit, although they had dismembered the elf, felt no need to help Kharraz. If he had a clan, they would find him. If he didn't, he was not worth saving anyways. So as soon as the elf was well and truly dead, they stood, licked themselves clean, and continued on their way, leaving Kharraz on the side of the road.

    And there he lay for three days and three nights, in agonizing pain, while indifferent travelers passed him by. There was no thought he could hold for more than a few seconds, not even the image of his bond-mate or his mewling daughters, nor could he contemplate the dancing of the moons, the spiritual ecstasy of the ja'kha'jay.

    On the morning of the fourth day, he woke still in pain and ravaged with a terrible hunger. But he was stronger, and the pain was weaker, and he knew he could find his way home. So he pulled himself upright, and stumbled back down the road, hunched over with a drooping tail.

    When a sprawling array of tents appeared in the distance, Kharraz's heart skipped a beat. It could have been another camp, a different clan, but he knew, he knew it wasn't. It was his home, his clan, his family. As the tents grew closer, the pace of his heart grew faster and each stride grew longer, until he broke into a shambling run. And at the edge of camp stood his bond-mate who was now Clan Mother. When she saw him, broken and battered, but alive, she too broke into a run.

    But as the gap between them shortened, and his face became more apparent, she slowed. And when they were only a few feet away from each other, when Kharraz was filled with her scent, filled with desire, ready to make another litter right there and serve her as he always had, she put up a clawed hand and stopped him. Comprehension dawned on her face, and the joy slipped from her features. After a long, tense pause, she spoke.

    "Turn around. You are not Khajiit, and not welcome here."

    Kharraz stood frozen, dumbstruck. His bond-mate's face didn't moved an inch, nor had her hand. Then he grinned as if it were all a joke and stepped towards her. She didn't move. Her hand pressed into his chest, claws extended. His brow furrowed, and she spoke again.

    "Turn around. You are not Khajiit, and not welcome here."

    Kharraz still did not understand. He couldn't understand. But no matter how he begged and pleaded, no matter what he said or did, she always gave him the same response. Hours passed, and the sun dipped below the horizon, but still his clan-mate refused him entrance. Finally, when the moons were high and the entire clan surrounded them, two large Cathay-raht picked Kharraz up by the shoulders, turned him around, and shoved him towards the open desert. He stumbled, fell into the ground, and there exhaustion overtook him and he slipped into sleep. When he woke, he was alone. Gone were the tents, the Khajiit, and his old life.

    He wandered in the desert, year after year, learning how to sate his hunger, how to hide from the clans and those who would do him harm. But when longing overtook him and the loneliness became unbearable, he would track down his clan and ask to return, and always his bond-mate gave him the same answer.

    "Turn around. You are not Khajiit, and not welcome here."

    This continued for nearly two centuries. When his bond-mate died, his daughter took her place as Clan Mother. And when his daughter died, his granddaughter took her place. But still, every time he returned, he would be turned away.

    And then one day Kharraz returned and they were gone. Oh, he could still see them, and touch them, and they could see him, but they weren't there. Not really. They were abstract, separate from him. It was only when Kharraz sat outside the camp and pondered their abstraction that he realized what had happened: They had climbed each other. Lleswer was now Elsweyr, and they had left him in the dirt so they might walk on sugar. Kharraz knew he could no longer be there, no longer be a part of the clan, or the desert, or Lleswer. So he left. He wandered north, through Cyrodiil and into the cold of Skyrim.

    There, he found a coven who took him in and taught him how to be a vampire. It involved a lot more sadism, sex and skin-tight leather than he would've expected. Kharraz enjoyed himself. It felt nice to have a clan again. But after several decades he grew tired of sadism, bored of sex, and the leather had begun to chafe. More than ever, he missed his home and his old clan. So again, he left, but this time with a purpose.

    High in the mountains Kharraz found a deep and narrow cave, which, when he followed, led to a small chamber bisected by a trickling stream. There, he sat, and set to work. Sometimes, a vampire would find him and sit with him for a day, a month, a year, but they never stayed long enough to figure out what he was doing. Other times, vampire hunters would come, and find the cave apparently empty, although he sat where he always sat. As time went on the visitations stopped and, save for the occasional unlucky traveler, Kharraz was largely forgotten by the world.


    Background Story: Centuries later, the Lord found him. Perhaps, Kharraz thought, he'd expected to find some vampire who had spent a millennium honing his skills. He'd instead found a small, malnourished Khajiit. Perhaps he was disappointed. Kharraz didn't care. And when the Lord told him he was building a coven, and asked if Kharraz would join him, Kharraz declined. His work was not finished.

    Years became decades, which became a century, and the Lord came again. His coven had formed, he said, and again he asked Kharraz to join him. But Kharraz's work was still not finished, and so he declined.

    When the Lord returned a third time, he found Kharraz waiting. The Khajiit had finished his work. The narrow stream, which had once simply flowed through the cave, now carved an intricate design of Masser and Secunda into the stone. Small trickles cut accross the ground, mapping various craters and mountain ranges. And in the center sat Kharraz, in his own ja'kha'jay, his own Elsweyr, created with the help of magic, time, and a few well placed pebbles. Kharraz thought it would bring him peace, but all he felt was lost and alone, trapped in the dirt while his clan walked on sugar. Alone, he was no longer Khajiit. This time, when the Lord asked Kharraz to join him, Kharraz nodded, grateful for the chance to be a part of a clan again, and said, "Kharraz will not come to you, but you may come to Kharraz."

    In the decade since he joined the Coven, he wanders Skyrim, serving his clan and doing his Lord's bidding.


    Turning Point: Kharraz joined the Coven out of a sense of immense loneliness, and stays because it fulfills his desire for a clan and a purpose. Although he is not nearly as cruel or sadistic as many of his fellow vampires, he doesn't begrudge them for their actions. They do what they will, and Kharraz respects that. Furthermore, unlike many of his brethren, he doesn't pursue anything as esoteric and transient as power or influence, something which has earned him both scorn and friendships.


    Role within Coven: Because many non-Khajiit have trouble recognizing the signs of vampirism in Khajiit, Kharraz has little trouble traveling through Skyrim. This makes him ideal as a messenger and infiltrator, although there are certain cities he has trouble entering due to his race. Furthermore, knowing that he keeps many secrets and has no qualms about keeping more, he's often asked by the Lord and other influential members of the Coven to carry messages by word of mouth which are too dangerous to write down. He also acts as a mobile apothecary of sorts, mixing and delivering potions to those of the Coven who need them. And while he keeps most of his mysticism to himself, he's happy to train any who ask in the art of illusion. Some in the Coven foolishly think of him as immensely powerful, others more correctly think him a fraud, and many don't even know or care how old he is. Kharraz isn't bothered by any of that. As long as he is part of the clan, he is happy.


    Redemption: Kharraz finds the notion of redemption laughable, and sees little wrong with the way he or anyone else lives (or un-lives, as the case may be). That being said, his whims sometimes guide him in surprising directions. While he probably wouldn't betray the Coven, his interests don't always align with theirs, and he occasionally finds himself doing things the Lord may not approve of.

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    Aethalia

    Well-Known Member
    Player Name: Aethalia

    Character Name:
    Nerissa Whitetide

    Gender: Female

    Race: Altmer, Vampire

    Age and Date of Birth: ???, 425, looks to be between 20 and 25.

    Marital Status: Single.



    Sexual Preference:
    No preference.

    Class and Combat Preference: Nerissa has no real combat preference. She's more than happy to wade into combat swinging her weapons. Or, alternatively, she can wait patiently, before striking from the shadows. Though her class can loosely be described as be described as blade dancer, she is more than capable of adapting. When fighting, she's often a whirldwind of death, cutting through both foe and friend alike. When the fighting is at its most chaotic, she will often stop to feed upon her foes.

    In battle, she wields two weapons, either simultaneously, or on their own. When wading into battle, she wields a Nordic battle axe, that she took off the dead body of a Nordic chieftain. Alternatively, she wields a pair of elven blades, becoming a whirlwind of death, though the blades offer less reach than most swords, she makes up for this by using two such weapons. As a vampire, Nerissa has some innate ability with necromancy. At her whim, she can bring back fallen enemies or allies to fight for her. Nerissa dislikes using long ranged magic spells or bows. She finds their effects both boring and cowardly. She prefers to see and feel the life drain from her prey. (Images of elven swords below.)


    images
    -She wields a pair of these when not using her axe.


    Character Appearance: Nerissa, like all Altmer, has golden skin, that has paled due to her vampirism. She has the high cheekbones and narrow nose of most of her kind. Her eyes are a pale,icy blue, and her hair is a pale gold, almost white. It falls down past her shoulder blades. She is tall and willowy, a body that hides her vampiric strength. Her body is unmarked by scars, but a red vine tattoo is inscribed on the bottoms of her forearms.

    In battle, she wears the platemail armour, that she has painted a deep crimson. The armour offers good protection, as well as flexibility in battle. When she is out of battle, she wears a silken dress, of a deep blue colour, that hugs her body and displays her curves, and wears here hair tied back, into a long ponytail, as opposed to when in combat, where she lets it loose. She has a single ruby piercing in her right ear.



    Character Image: The best I can find. Hair is basically what I imagined. Skin is a little more golden.

    upload_2014-9-29_17-48-40.jpeg




    images
    - armoured form. (Female, and crimson coloured, obviously.)

    Personality: If their was a single word to describe Nerissa, it would be psychotic. She loves chaos and death. More importantly, she loves causing chaos and death. She is cruel and cunning, when facing an adversary not in combat, she will work on their doubts, and question their every reply. She loves these word games, twisting her prey into knots before finishing them off.

    She inflicts pain casually, and savours their screams of pain like most people savour a fine wine. Nerissa has never been unsure of her path. She is supremely confident, in both her verbal and combat abilities. She has little respect for anyone in law enforcement, and won't hesitate to break any and all laws, as she see's fit.

    Nerissa has no real fear. However, she is more than a little unstable. When in combat, she's likely to go into a berserk rage. She cares little for those she kills, be it ally or enemy. Those that consider her their ally have long since learned to stay out of her way. When fighting a particularly skilled adversary, she's likely to lose her cool if they remain alive longer than she'd like.



    History:

    Few know much about Nerissa's past, and the vampiress herself has little interest in the past. She knows that she used to live in city of Alinor, the capital. She remembers being part of a prestigious Altmer family. She also remembers the Thalmor, and holding them in great respect. Almost idolizing them. At the first chance, she joined them, and participated in the purges on the isles and Valenwood.

    Her superiors in the Thalmor noticed her 'enthusiasm', and she climbed the ranks of the organization quickly. During the great war, she lead teams of elite warriors, hunting and killing high ranking Imperials. Sometime during the war, she was bitten and turned by a vampire. Instead of being horrified by the changes she'd underwent, she was delighted. She could fight harder, move faster, and strike fear into the hearts of her enemy.

    At the end of the war, when the White-Gold concordant was signed, Nerissa was infuriated. Her lust for blood was not yet sated. Hearing whispers of continued Talos worship in Skyrim, she was among the first to volunteer to head to the northern tundra. She hunted and caught dozens of Talos worshippers, taking great pleasure in torturing and feeding from them. Perhaps too much pleasure. When her bloodlust lead her to disobey orders, her superiors decided she needed to be removed.Permanently.

    They attempted to assassinate her, but Nerissa killed her attackers, and left her Thalmor regalia behind. There is now a kill on sight order placed on her head. Though this doesn't bother her, she realizes that going to ground for a couple of decades couldn't hurt.




    Background Story: Nerissa joined the coven a long while ago. Though, she didn't so much ask to join as march in and demand. Though such a manoeuvre was risky, her reputation preceded her. Both as a fighter and an interrogator. Her plans are to stick with the coven, as long as they provide her with fresh victims, and opportunities to feed and kill. She was recently seen hanging around the coven stronghold.

    Turning Point: Nerissa allied her self with the coven years ago. She'd heard of their growning numbers, and offered her services. She seeks power, obviously, but more than that, she wants to feed. Fresh prey is almost always on her mind, and she views the coven as the best way to get to them.



    Role within the Coven: Nerissa serves as the covens 'shock collar'. Though her slender frame may not look it, she excels at delivering pain and suffering. She is called in when a situation needs to be set right, or when a captured prisoner needs to be...broken. She lurks in the covens interrogation chambers, having made it into her own personal lair. Lesser vampires fear to tread there, in case they catch her in one of her psychotic rants.



    Redemption: Not possible. She may pretend to betray the coven, only to slaughter those that foolishly believed they could turn her. The only reason she'd leave the coven is if she runs out of fresh victims.

    Text Colour: This. I don't think it's taken.
     
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    Daryl Dixon

    Absentee
    Player Name: Daryl Dixon
    Character Name: Jordan Greyshade
    Gender: Female
    Race: Nord
    Age and Date of Birth: 19, 19th of Evening Star
    Marital Status: Single
    Sexual Preference: Bisexual
    Class and Combat Preference: Jordan is a skilled archer and apprentice healer. She is also skilled at duel wielding daggers, however anything larger than a dagger is out of her duel wielding skill range. She prefers to stick to the fringes of combat, picking off enemies with well aimed arrows. It is only when necessary that she will attack the enemies with her daggers, using swift momentum and speed over strength and power.

    Character Appearance: Jordan has short brown hair with bright blue eyes. She stands at 5'9 with few small light scars on her chest and back. She has no freckles and favours red lipstick. She wears red and black vampire armour, despite not being a vampire herself.

    Character Image:
    Made with the Destiny character creator, excuse poor quality as the picture was taken with my phone :D
    10716063_4708545487146_610062054_n.jpg


    10585186_4708545527147_1507936160_n.jpg


    Personality: Jordan is a strange girl. While not inherently evil she has a craving for power. Power to make a man squirm in fear, to make her fellow coven members praise her, to make a king beg for mercy or bow at her feet. However cutting flesh proves sickening for her, as proven by her most recent fight. She was forced to duel wield and upon success of the fight she spewed. She hopes further guidance under her cunning and ruthless master will cure her of this pitiful reaction to skin on steel. Jordan likes to make her friends laugh, so she usually makes light of things and sometimes cracks jokes. However when it comes to her long term plan, she wants Rothark to seize power. She loves her mentor like she loved her father, despite the coven killing her parents. She wishes Rothark to be impressed with her, and so most of what she does she does keeping that in mind. She wishes to eventually earn the blood of Rothark, for him to turn her into a vampire lord. She believes this will make her more powerful and help her to better serve and protect those she cares about.

    She is very focused and rarely loses her temper, preferring to deal with stress in a calm and healthy way. She does not use anger as a tool, but prefers to get rid of this emotion before entering any real conflicts. She reads often to expand her knowledge, often reading historical books of real events. Or things such as 'How to kill a troll.' She does however on occasion read books for the sake of loving to read. The most recent book she has been enjoying is 'Yellow book of riddles'.

    One quirk she has is she loves juniper berries. She loves juniper berries so much that she always carries them on her person, and gets anxious when she runs out.

    History: Jordan lived on a farm from birth out in the reach. Fear of forsworn consumed their family and so they taught their daughter to defend herself from a young age. They taught her how to use a bow and arrow effectively and how to heal herself. Their training was cut short as Jordan neared her 13th name day as their farm was raided. Jordan had helped her parents tend to the crops and she was doing this when the farmhouse was attacked. Upon her fathers order she rode to a nearby farm only to find it had also been sacked. It was here her horse booted her off and she was pulled to her feet by a much older gentleman. A vampire named Rothark offered her a place under his wing and he has kept her safe ever since. He has guided and mentored her, giving her a place within the vampire coven he affiliates himself with. When Rothark took her in she surrendered her surname for one of Rotharks choosing, Greyshade. She wishes to one day acquire his name, through granting, not through marriage. Jordan furthered her training, becoming an expert in duel wielding daggers and an amazing shot with a bow. She did not further her restoration training.

    Jordan writes journals of the day to day happenings of the coven, particularly Rothark's daily doings. She also records alchemy recipes along with other things she finds important. She has also offered and assigned herself the task of scouting cities and other various locations and reporting back to Rothark so he can keep informed of the outside world. In her time of doing this she has come to trust and rely on a friend she has made, Annalisse. They report to each other and share intel so they can report back with a fuller and more thorough report.

    Background Story: Jordan was last seen scouting out Markarth, mostly for herself so she could visit the city of stone again. She is also there to gather some items to gift to her mentor, as she has been under his guidance for just over 6 years now.

    Enemy Clan ONLY Questions:

    Turning Point: Jordan was taken into the coven when she was 12 after her family was slaughtered, or so she thought. Her family had actually been captured to be used as feeding thralls for the coven. They were alive for a long time before being tortured to death. She has yet to learn this, she likely never will unless the information is given to her. Rothark took Jordan under his wing and this was how she became one with the coven.

    Role within the Coven: Jordan performs tasks for Rothark, such as recording alchemy recipes, gathering ingredients on her travels, recording day to day happenings within the coven, scouting the cities. Most of what she does is willing, rather than Rothark enforcing it.

    Redemption: Jordan would only leave the coven if Rothark forced her out or he himself left. She would only leave for her mentor. If some strange circumstance caused her to leave her heart would ultimately be with her mentor and so she would eventually return, never willingly harming Rothark.
     

    Madrar

    The Shadow in the Dark.
    Player Name: Madrar
    Character Name: Kaarness Muur
    Gender: Male
    Race:
    Imperial, formerly.
    Age and Date of Birth: Unknown. It's possible Muur himself doesn't know.

    Marital Status: Single

    Sexual Preference: N/A formerly heterosexual

    Class and Combat Preference: Kaarness is a fighter that any but the bravest, foolish, or arrogant fear to fight. Wielding a two handed mace that most men would strain to lift, nevermind swing, Kaarness smashes his way through all opponents. He approaches battle with a joy that most approach family after a long absence. He lives for the carnage and fear he creates.

    Though for all his strength, unnaturally enhanced through dark sorcery, and vampirism, the towering warrior has little skill in a one on one fight. He prefers to be in the middle of a battle, where he can do the most damage possible. Even the bloodthirstiest of his allies know to keep well clear of him once he's well and truly into his battle rage. Despite the unique illusion magic he uses to communicate, Kaarness has absolutely no magical ability whatsoever. And, due to his hulking size, is unable to sneak, unless, of course, his prey is deaf. And blind.

    Character Appearance: Kaarness is different from his fellow night walkers in several ways. Where most vampires skin is usually porcelain white, his is a pale grey. Where his fellow nightwalkers eyes have red irises, both of his eyes have turned a dark red, that glow slightly in the dark. Where the hands, more specifically the fingers of vampires are generally as they were in life, the ends of his fingers end in black talons, ideal for rending flesh.He has the elongated canines of his kin, but unlike them, all of his other teeth have been filed down to points as well.

    His armour is made up of a dark iron, that protects his legs and midsection, but offers precious little in the way of conventional upper body protection. Two loops of the metal crisscross, going over each shoulder, meeting at the center of his back and chest, and connecting to the lower armour. His shoulders are armoured with a thin metal covered in short, sharp spikes. On his fore arms, he wears spiked gauntlets.




    Character Image:
    upload_2014-10-13_10-24-4.jpeg


    Personality: Kaarness, contrary to popular belief, is not insane. In fact, he considers himself to be remarkably civilized, considering the changes he's gone through. He'll frequently discuss his appearance with his prey. He sees himself as something of a noble creature. This, is a lie. Despite his talk, Kaarness is a monster in every form of the word.

    He delights in inflicting pain and suffering. Sadistic to the last, his victims often know unimaginable suffering, before the end. His confidence in his abilities is astounding, if not justified. He often boasts he has yet to meet a match in combat. His disdain for the 'law' and those that enforce is legendary. He sees the mortal soldiers of Tamriel as little more than idle entertainment. The torments inflicted upon him as a mortal man drive him to commit heinous acts of carnage. Not only is he unwilling to stop. He cannot.

    History:


    Though many across the Empire have forgotten Muurs history, and his very existence, this was not always the case. Nor, was he always the monster he is today. In fact, Kaarness was once renowned across the Empire for healing the sick, and protecting those that could not protect themselves. A paladin of sorts. He travelled from city to city, becoming admired by much of the populace.

    However, his actions and willingness to root out darkness and plague brought him more than admiration. A cult of Molag Bal, operating in the area, decided he needed to be removed. Permanently. After a long and drawn out battle, Muur was captured. He was subjected to numerous tortures, both with magic and blade.

    Eventually, the cult performed a long forgotten ritual, that for reasons unknown, involved slitting the mans throat. In addition to making him taller, stronger, and changing his appearance phenomenally, it turned him into a vampire. It's unknown what th cult intended. Perhaps to gain a powerful servant.

    Instead, the change brought about their ruin. Kaarness escaped his bonds, and slaughtered the cult. In that one act of vengeful violence, he tossed aside the man he'd once been, and became the monster the cult had turned him into. With his limited grasp of illusion magic, he developed a way of communicating his thoughts to those he wished to be heard by. For decades, he prowled the Empire. Eventually, he grew bored, and learned of a promising coven based in Skyrim.

    Background Story:

    Kaarness joined the coven for power, and has been both a valuable asset, and extreme pain in the backside to the Coven. He disdains the Covens leadership, but at the same time, keeps the lesser, more rebellious vampires in line with his terrifying appearance and vicious reputation. Amused by the stories of 'monsters' lurking in the swamps of Morthal, Muur has deigned to make this myth come true, catching unwary travellers and guardsmen unawares.

    Turning Point: Kaarness joined the coven for power. And the opportunity to kill, of course. His dread reputation affords him a certain amount of respect among the other vampires, though he cares more for being feared than respected.

    Role within Coven: Kaarness cares little for the leadership of the coven, but he will, if grudgingly, agree to tasks set to him.Though his true purpose is to be used as a weapon of fear and shock.

    Redemption: Not only does Kaarness not want to be redeemed, it is unlikely anyone would want to redeem him.

    Text colour:This
     
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    Blitzz

    A Friendly Brit
    Player Name: Blitzz
    Character Name: Vorro Tenebrosi
    Gender: Male
    Race: Imperial Vampire
    Age: 31 (Appears 19)
    Appearance: Vorro was an incredibly tall teenager, standing at 6'3", but was never particularly muscular. A pretty face, blood red eyes (not shown in image) and a slim but toned body littered with scars and wounds from previous conflicts. His hair is long and a very light shade of brown that could be mistaken for blonde, which he allows to fall freely around his face.

    8e70582c87c1d38b69e6a4a7516f6179.jpg


    Vorro's Armor (the one on the right):

    horned armor.jpg

    Vorro's Sword:

    FM-432-main.png

    Allignment: The Coven, Rothark's Bloodguards

    Personality: Not as evil as the man he serves, Vorro still holds a moral code dear to his heart. Although hungry for bloodshed, he is a mentally stable and tactically intelligent fighter. He is gullible and illiterate however, and is frequently preyed upon my members of the Coven due to his ease of manipulation. Honest and trustworthy, Vorro exhibits many admirable traits that are shunned among members of the Coven.

    Motives: To sate his hunger for bloodshed and protect Rothark.
     

    Blitzz

    A Friendly Brit
    Player Name: Blitzz
    Character Name: Berron
    Gender: Male
    Race: Breton
    Age: 49 (Appears 28)
    Appearance: 5'10" tall and quite well muscled. His hair is dark brown with a red tint to it and his eyes are very pale yellow. Very few ever see his face, but it is ravished by burn scars down the right hand side, although the left is still quite handsome.

    8aa87b421b2b1df992ca4dbcb92712ce.jpg


    Berron's Armor:

    0648bad16afe00d8dbde6be5b9bf5411.jpg


    Berron's Spear:

    Kit_Rae_Ellexdrow_War_Spear_KR0050.jpg


    Allignment: The Coven, Rothark's Bloodguards

    Personality: Formerly a doctor, Berron has a sadistic obsession with torture and bloodshed. His passions align with both Garred and Rothark, in that all he wants to do is torture, torment and slaughter. Although part of him fights to hold on to who he once was, he has slipped away and transformed into a monster. His strength and surprising agility make him an incredibly talented fighter, particularly with his spear.
     

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