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    Ken the Redguard

    im Redguard and proud....XD
    can anyon
    *Stickied*
    Before joining in please read the following
    Character Sheets should look like this
    Character name:
    Race: Tamreil Lore accurate
    Class: Within Skills of Skyrim
    Gender: Duh
    Looks: What does your character look like include a pic if you want.
    Personality: How your character acts in the world
    Combat Prefs: what weapon/defensive/spell skills your character has
    Misc: everything else not covered by other areas
    ------------------------------------------------------------------------------

    Name: Sara Nightingblade
    Race: Imperial
    Class: Assassin
    Gender: female
    Looks: Short straight black hair, 5'7, caucasian, face looks like me in my avatar picture.
    Personality: nice to her friends, hates anyone she does not know well, despises all forms of authorities, including the Empire and the Storm cloaks, but she will kill for either side for a price. extremely loyal to her friends as well.
    Misc: Likes using a sword in one hand and a dagger in the other. Decently adept with restoration magic. Dislikes two handed weapons. very rich, she has saved much of her money from assassinations.

    *Stickied*
    can anyone do this?
     

    Ken the Redguard

    im Redguard and proud....XD
    Character name: Ken Knowledge-Born
    Race: Redguard
    Class: Destruction Mage
    Gender: Male
    Looks: Male Redguard around the age of 20. shoulder length black hair. has war paint over left eye. average build about 5'6 in height. around 130 lbs
    Personality: very friendly when it comes to people he loves and cares for. very smart. fast thinker. always willing to learn something new. very serious. doesn't like to play around alot. quiet. and protective of loved ones.
    Combat Prefs: any destruction spells well do. but does prefer fire destruction spell over all. occasionally will use a ward spell or staff in his left hand.
     

    Jamirus

    Eater of random alchemy ingredients
    My actual skyrim character put into role-play

    Name: Jamirus scrimsly
    Race: Nord
    Gender: Male
    Class: Berserker
    Skills: Two-handed, heavy armour, enchanting, smithing, archery, restoration.
    Appearance: Medium sized with extreme muscles and short brown hair blue eyes and broad shoulders. Three scars run along his cheek and he has a short moustache.
    Personality: He has one of those deep voices like Farkas or Galmar. Jamirus looks very tough and makes friends with only those who are tough looking too.

    Backstory: Born in skyrim. He was raised in the reach until his mam and dad were killed by the forsworn. Raised in the orphanage with Brenlya he too celebrated the day of Grelods death. After Grelod was killed he had more freedom and went to mistveil keep practicing on the targets with a sword that he stole from Harrald, the Jarls son who soon found Jamirus practicing with it. For a kid to be practicing so early in life with such determination made him take Jamirus under his wing and they trained together. Once he could hold a battle-axe he started using heavy armour and so he became the warrior he is. Soon he became the Thane of Riften and bought honeyside. From there on riften was his home. Living peacefully off contracts from the Jarl he soon became plunged back into war when the Imperials captured Dawnstar. To defend Riften he joined the Stormcloaks and is a general now.

    Weapons and armour: He uses a full set of Orcish armour and an Ebony battleaxe along with a Daedric bow.

    Misc: Extremly proficent in Restoration he can back out of a fight and quickly heal within two seconds.
     

    zFrenzyy

    Assassin at your service
    Character name: Le Kitteh
    Race: Khajiit
    Class: Assassin
    Gender: Male
    Looks: White Fur | Vampire Teeth | Often dressed in Nightingale Armor |
    Personality: Will steal anything he wants whenever he wants. Doesn't like to be accompanied by anyone due to stealth purposes. Front-of-the-line person when in battle. Good leader. Professional Assassin. Loves to manipulate people's minds and screw them up.
    Combat Prefs: Sneak* | Swords | Daggers | Bows* | Illusion |
    Misc: Found by deadly assassins when he was a kitten (3 years old) . Trained by them and was deadly with a bow and dagger (8 years old) . Getting payed well for assassinations when he was 16. Ran away to live a new life and is now leader of the Dark Brother Hood and the Thieves Guild. Became a Vampire by choice.
     

    Redscallion

    Enchanter of Toothpicks
    Name: Esteran
    Race: Altmer
    Class: Illusionist
    Gender: Male
    Age: ...Young
    Looks: Very few people have ever seen his true face, for he often allows any one who sees him walk away with no distortion in their memory.
    Personality: Calm, never gets in fights he can't win. A life on the run can be a lonely one,so he has had little time to make any real relations, so he feels awkward around people.
    Combat Style: Not a real fighter, he finds it easier to make people stab them selves repeatedly in the gut seemingly by choice.
    Misc. Born from a wealthy Thalmor ambassador, he grew up being taught that all other races were inferior to the Altmer. The first time he traveled to Skyrim, he met Eurland Grey-Mane after getting lost in a crowed. Eurland told him stories of the ancient Nords while he waited for his father. when his father returned, Esteran told his father the same stories that he had been told. His father smacked him and told him never to speak of "such useless vermin." After a few years, Esteran started learning of the Aldmeri Dominion's schemes and plots. Within a very short time he grew to be a pert of the forces trying to make the dominion see it's wrong doings. One night, whilst asleep in his bed, an Altmer assasin had come and murdered every one in the organization. Esteran shot awake and slipped out of the room unnoticed. He stowed away on the next boat to Skyrim seeking a better life.
     

    Blumpkinator

    Combat Medic Extraordinaire
    Character name: Do'Draconius
    Race: Imperial
    Class: Assassin
    Gender: Male
    Looks: 6'0", black hair styled in a medium fade, lean but athletic build. Has a scar over his left eye about 2" long. His eyes are brown.
    Personality: He has no real alliances to speak of, friends he has made over the years in battles he is extremely loyal to. Hates both the Legion and Stormcloaks for reasons unknown.
    Combat Prefs: He uses two daggers when sneaking up on a target, but will switch to dual swords if things go wrong and he has to fight his way out of a situation.
    Misc: Born to a peasant mother in the city of Kvatch shortly before the Oblivion crisis. He was taken in by a band of Khajiit after his mother was killed in the siege of Kvatch. He was trained in the skills of stealth and battle from a young age by his adoptive family. His adoptive parents bestoved the name prefix "Do" to him when he fought off a group of bandits that stormed their camp when he was 16, he killed 10 of the 12 raiders. Him and his Khajiit family travelled to Skyrim shortly before the bringers of the end times reappeared. His entire adoptive family was killed by the dragon at Helgen. He then set out on his own and has been accepting contracts since.
     

    YO MAMA

    New Member
    Race- Nord

    Name- Flek the Punisher

    Personality- Quiet, only talks when he needs to. Doesn't make friends easy.

    Class- Heavy armor warrior/ assasin/ranger.

    Load out- He specializes in heavy armor, he wears daedric armor. He uses daedric weapons that he crafts himself. He specializes in archery, and one handed. His personal favorite, daedric bow with glass arrows.


    Story- Flek was born in a town called Isaangar. It was a very small trade town. Ever since Flek was born he was blacksmithing and building. He crafted his first bow when he was 7. Yes, by the time he was seven, he was a crafter at blacksmithing. In his spare time he would hunt with his father. Usually bringing home an elk or two. His mom would then cook it and serve it for dinner. Years passed, by the time she was seventeen he was a master a smithing. He wanted to make a bow like his father’s bow. A Daedric Bow. But he couldn’t find a daedric heart. His dad said to beat one, you need to be skilled in the art of one handed sword fighting. Flek started to train, so one day he could fight a daedra , and win. One day, while Flek was running through the streets, he saw his father and the town's guard’s and men talking to Imperial soldiers. The Imperials did not look happy. The imperials rode away saying nasty things about our town. His father and the rest of the men walked away saying curses about the imperials. Later that night, he heard people talking inside the house. And they did not sound happy at all. He took a little peek. His dad was saying something about forcing the townsmen into fighting for the Imperials in the war against the Thalmor! He was not happy. The boy ran back to his bed and went to sleep. The next morning, he awoke in terror. He was in a imperial carrage! Being a boy, he paniced. He jumped out of the cart, and ran back toward the village. The imperials tried to catch him, but he was to fast. When he got back his village was burned down, all the towns people dead. He saw his moms and dads head in a bucket near the chopping block. His whole body was filled with anger. He ran inside his house, and got his sword, and his father’s bow. He then ran out of the burning building right before it fell down. He took gear, and weapons . From that day on, he became an assasin. Killing everyone in that division. He kills his target with glass arrows, and a small note. The raid records were burned, and lost. They burned any evidence. To this day, he is still hunting.
     

    Zukas

    Orc Mage
    Name: Geminus Sierrius
    Race: Imperial
    Gender: Male
    Class: Knight of the Nine (Warrior)
    Looks:
    Average hieght (5' 9")
    Stocky build but well muscle (not body builder extreme) and toned with tanned skin (that you can see)
    Dark slightly below shoulder length hair almost black in color and usually tied in a ponytail.Mostly clean shaven with a goatee.
    Piercing blue/green eyes.

    Personality:
    Quiet and reserverd. Will often sit by a fire and stare at it for hours just smoking a pipe or reading or both.
    He has a lot of tolerance and patience with people but if the injustices of others starts to get to him he tends to lash out. When this happens he can be deadly and often requires him to mediate afterwards until he becomes settled.
    In battle he is known to hold his ground, bashing his opponents fast with his shield staggering them and slashing into them with his sword.

    Background:
    A knight in the Order Knights of the Nine.
    He was born just after the Great War in 4E 176 during the Markarth Incident, in a small farming town near Skingrad in the Cyrodiil province of West Weald, to parents that were moderately wealthy. As he grew up through childhood he learned that his parents were members of the Order of the Nine. His father was a knight, often on quests to find some relic or help in some battle somewhere. His mother a mage and alchemist in the Order.
    When Geminus was 10 years old, his parents moved from the farming town to the Priory of Nine so that he could be trained as a knight. He spent many days and nights learning about the Order and life. Often times spending days as a squire to one knight or another.
    In the following 10 years he learned a lot about heavy armor and fighting, specializing in the use of a one-handed weapons and shield blocking. He became so used to fighting in heavy armor (he still thinks the trainers made him wear armor made of lead and not steel), that now when he wears armor it's like clothing and barely hinders him in movement and speed.
    Also during that time, the mages of the Order taught him the Restoration healing spells. The Knights all learned this so that they could heal themselves and their comrades in battle without having to leave the field. He also dabbled in the Destruction magics a little but was only able to master the basic flames spell. This became useful when traveling as he could use short bursts to light torchs and campfires instead of having to break out the flint and steel.
    During his time in the Priory he was also schooled in many aspects of life, history, the divines and the other cultures of the world. He learned he liked reading as much as fighting and almost always has a book of some sort with him.
    In 4E 188, just two years after getting to the Priory, his father and a squad of knights left for Bravil, another city in Cyrodiil that was a big skooma trafficing area, and was not heard of again. There were rumors that he was involved in a raid of The Night Mother's crypt when the Listener, Alisanne Dupre is killed. However, none of the knights that went to this battle returned and are presumed dead.
    In 4E 201, at the age of 25, Geminus now a full Knight of the Order, moved to Skyrim after Ulfric had killed Torygg, the High King and Alduin appeared at Helgen. He bought a house near the castle and uses it as the local headquarters for Order.

    KoN History: Founded in 3E 111 with the intent of finding the lost relics of the Divine Crusader, Pelinal Whitesnake, they built its headquarters, the Priory of the Nine, in the West Weald, an open countryside of southern Cyrodiil, well known for its vineyards and tomato farms. The city of Skingrad is located here. Many relics were found but in 3E 121, during the War of the Red Diamond, the order was split. Due to its increased reputation, many of the knights came from important families with stakes in the war. Many of the knights decided to leave with the relics they had found and used them during the war. Not all of the knights left to fight in the war, many of them went out on their own, questing to reclaim the remaining relics. In 3E 153, with the Order disolved and the War ended, the last remaining Knight had gone on a final quest nver to return.
    Towards the end of the Oblivion Crisis in 3E 433, the Knights of the Nine were reformed by an unknown pilgrim who became the new Divine Crusader. With the help of other knights of the order, that had joined upon hearing of the quest to find all the relics again and to eliminate Umaril the Unfeathered, an Ayleid sorcerer and immortal, returning to Tamriel to seek vengeance upon mankind and the Eight Divines (now Nine) who had previously helped defeat him.
    Upon Unmaril's defeat the Knights of the Nine completed the restoration of the Priory and began a new life of service.

    <<<< this part I made up since there's nothing else from the DLC or in the Lore >>> :D
    In 4E 175 after the White-Gold Concordat was signed, the Knights of the Nine changed thier doctrine to no longer worship Talos and started to worship Ysmir because Talos has also been referred to as Ysmir by the Nords. Ysmir is also listed in some texts as being a name given to Pelinal Whitestrake. There are occassional skirmishes with the Thalmor over this, because they say this is still a worship of Talos, but they can't prove it and haven't tried to force the issue.
    In the last two hundred years the KoN have remained a neutral force in many of the events of Cyrodiil.
    In 4E 201, the KoN hear of the attack Ulfirc and the appearance of Alduin the World-Eater and send one of the new recruits to Solitude as an agent of the Order and to monitor activies in Skyrim.

    Gear:
    (Picture the Ebony Mail but not made of ebony and without the smoky cloud)
    Steel Chestplate and backplate on a black leather harness with chainmail haubreck. Attached leafed shoulder and arm guards. Around the neck and cuffs of the haubreck is an embroidered black leather edging with stylized swirls in white. The armor has stylized swirls and etching across the chest area and along the bottom edges. The etching is in black. The armor is crafted to Legendary quality. (Armor of Restoration: fortify Restoration and Magicka Regen)
    Steel Plate Helmet,gauntlets and boots with the same stylized swirls on them. All Legendary quality.
    Steel Plate Helmet (fortify magicaka)
    Steel Plate Gauntlets of Wielding (fortify one-handed)
    Steel Plate Boots (muffled) to make the armor more quiet than it would appear.
    Legendary Imperial Shield of Fire Abatement (Increases Fire Resistance)
    Legendary Reverent Steel Sword (turns undead)
    Imperial Bow of Cold (damage by frost to health and stamina)
    Fine clothes and boots (still need and enchantment)
    Gold Ruby Necklace (Rest Disease)
    Silver Amethyst Ring (fortify blocking)
    standalone
    standalone
    After all that Ebony Armor(fluffing Awesome) you have a imperial shield, Why?
     

    Zukas

    Orc Mage
    Name: Qai
    Race: Nord
    Class: Warrior
    Gender: Male

    Looks: look at the picture

    Load Out: All Wolf Armor
     

    Attachments

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    Gemini Sierra

    Pre-emptive Salvage Specialist
    My friend, read back to the characters description. This was an older picture and I should edit that card with the way he looks now that I found a mod that is perfect for this character.
    He's Imperial that's why he has that shield.
     

    Subtle

    An Unexpected Ally
    Name: Qa'nirr (he is called Shadow of Dragon by the nords)
    Race: Khajit
    Class: Nightingale
    Gender: Male

    Looks: Light gray blue fur with claw marks underneath right eye. Has dark blue eyes. Medium long dark brown hair with braids. About 5'9. 34 years old. Medium build, not to muscular but not to skinny. Has a mild voice which tends to make people feel more at ease. Has a very imposing figure when in combat.

    Personality: Humorous and funny around his friends and allies. It is hard for Qa'nirr to make friends easily, but he is very loyal to those lucky enough to befriend him. He leads a solitary life, but hopes to meet a nice woman and settle down in his home in Riften. He is very careful not to owe any favors to anyone but his friends and has no allegiance to anyone but the Thieves' Guild, his friends, and himself. Along with being an expert rogue, he is also a scholar, and is very skilled at the art of enchanting.

    Combat: He uses his favorite combination of armor which includes the Guild master's cuirass, Nightingale boots, Shrouded gloves, and the Nightingale hood. His weapons of choice are dual daggers, but he tends to use his bow more often. He dual wields the Blade of Woe (which he took from Astrid's corpse) and a daedric dagger he forged and named "Blade of Strife" to go along with the Blade of Woe. He also uses a daedric bow he crafted. He isn't much of a warrior, and doesn't like to use brute force. Thus, he stays to shadows and kills his enemies undetected.

    Backstory: Qa'nirr grew up in Elsweyr as a son of a famous smith (his father) and a notorious nightblade thief from the Thieves' Guild (his mother). His parents were against the idea that Elsweyr should be under rule from the Aldmeri Dominion. They supported the Mane. He witnessed the Dark Brotherhood murder his father - whom he was very close too - in front of his own eyes when he was a young boy. His father had taught him how to fight and survive in the wild from a very young age. From then on, he vowed to destroy the group of assassins. He then became a member of a Khajiit caravan which traveled all over Cyrodiil. He was the protector of the caravan, and fended off many a bandit and highway man. One day, when the caravan was a few miles north of Bruma in Cyrodiil, the caravan was attacked by Thalmor soldiers who claimed that the caravan was smuggling skooma into Skyrim. This encounter led Qa'nirr to hate the Thalmor. As the only survivor of the attack, he slowly began to make his way into Skyrim. In Skyrim he destroyed the Dark Brotherhood, and took the Blade of Woe from the dead body of Astrid as a reminder of what the Dark Brotherhood has done and the innocent blood spilt at their hands. Later, he joined the Thieves' Guild and became a Nightingale of Nocturnal. A thief at heart, he was also a skilled hunter and smith. Through some divine prank, Qa'nirr discovered he was Dragonborn, but he denied his fate as a dragon slayer. One day, he realized that he couldn't just walk away from his fate. He decided to seek out the greybeards atop High Hrothgar for assistance.
     

    ush 3

    New Member
    Character name: Gerland
    Race: Altmer (High elf)
    Class: Mage/swordsman
    Gender: Male
    Looks: Older than 50, younger than 70, large scars on the right side of his face,
    blind in right eye.
    Personality: Kind, inquisitive with a knack for finding out things.
    Combat Prefs: Lightning spells are preferable, healing and swords are used as well
    Goal: Looking for his daughter before he gets to old for adventure, finding a nice place to retire.
    Attire: Destruction robes and hood, steel sword with a small sign cavred in it.​
     

    Lacarix

    New Member
    Name: Noah Lacarix
    Race: Half Imperial Half Nord
    Class: Assassin/Archer/Bard
    Gender: Male
    Age: 21
    Looks: Long red hair, 5"10, pale white skin, soft features & well groomed facial hair.
    Lacarx_Clothes.jpgLacarix.jpg


    Personality: Noah is a little brash, often rude and aggressive. But deep down he is very nice to those he likes and will do anything for them.
    Equipment: Ebony bow, Ebony quiver and arrows. Noah's bow is called Bow of Blood, it has being enchanted with absorb health. Ebony dagger, Noah's dagger is called Blade of Souls it is enchanted with soul trap Noah uses this fill soul gems to replenish his bow. Full glass armour, though he does not wear a helmet he often wears a circlet as a replacement. He also has a Lute, which is dark green in colour with a golden trim. When he is not on mercenery work he often wears a simple blow tunic with gold trim, dark brown trousers and brown fine boots.
    Skills: Highly advanced in archery, sneak, lock-picking, light armor & is quite well trained in one handed combat.
    Bio: Noah was born in Cyrodiil, his home city was Leyawiin. His Father is a high ranking soilder in the Imperial army & his Mother is a keen hunter. They moved to Skyrim in the city of Solitude when Noah was ten years old, he didn't enjoy most of the other children were Nords and much taller than Noah, he was often bullied simply for being an Imperial. He spoke with a strange accent, it wasn't that of Skyrim nor was it that of Cyrodiil it was his own concoction of speaking. His mother trained him in the ways of Archery, he seemed to pick it up very quickly it was apparent he was a natural with a bow. His father trained him in the ways of one handed and shield, though Noah didn't enjoy using a shield he felt it was to heavy he would rather dodge than block. He was enrolled in the Bards college when they moved to Solitude, he became exceptional with a lute and had a beautiful voice to match. When Noah turned fourteen he argued constantly with his father, the arguing became so bad his father kicked him out of the family home. With no home and no money he had to resort to stealing, he wasn't great at picking pockets but became highly advanced in burglary. Noah had heard of the thieves guild in Riften and decided to venture there and join the Thieves guild. He spent a good couple of years there, he enjoyed the work but kept getting in trouble for killing those in the homes he was stealing from, this fact was passed on the to dark brotherhood and Noah began working for both groups, killing targets given to him by the brotherhood and stealing all there belongings selling them to fences. When Noah turned 19 he began to question what he was doing, he couldn't bare killing innocent people any longer simply for his own personal gain, he left both groups venturing around skyrim becoming a full time bard, Though he does often take mercenary work if the coin is right. Noah missing fighting and is looking for a good cause to pick up his bow once again.
     

    Lacarix

    New Member
    Name: Qa'nirr (he is called Shadow of Dragon by the nords)
    Qa'nirr discovered he was Dragonborn, but he denied his fate as Dovahkin, and returned to it later. The story of the Shadow of the Dragon is a long one which is riddled with many holes and secrets.

    Though its not my place to say, Im sure it says in the rules no Dragonborns. Might want to double check before you progress.
     

    p&RN-frame

    Table-headed service drone, second-class.
    Proposed Character for Rise of the Falmer R.P.

    Character Name: Sempronius Senectus (but he doesn't know that for sure)
    Race: Cyrodiil (Imperial)
    Class: Mage (again, he's not sure)
    Gender: Male (in body, at least)
    Looks: 76-year-old imperial, balding ("horseshoe" hair), white, unkempt beard. Wears fur-lined cloak that doesn't look like it's been washed in months (it hasn't), has a hunted look, avoids social contact, is almost neurotically afraid of physical contact.

    Brief Intro:
    “Many bandits on this road. You travel with us, be safe.”

    Ma’jhad did his best to smile without showing too many teeth, and gestured toward the small caravan behind him. The Khajiit mercenary had seen the old man glance nervously over his shoulder and move to the opposite side of the road just before the caravan overtook him. An unarmed man alone and on foot had good cause to be fearful of strangers, and he wanted to make it clear that he meant no harm. Obviously, he wasn’t clear enough. No sooner did the words leave his mouth than the old man took off down the road toward Windhelm faster than Ma’jhad would have thought possible for someone of his years. Ma’jhad resisted the Khajiit’s natural urge to pursue a fleeing animal, and kept pace with rest of the caravan.

    The old man looked over his shoulder one last time. The cats were well out of sight, lost in the haze of falling snow, but they would catch up with him again, eventually. In his mind’s eye, he saw a cave half a mile west of the road where he could rest a while out of the snow and wind. Now when had he been to that cave last? Had he ever been there? He didn’t know. He didn’t seem to knowanything anymore. Not since the experiment.

    He had traveled to Skyrim to study the Dwemer animunculi. The mechanics of the ancient machines were well known, but, despite centuries of research and conjecture, no one had yet discovered the source of the intelligence that guided them. His name was Sempronius Senectus, and he was a researcher at the Arcane University. Or was he Nurendal, a student at the Arcane University?Was he master or apprentice? Man or Mer? He couldn’t remember, not that it really mattered now, anyway. What mattered was that Sempronius had discovered the secret behind the machines’ intelligence, and that he (or was it Nurendal?) now regretted having done so.

    For centuries, laymen (and many scholars, as well) had carelessly assumed that the soul gem mounted in the center of each Dwemer construct was the seat of its intelligence, but Sempronius knew that could not be so. His experiments had shown that an animunculus could learn new information (like which of three keys will open its cage), and complex behaviors (like using a file to duplicate the key from a plain strip of metal), suggesting a much higher degree of intelligence than would be expected from the kind of soul contained in the “white” soul gem it carried. More importantly, he found that swapping the original soul gem for another didnot cause the machine to forget what it had learned, suggesting that this knowledge was stored somewhere other than the gem. The question was “where?”

    It was all in the metal. It took them nineteen years and a journey to Oblivion to figure that out. And no wonder: the “Dwarven metal” was not a homogenous alloy, but a composite made from three different metals fashioned into tubes, filaments and sheets so thin that they could not be seen by mortal eyes. In the endless library of Apocrypha, through a pact neither of them could (or wanted to) remember, they were told of the existence of these “microstructures,” and the function of each. The master of that realm also confirmed for them what Sempronius had always suspected: that the intellects which guided the Dwemer animunculi were, in fact, those of the long-dead Dwemer who created them. So, these creations of the Deep Elves were not merely their legacy, but a form ofimmortality.

    He immediately recognized the opportunity this knowledge represented for them. Or did Sempronius suggest it to him? Or maybe it was Nurendal who mentioned it? It wouldn’t be so hard to remember if there weren’t so many of him. But that didn’t matter.What mattered is that one of them got the bright idea to send his consciousness into one of the machines to talk to the Dwemer inside. They experimented with various summoning and binding spells, and eventually settled on a variant of Soul Trap. It must have been old Sempronius who came up with it; he was the more skilled of the two. But who finally cast it? Well, one of them did, anyway, and the other found himself drifting slowly across the laboratory toward the Dwemer Sphere Nurendal had revived for this experiment. The experience was much like astral travel: he could “see” in all directions at once, simultaneously watching the caster (why couldn’t he remember the caster’s face?), the approaching Dwemer construct, and his own receding body (Sempronius’ body! So he must be Nurendal! He knew it all along…).

    What happened next was difficult to remember. Not because of the identity-confusion and lack of temporal continuity that normally plagued any attempt to remember his past. No, it was outright fear that caused him to shun that particular recollection. He forced himself to remember her; to be Umfazac Gthan of Alftand again. When he touched the Sphere Guardian, when his mind flowed through the tiny cantium strands and touched hers, he saw his life flash before his mind’s eye…her life…their life…

    He saw that life, not in its entirety, but in bits and pieces: the best and the worst moments replayed in great detail, separated by the blur of the routine and the mundane: exploring the Ulmyand with her sister Ibmon; the beating they got when mom found out; her first toy spider; her first book; her first trip to the Outer Realms; joining the army; meeting Kelumen; giving birth to the twins; Kel’s last words (“I’ll love in the next life just as I did in the first.”); fighting the Falmer in the Ulmyand; the healer telling her that she had lung-rot; and then…

    She was dying. The healers were very clear about that. It was time to make her final arrangements, they said, and either take one last journey to the Outer Realms, or go back to the city to spend her final days with her children. But Warlord Yumac, her commander these past fifty years and more, whom she trusted like the father she never met, proposed a third option. The Tonal Architects had come up with a new class of animunculus, he told her; war machines that required experienced soldiers to operate them. The Architects were running short on volunteers. It was an opportunity to continue to serve Alftand after her death. Of course she said “yes.”

    It was the worst mistake she ever made.

    What followed was nearly four thousand years of mind-numbing tedium. Trapped in a body that could not feel, could not taste, could not smell, and could not speak. Deactivated and forced to sleep for centuries by City Control. Waking for a few brief minutes to slay the occasional bandit or adventurer or (very rarely) falmer soldier. Then going to sleep again for years, decades, centuries… Umfazac was nearly mad with boredom and regret; praying and yearning for death, but forced to live and grieve until time or the Falmer finally destroyed this mechanical body.

    Nurendal (he was pretty sure he was Nurendal) recoiled in horror from her memories. He wanted nothing to do with Umfazac Gthan’s metal prison. Flesh! He needed to return to his body! He thrashed wildly, reached out with his mind, took hold of the first living flesh he could find. Whose flesh was it, anyway? Bringing his thoughts back to the present, the man looked down at his hands.It must be Sempronius’ body, he thought, for the skin looked old and leathery. But then again, he wondered, how long has it been since we tried the experiment? As usual, he couldn’t remember. All he did remember was that one of them died that day, and the other…well, he was the other. And since then, he hadn’t been able to keep his memory straight.

    The trouble with sorting out the memories was that they kept multiplying. He remembered the first time he had one of his “attacks,” only the day after the experiment (at least, he thought it was the following day). He was visiting the Arcanaeum at the Mages’ College in Winterhold when he fell into a swoon that witnesses said lasted close to an hour. To him, it felt like seventy years.At least, he experienced seventy years Corvinus Stormcrow’s life during that time. Once he had been thoroughly examined by the Archmage and had recounted the ill-fated experiment with the Dwemer Sphere, it became clear that the problem was with Sempronius’ spell. He had been too clever for his (Nurendal’s?) own good: he had permanently freed his consciousness from its mortal coil. Body and mind continued to travel more-or-less together solely because he didn’t know how control each separately. Yet, during moments of inattention (and, as he later found out, during sleep), it was possible for his consciousness to wander away on its own, merging temporarily with any other minds it may touch along the way. The resulting memories were, of course, nearly impossible to distinguish from his own.

    He had stayed at the College for three months (Only three months. So he must be Sempronius.), trying to learn how to reconnect his mind and body, or at least keep them close enough together to prevent any more “attacks.” Then, a few days ago, the entire College fell into the sea. Of course, he wasn’t one of the lucky ones; the ones who drowned. No, he had to survive. Forced to live and grieve until time or the war finally destroyed his aging body. His limbs seemed to have gotten heavier during the twisted trip down Memory Lane. He would have to stop soon and rest…and sleep. Sleep. The man, Nurendal, or Sempronius, or Umfazac, or perhaps someone else altogether, hung his head…and cried.

    And somewhere in Apocrypha, Hermaeus Mora laughed.

    End character intro.
     

    Draken-13

    New Member
    Name: Lycus Castius Desselius. Nicknamed "Lycus The Hunter."
    Gender: Male
    Age: 24
    Race: Imperial

    Skills: Hand to Hand, Spear, Blade and Blunt as well as archery. No proficient skills in magic. Lycus has much skill in playing the drums and the lute.

    Physical Appearance: Lycus stood 1.82 meters tall. As his father Kraven, Lycus had brown colored skin and hazel eyes as well as the muscular build and the long black hair. However, he is much thinner than his father. His lips and eyes were full and lively, often capturing the attention of some women.

    Despite his strong build and status as a warrior, Lycus was subtle when it came to being a hunter and often relied on his guile as on muscle and skill in melee in contrast of his sister’s speed. Unlike his father who spoke with gravelly voice which was raspy, Lycus had more of a simple and low voice, as if he was sad and with low self esteem. Such displays of sadness was often seen in his facial expressions as well.

    Weapons: Lycus carries with him a silver spear and an axe. The spear had ancient inscriptions along the body and the edge as well, a weapon that was passed onto him by his father. His axe was also in remembrance of his mother, who was skilled in the use. Among these things, he also has a sharp hunting combat knife which he holds close.
    Armor/Clothing: He is usually garbed with his own armor made of fur. The armor covered his waist and thighs and was very durable. When in warmer climates such as Cyrodiil and some environments in Skyrim, he walks freely sans shirt. Most of the time, however, he is armored with silver or steel with a insignia on the shoulders.
    Other Items: A number of books; Lycanthropic Legends of Skyrim, On Lycanthropy, and Physicality of werewolves. Other books such as the Totems of Hircine and “Kraven’s Journal.” Items such as food and potions he can salvage from animals and abandoned forts. As for jewelry, Lycus carries an ancient tribal necklace. He also has a lute in his possession.

    Personality: Lycus is instinctive and knowledgeable. He is distrustful of new people, but he is known to have a softer side when it came to the people he knows and cares about. Lycus had an honorable code which was passed onto to him by his father. Much of his life as a warrior was done under these guidelines. These moral codes would shape his life as a Bounty Hunter and a man of respect. Lycus was more of a lone wolf who usually kept to himself, this was due to his mother’s fate and his father’s destiny years prior to his maturity in his condition.
     

    Draken-13

    New Member
    Name: Illana Desselius
    Race: Imperial
    Gender: Female
    Age: 23
    Home Country: Cyrodiil
    Faction and Rank: Bounty Hunter and mercenary.

    Class: Bounty Hunter, Huntress.
    Class Description: Works for anyone who pays well. Often hunts for food and is very resourceful, able to make almost any environment a temporary home. Also a worshiper of Hircine. She was crafty and efficient, having a keen sense of guile imbued in her own manner of pursing her career.

    Skills: Illana was a professional. Due to her condition, she was stronger in her physical power, but she was more inclined to rely on speed and guile to take down bounties and her enemies. She is proficient in archery and a great fighter when it came to brawling and hand to hand, able to take down even her own brother in playful combat. She trained in the art of the sword by her father and is also as skilled as Lycus.

    Appearance: Having dirty blond hair and amber colored eyes, Illana looked very close to her mother, Vera. Although despite the similarities, she was less muscular and more lithe, bearing more distinguishing birthmarks on her arms and shoulder areas. She often has a sarcastic or a grinning malice to her facial expression.

    Hair: Dirty blonde hair which falls to her shoulders.
    Eyes: Amber/golden.

    Build: Strong and also lithe, maintained by a healthy lifestyle of running and pursing.

    Personality: During her youth, she was often hostile and aggressive to the point where she was often kept away from other people. Growing up, she was more tied to her mother, Vera, and thus was more inclined to mirror some of her mother’s ways as oppose to her brother’s ties to his father. She was confident and displayed a dry sarcastic wit about her. Unlike her mother, she understood the sad nature of tragedy and often sought to understand her families unfortunate history with Lycanthropy. She was also determined in her line of mercenary work and saw it as the only way of life. She was very decisive yet grim and uncaring most of the time. The death of her mother softened and yet hardened her personality. She respected those who had similar backgrounds as her, yet she understood the value of fighting her own battles and casting away pity in dangerous times. Her perspective on life is considered harsh and unforgiving by most, she values strength and knows each day could prove to be her last. This particular trait also hardened her.

    When becoming a huntress of bounties, she filled and occupied the position her mother left behind as a Bounty Hunter. She shared the same traits as well; cold, calculating, and merciless when it came to tracking down criminals and fugitives of the law. She was less worried about the morality of her work than her brother, Lycus. She regarded coin and drakes as a matter of importance. Even so, she wasn’t hesitant to demand more payment when the opportunity allowed. Illana also was very dedicated to her career if the pay was good. She took on jobs that were considered to be very perilous, costly and nearly impossible to complete. The thirst for life and glory stemmed from her desire to eclipse her mother’s legacy as the infamous Bounty Hunter and to further improve the Desselius and Darksky legacy.

    Weapons: Illana carries with her a elven bow and silver arrows, as well as her mother’s old hunting combat knife. She is skilled in the use of the blade and the axe, but she usually salvages what she can from her defeated foes.

    Clothing: Illana uses light armor, donning the item as one of the inheritance left behind by her mother; Her steel and silver armor, properly built to sustain some damage sans degrading. The two black shoulder pads on each of her shoulder bearing an ancient and ritualistic tribal symbol. Her gauntlets bore sharp spiked edges on tip to give a painful punch that could result in death and they carefully covered her hands and fingers. The knee-pads could carry poison and paralyses darts while her custom-made boots could conceal her sharp and efficient hunting dagger. Her entire gear could cover her body, the only exception was the sleeves which could be modified and removed from the overall gear if she desired. In cold areas, she could easily cover her arms, but in climates such as Morrowind, her elbows and arms were uncovered. Her liner shirt beneath the armor was made of thin ceramic plating to protect from intense heat and cold. On her hips, she had a leather utility belt that usually had a number of leather pouches. But to add to her fearsome armor was her helmet. A large metal piece which could withstand brutal punishment. It served to conceal her identity in several high-risk missions when dealing with drug-lords and other types of dangers. The helm complete covered her head and face, only her eyes could be seen from them in small visors. It was the ultimate armor and one of her favorite items in her equipment of Bounty Hunting trade.

    When in her comfortable gear, she wears metal pauldrons on her shoulders and has a huntsman’s vest that is more like a metal bra of sorts. For pants she wears leather pants or huntsman’s pants depending on her mood and the climate.

    Miscellaneous: Poison of paralysis, various jerky for snack. Family amulet which hangs on her neck. A few other books and a flute.

    Magic: Only healing abilities applied to herself.

    History: Illana was born into a family of wealthy hunters living near the border of the Great Forest. In a secluded home, she was raised and taught in the ways of the hunter and the ways of the fighter by her mother and father, who also taught more mundane things such as speaking properly and living responsibly. Growing up, Illana was known to be hostile and aggressive toward her brother and even animals, causing the parents to be more cautious about her. This “negative’ traits was taken advantage of by her father, who took her into the forest to hunt and to practice more with her archery. At the age of eleven, she killed her first bear with her wooden bow.

    Thrilled with the hunt, she obsessively went into the forest day upon day to hunt, and eventually learned the territory around her home like the back of her hand. It wasn’t until one day when her mother died when she was sixteen years of age that she truly began to spiral down into insanity, even with the wise council of her understanding, yet distraught father. Eventually, her father died and she was left to take care of the family name with her brother, Lycus. Both grew even more attached to each other and agreed to try and live up to their parent’s name. Illana began to live under the family guidelines and began to start her own career in becoming a Bounty Hunter.

    Illana started in Bravil and the lowest areas of Cyrodiil, eventually growing in name among the criminals in the area. Although she was more hated than feared. For the past years she continued to attempt to keep the territory her mother purchased and live a peaceful life with what was left of her family. It wasn’t long before her professionalism began to blossom with her work that the Thalmor invaded Cyrodiil. She was taken prisoner while doing a job in Bravil after she took a bounty to her employer.

    Motivation: To live up to the family name and to eclipse her mother in the Bounty Hunting trade by becoming famous and becoming the best at her career. Sees the Thalmor as the end of her lifestyle.
     
    Character name: Tazzar Keith
    Race: Argonanian
    Class: Mage
    Gender: Mail
    Looks: Green, Young, not ugly
    Personality: Kind, Honest
    Combat Prefs: Prefers Daggers and one handed swords
    Misc: Collects items then sells them for a living
     

    Gorzash

    Battle-Jaded Orc
    GENERAL INFORMATION
    Name: Gorzash gro-Karthul
    Occupation: Bounty Hunter
    Race: Orismer
    Age: 47

    SUMMARY
    Loses his family to a bandit raid when they are traveling from Orsinium to Skyrim. Orc strongholds adopt and raise him. Becomes Malacath’s Champion. Leaves the strongholds to become a bounty hunter for the honor of his family.

    PSYCHOLOGICAL PROFILE
    He is ardently stubborn, and it is nearly impossible to change his mind one he’s made a decision. He is one to hold grudges, and perhaps the most blatant display of this can be seen in his dedicated bandit-hunting life. Though he may come off like the rough-and-tough type, he remembers acts of good equally as well as he does acts of malignity. Gorzash will repay those who help him, for he disdains few things more than being in someone's debt.

    PHYSICAL PROFILE
    He is heavily built and husky, even for an Orc, at 6'5". His face is wrinkle-creased and littered with minute scars, which gives him a battle-weary air. He has one reptilian-yellow eye; his left one was slashed out during a grisly fight. Because of this, he has a deep scar trailing from his brow, down to the top of his cheekbone. A black, untrimmed goatee half-covers his chipped right fang, and a ragged mane of black hair is pulled into a pony tail atop his head. Around towns, he usually prefers to dress simply, wearing a belted tunic and fur-lined boots. He

    COMBAT STYLE
    Ever since the Daedric Prince of the spurned deemed him as his champion, Gorzash has wielded the great Hammer of Might. It suits him perfectly: it is massive, intimidating, and unstoppable once set into motion. Gorzash wields it so fluently that it may seem that Volendrung is not a mere weapon in his hands but a lethal extension to his arms. He supplements the hammer by dressing for battle in tough, heavy Orcish Armor. He forges his battle attire and hones Volendrung himself using the smithing skills that he attained from his early years as a smith for the Orc stronghold, Mor Khazgur.

    BACKGROUND STORY
    He was born into a family of city Orcs. Early in his childhood years, he, his two sisters, his brother, and his father left Orsinium due to the escalating religious conflicts within the city. His family was zealous about their religious beliefs, acknowledging Malacath and only Malacath as their god-king. They set out for the province of Skyrim, specifically to make a living by joining the Imperial Legion. As they were packing their belongings, his father asked him to take his ring and place it in the sack along with the few pieces of jewelry that they owned. Gorzash couldn't help but gaze into the mesmerizing ruby in the ring's center. Noticing his liking for the masterfully crafted band, Karthul suggested that his son keep it.
    They left that night, traveling down the long and harsh road that lead from the Wrothgorian Mountains and into the land of Skyrim. When they had nearly reached their destination of Solitude, a fearsome band of marauders ambushed them and overtook their caravan. In the adrenaline and confusion, Gorzash ran south down the mountainside, through the forests, for more than a mile into the wilderness. He never knew what happened to the rest of his family, but he presumed that he would never see them again. He was lost, and alone. Days went by, and no one had found him. This was when he put the skills his father had shown him to good use. He hunted and cooked his own food, built himself a shelter. Eventually, a group of Orismer hunters stumbled across Gorzash’s makeshift residency in the middle of the woods. They were amazed at how versed in the ways of wilderness survival he was for a fourteen-year-old. They brought him back to their stronghold of Mor Khazgur. In return, he smithed for their tribe.
    For seven years in the strongholds, he was an obsessively devoted follower of Malacath, more so than his fellow Orismer. He believed that this was part of the reason why Malacath chose him to be his new champion. During one of his visits to the Orc stronghold Largashbur, he learned of a curse that Malacath had placed on its people. Giants began attacking their home, sensing their weakness. Malacath placed the curse upon the tribe because of the weakness of their chief. However, after slaying the leader of the Giants and killing the treasonous chief, Gorzash proved himself worthy of being deemed Malacath’s champion. The Daedric Prince blessed him with a great hammer, named Volendrung, for his services to the Orismeri.
    Even after this great accomplishment, he was still treated as an outsider and as the “city Orc” that he was (perhaps out of jealousy from the other Orcs). It was then that he realized that the only true family that he had was the one who the bandits had taken from him. A bitter concoction of hatred, vengeance and a sense of duty brooded within his heart. Gorzash resolved to repay his family through blood.
    He left the strongholds and sought work as a bounty hunter for the cities of Skyrim. He is currently still a bounty hunter, and a very successful one at that. He fights for his perception of righteousness, forcing bloodshed from those who took his only comfort in the name of both Malacath (he is still reverent of the Daedric Prince and fights to honor him) and his family.

    QUIRKS AND SUCH
    Because of his undying hatred toward criminals and bandits, he will attempt to kill any outlaw known to him on sight, under any conditions. Usually after clearing out a bandit's outpost, he casually will search through their food supply, cook himself a nice meal at their fire, and have a drink to forget his worries. He is deathly afraid of water, since he cannot swim; he will never attempt to cross a river this way. Every Sundas, he travels to Giant's Grove to slay the Giants that continue to occupy Malacath's shrine. After this, he prays and gives offering to the Daedric Prince of the spurned.

    SKILLS AND PERKS
    Heavy Armor:
    - Juggernaut (5/5)
    - Well-Fitted
    - Tower of Strength
    - Matching Set
    - Reflect Blows
    Two Handed:
    - Barbarian (5/5)
    - Champion’s Stance
    - Skull Crusher (3/3)
    - Devastating Blow
    - Great Critical Charge
    Smithing:
    - Steel Smithing
    - Dwarven Smithing
    - Orcish Smithing
    - Arcane Blacksmith
    Skills to 100:
    - Heavy Armor (Primary)
    - Two Handed (Primary)
    - Smithing (Primary)
    - Speech (Secondary)
    - Enchanting (Secondary)
     

    epic 2624

    New Member
    name: nathan cartier
    race: nord
    role: assassin
    gender: male
    looks: mostly bold, some scars, 6'1, dark brown eyes, always where nightingale armor cause its badass.
    personality: easily annoyed by fools who think they can beat me, dark, hides in the shadows, always causing trouble in all the holds, sneaky, but at the same time very loyal and thoughtful of others. kills whenever chance is given, likes to literally stab people in the back. prefer one-handed swords(Blade's sword preferred) with blade's shield. dual wield daggers. light armor all the way and stuff.
     

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