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  • Kurosawa Matsuoka Miyamoto Hotaru Ayumu Sep 19, 2016

    [Under Construction] Kurosawa Matsuoka Miyamoto Hotaru Ayumu
    (Black Marsh Tree Ridge Palace Root Firefly Dream Walk)
    Kickass Spirit-Worshiping Independent Field Asset

    [Image]

    INFO
    » AGE - 74 (effectively 30 thanks to longevity treatments)
    » BIRTH PLANET/PLACE - Kumiko/Kaede, Ami Continent
    » GENDER Female
    » HEIGHT 5'9"
    » WEIGHT 136
    » BUILD Athletic
    » LATERALITY Right-handed
    » SEXUALITY Bisexual
    » MARITAL STATUS Divorced
    » PROPERTIES An estate in the high plains of Kaede
    » AFFILIATION Niekurikaeru Shogunate
    » ALIGNMENT Lawful/Neutral Good
    » AFFLICTIONS None
    » RELIGION Kumiko's native religion
    » HABITS
    » HOBBIES

    PERSONALITY

    » POSITIVE TRAITS
    » NEGATIVE TRAITS
    » LIKES
    » DISLIKES
    » FEARS
    » ASPIRATIONS
    » PHILOSOPHY

    » OVERVIEW

    APPEARANCE
    » HAIR LENGTH
    » HAIR COLOR
    » FACIAL HAIR
    » EYE COLOR
    » SKIN COLOR
    » SCARS
    » FACE
    » UNIQUE FEATURES
    » ATTIRE [CASUAL]
    » GEAR

    RELATIONS
    » Thalmor [NEUTRAL] –

    » Imperial Legion [DISLIKES] –

    » Stormcloaks [DISLIKES] –

    » Falmer [NEUTRAL] –

    » Forsworn [DISLIKES] –

    » The Thieves Guild [PAST MEMBER] –

    » The Companions [NEUTRAL] –

    » College of Winterhold [LIKES] –

    » The Dark Brotherhood [ENEMIES] –


    SKILLS
    MASTER
    »
    »
    EXPERT
    »
    »
    ADEPT
    »
    »
    APPRENTICE
    »
    »
    NOVICE
    »
    »

    COMBAT
    »

    HISTORY
    »
    »
  • Avari Ahrusk Khimer May 28, 2016

    Avari Ahrusk Khimer
    Exiled Noble, Wandering Warrior

    INFO
    » NAME - Avari Ahrusk Khimer
    » ALIAS - Most people just call her Avari or Vari, depending how familiar they are with her.
    » AGE - 26
    » Species - Human
    » BIRTH DATE - Oshen 29th (29th of Autumn in Argylle)
    » BIRTH PLACE - Kamenik, Severnaya
    » RESIDENCE - None permanent
    » GENDER - Female
    » SEXUALITY - Bisexual
    » MARITAL STATUS - Unmarried
    » PROPERTIES - None
    » AFFILIATION - The Khimer clan
    » ALIGNMENT - Chaotic Good
    » AFFLICTIONS - Color deficiency
    » RELIGION - Hrish Convent Reformed Savanism
    » HABITS - Doesn't speak with contractions
    » HOBBIES - Swordplay, board games, debate, smoking Severnayan tsvetinye and other herbs, reading


    PERSONALITY
    » POSITIVE TRAITS - Confident, assertive, helpful, earnest
    » NEGATIVE TRAITS - Bad at relating to others, emotionally detatched/repressed, assumes authority, struggles to be a team player
    » LIKES - Quests, honor, acceptance in a group, skilled people, learning
    » DISLIKES - Being told what to do, being reminded of home, cheap stuff
    » FEARS - Failing to realize her dreams, failing other people
    » ASPIRATIONS - To become a renowned hero so that she can either return home in spite of her exile or find a new home
    » OVERVIEW - Coming from Severnaya's very structured, practical culture has shaped her both through direct influence and her reaction to it. She believes that it is important to always have a goal in mind and to act with purpose, and that one's work or passion should be important to oneself, but her resistance to her culture's dictation of her purpose has made her a proponent of being true to oneself regardless of what tradition or authority says. She wants to help people, but coming from such a foreign culture and in general being an introverted person means that she can come off as insensitive or unconcerned with others.


    APPEARANCE
    » HEIGHT - 5'9"
    » WEIGHT - 140 lbs
    » BUILD - Lean but strong

    » LATERALITY - Ambidextrous, prefers right
    » HAIR LENGTH - Shaved head
    » HAIR COLOR - Blonde
    » EYE COLOR - Hazel
    » SKIN COLOR - Pale
    » SCARS - None
    » FACE - Sharp jaw and cheekbones
    » ATTIRE [CASUAL] - Traveller's robes, or otherwise a shirt and pants
    » GEAR - Light leather and mail armor, a sword, a rucksack


    SKILLS
    » Writing - she scorns her past instruction as a scribe, but it's still useful whenever she has to write anything down.
    » Diplomacy - coming from an established clan in Severnaya, she's used to dealing with authority.
    » Travel - she's a long way from Severnaya, and to get that far she had to learn how to cover ground and use her wits in foreign lands.
    » Sword combat - the various Chantries and Convents she visited taught her well, and experience while on the road has helped to hone her skills.
    » Knowledge - a noble's education has taught her about history and culture even beyond Severnaya, and she continues to show interest in the world around her.


    HISTORY
    » Avari was born in the ancient mountain city of Kamenik, in the snowy highlands of Severnaya far to the north of Argylle. As a Severnayan, she was a part of the complex social order from the day she was born, and so her future was defined within the confines of her family's standing in Kamenik. The Khimer were middling nobles in Kamenik, their station set by their history of producing administrators who either helped to run things within the city or to facilitate relations with the rest of Severnaya; as such, while Avari was afforded a great deal of freedom and privilege in her upbringing, it was ultimately to the end of grooming her to be an administrator. She enjoyed travelling the region with other clan members, exploring the mountains and highlands and seeing more of the world, but she had little opportunity to direct her own life when her teen years came around and she was set to be trained as a scribe, which would be her stepping stone into government.

    She had no choice but to proceed with her education and training, but she was unhappy. The long tradition of Severnayan social organization that she had learned of and marveled at in her past schooling turned sour for her as it came to trump her own desires to explore and learn, and later as she watched the other facets of Severnayan society, administration looked to her as a path of dull ineffectuality. She longed for some escape. In the past, she had enjoyed stories of adventure, and watching Kamenik's guard strut in their armor and regalia with shining weapons excited her, so in her desperation for change she began to nurse a fantasy of becoming a warrior. It seemed to her that it would fulfill the Severnayan virtue of service without driving her insane, and so as her training progressed toward apprenticeship she began to search for alternate options. She started a correspondence with the Hrish Convent on the southern border of Severnaya, and they were willing to board and train her for a year, so he began preparations for a journey south. When her parents learned of this and informed the rest of the clan, they were disappointed, but as was the way with Severnayan culture, there was little more than social pressure and tradition to actually restrict Avari from leaving; she would have to be exiled, and she accepted this, so at 18 she began her journey and reached the Convent.

    She studied for a year, converting from the establishment interpretation of Savanism to Reformed Savanism, which de-emphasized the supremacy of Savan without discarding it - it focused more on a body of texts called the Principles and Wills, which dealt mostly with morality, ignoring the foundational Edicts and their questionable historicity. The Convent guard trained her in basic combat and survival, and in addition to this she helped to get work done to keep up the Convent. When the year was over, she moved on, leaving with a traveller who could offer her an inroad with any one of a number of adventurers' groups. From here, she spent her life moving from place to place, seeking adventure and opportunities to help people and make a name for herself. She became accustomed to having a very limited level of routine and regularity in her life, and she came to enjoy transience. When she came to Argylle seven years after leaving the Convent, she was still looking for whatever adventures presented themselves.
  • Kebu Jun 14, 2014

    Kebu

    [​IMG]

    INFO
    » NAME Kebu
    » ALIAS N/A
    » AGE 25
    » RACE Redguard
    » BIRTH DATE 2nd of Second Seed
    » BIRTH PLACE Chasetown, Hammerfell
    » BIRTH SIGN The Shadow
    » CLASS Rogue/Thief
    » GENDER Male
    » HEIGHT 5'9"
    » WEIGHT 140
    » BUILD Lean, flexible, reasonably fit
    » LATERALITY Right-handed
    » SEXUALITY Heterosexual
    » MARITAL STATUS Unmarried
    » PROPERTIES Boarding room in Daggerfall
    » AFFILIATION None
    » AFFLICTIONS None
    » RELIGION Nocturnal
    » HABITS Playing with a coin, either flipping or spinning it
    » HOBBIES Climbing structures

    PERSONALITY
    » POSITIVE TRAITS Smooth, outgoing, clever, cool under pressure
    » NEGATIVE TRAITS Doesn't let go of grudges\past events, liar, prone to risk-taking, bad temper in certain situations
    » LIKES Testing himself, coin, seeing new places, meeting unique people, fine food and drink
    » DISLIKES Warriors/meatheads, authorities, followers of conventions, being tied down (literally or figuratively), drugs
    » FEARS Horses, being trapped somewhere inescapable
    » ASPIRATIONS To be accepted in his homeland, or to never see it again
    » PHILOSOPHY Kebu is something of a rugged individualist by necessity. He never found much of a home in his homeland, and so he finds what solace he can in the moment and in himself, often through pushing himself to accomplish something. While very accustomed to being alone and fending for himself, Kebu can often latch on to people who show some acceptance or affection to him, and if that tie is cut, anything can happen; usually it's either a sorrowful binge of some destructive habit or an outburst of anger.
    » OVERVIEW Kebu is splendid company until something from his troubled past surfaces. He's likable, witty, and open in most respects, but if he comes across a demon of his past, he'll be stone cold at best and violent at worst. He's driven and self-reliant, but can sometimes run into trouble in interpersonal situations.

    APPEARANCE
    » HAIR LENGTH Medium-short mohawk of dreadlocks on the top and back of his head, keeping the sides closely shaved
    » HAIR COLOR Black
    » FACIAL HAIR Clean-shaven
    » EYE COLOR Brown
    » SKIN COLOR Dark brown
    » SCARS None
    » FACE Young and clear, with features often described as 'pretty;' considered handsome by women in High Rock, but often looked down on in Hammerfell
    » ATTIRE [CASUAL] Kebu generally wears his gear at all times, but usually has the hood down when at ease.
    » GEAR This thief's garb, which is light cloth reinforced with a light mail, as well as a hood and scarf. He has a number of small pockets and satchels which he uses to store loot and goods such as potions and poisons. He always has his curved Hammerfell dagger and utilitarian whip at his side.

    RELATIONS

    » Empire [NEUTRAL/POSITIVE] – Kebu has not had a good experience with the traditions and attitudes of his home, so he is preferential to the more cosmopolitan Empire. Of course, he is not so fond of their authority or their attempts to crack down on theft, but he likes some of their ideals.

    » Reachmen [DISLIKES] – Ironically, Kebu is not fond of the outcasts of the near East, the Reachmen. He has only encountered a few of them travelling through the West, but he finds their primal ways little better than those of Hammerfell.

    » The Thieves Guild [NEUTRAL] – While Kebu respects his fellow thieves, particularly their shared code of generally not harming their marks, he dislikes their attempts to "regulate" theft and crime, and in the process taking a cut of everyone's take. He leaves them be largely, treating their members as any other competition.

    » Hammerfell [DISLIKES] - Kebu is originally from Hammerfell and has been poised against them from a young age. He dislikes their glorification of tradition and particularly warriors, and when he lived there he was often looked down upon. When he was exiled for a crime he was minimally involved in, in the place of another who was less suspect, his view was set.

    » High Rock [LIKES] - High Rock has treated him much better than Hammerfell ever did.

    » Mages Guild [NEUTRAL] - Kebu is largely indifferent to the Mages Guild and the numerous other groups of the arcanely inclined in the Iliac Bay. His experience with them is only a few break-ins, and the mages proved to be both challenging but potentially valuable marks.

    » Vampires [NEUTRAL/NEGATIVE] – Kebu cares little about the state of the vampires themselves and has had little interaction with them, but he doesn't like that they prey on the people of the Iliac indiscriminately, or that people can be caught in the crossfire of their blood feuds.

    SKILLS
    » Sneak
    » Whip
    » Acrobatics
    » Speech
    » Lockpicking
    » Pickpocket
    » Agility
    » Alteration

    COMBAT
    » Kebu's style of fighting is dependent on moving quickly and from person to person. He uses his whip to keep distance between him and his opponents, sometimes even snapping at their weapons or wrapping it around them. He follows with his dagger to swiftly dispatch his foes. In all this, he can't afford to waste time on defense, so he relies on Alteration magics to reflect many blows. While he's good at moving quickly, he's not suited to drawn out duels or fighting with no 'out'.

    HISTORY
    » Kebu was the son of a pious merchant family of Chasetown, a settlement southwest of Sentinel, on the edge of the Alik'r Desert. Amar, who was a few years older than Kebu and would prove the more martially-inclined, was his only sibling. Kebu's father had been a soldier in the endless wars of the Iliac Bay years before, but a wound had ended his career as a warrior and sent him to the mercantile profession. A decade after his discharge, he still pined for his fighting days, bickered endlessly with the men at the local tavern over matters of politics and war, and bowed to the family copy of the Book of Circles that sat in its designated alcove. Kebu and Amar's mother was a meek and pious woman.

    Unwilling to let go of the warrior's life, Kebu's father did the next-best thing and pushed his sons to be warriors themselves. Amar took to this happily - he took after their father in many ways and was well loved by him - but Kebu did not. He had no interest in going through the rigor and discipline of training, and when his father could get him to begrudgingly pick up a sword and shield, he wasn't well suited to the heft of the weapons. He was, however, a smart young man, and a nimble one, and he was able to practice his nimbleness in escaping his parents.

    Kebu was not the average Hammerfell boy, being clever and witty as opposed to stern and valorous like the ideal Redguard, Amar. His looks only brought him moderate success in adolescence, as many girls were more interested in a good Redguard boy like Amar. The two brothers were polar opposites, and while Amar was hailed by the town as a splendid young man, Kebu was not well liked.

    Kebu decided that if he was not going to be popular, he need not worry about what people thought of what he did, or at the very least, what the people in Chasetown thought. So as an act of rebellion, he took to theft. A profitable act of rebellion it would prove, and as Kebu grew, so did his skills and his pocketbook, all under his family's radar.

    Kebu lived an indulgent double life, coming to using Skooma frequently and venturing to Sentinel often to mingle with the rich and unsavory. Things changed when he overdosed on Skooma one night and woke up in an alley in Sentinel, an event that got him off of the drugs and out of the crowd he had latched onto, but not out of the pockets of others. He decided that if he would be a thief, he would do it right. He began to steal with more rhyme and reason to his actions, training himself in the tools of the trade - all the while, continuing to not be the son his father or his people wanted.

    When he was barely 18, the Warp in the West happened and for a few days, time came undone. Amar had been off to the fighting for a couple years already, and Kebu was for all intents and purposes an only child. There was a noticeable shift when the Dragon Break happened, and it occurred to Kebu that the Break was an easy shot at a big take (or potentially multiple, with time being split eight different ways). He quickly took leave of his family, setting off for Sentinel again.

    The 9th of Frostfall to the 11th were a blur. After the fact, Kebu could remember vaguely chaos enveloping Sentinel, his being caught by the palace guard, his successful breach of the royal vault, a jaunt with one of the princesses, and ending up somehow on a fishing boat in the Iliac Bay, all at once. When the ordeal was over, however, what Kebu knew for sure was that he was in the clutches of two large guards, a sack of priceless jewelry over his shoulder.

    He would have been killed were it not for his good and pious father, whose record of service had gained him an audience with the Utei-Uei of Sentinel. His father successfully petitioned the ruler to relinquish Kebu to his family and the authorities of Chasetown to deal with him, saying that while he would certainly pay his due, the lack of injury to the the royal family and the failure of the heist necessitated a punishment lighter than death.

    The punishment was exile instead. Kebu was sent on a ship across the great Bay to Daggerfall, where the Redguard was told not to show his face in Hammerfell again for at least seven years. Kebu was angered at first, but upon settling into Daggerfall, he found that the exile was the best luck he had ever had. He loved High Rock and was loved in return, and was able to make a good living off of both theft and adventuring. He was glad to bury his past, but as is often the case, nothing stays buried forever.
  • Syl Starchild Jun 7, 2014

    Syl Starchild
    Battle-Maiden of Meridia


    A picture similar to Syl can be found here.

    INFO
    » NAME Syl
    » ALIAS Stoic Syl
    » AGE TBD
    » RACE Bosmer
    » BIRTH DATE 13th of Morning Star
    » BIRTH PLACE Ykakon, High Rock
    » BIRTH SIGN The Ritual
    » CLASS Paladin/Cleric, Battlemage
    » GENDER Female
    » HEIGHT 5'8"
    » WEIGHT 145
    » BUILD Lean and muscular
    » LATERALITY Left-handed
    » SEXUALITY Bisexual
    » MARITAL STATUS Unmarried
    » PROPERTIES None
    » AFFILIATION Meridia
    » AFFLICTIONS None
    » RELIGION Follower of Meridia, warily acknowledges Vaermina, and recognizes the Earthbones and numerous spirits of Nirn present in High Rock. She disdains followers of Y'ffre and/or the Divines for following such inactive deities as opposed to a being of action such as Meridia.
    » HABITS Sharpening her sword and dagger with a whetstone
    » HOBBIES Stargazing, painting, cleaning her gear

    PERSONALITY
    » POSITIVE TRAITS Focused, determined, uncompromising, intelligent
    » NEGATIVE TRAITS Single-minded, disregards opposing views, prone to use force
    » LIKES The sky and stars, Meridia, hallucinogens, reading, solitude, meditation
    » DISLIKES Undead and false life, frivolous people, Green Pact Bosmer, zealous followers of the Divines
    » FEARS The dark
    » ASPIRATIONS To spread light, to find peace, to do Meridia's will, to learn
    » PHILOSOPHY Syl is very goal-oriented and constantly needs to be going somewhere and doing something to some end, though this doesn't always mean she is always active. She meditates often, reads, and uses hallucinogens, but she doesn't consider these to be without purpose.
    » OVERVIEW Stoic Syl didn't get her nickname for nothing. She's always on a mission and is dedicated to Meridia, and while her focus serves her well, it makes relations with others tough. While she is firm in her loyalty to Meridia, she is open-minded and contemplative too.

    APPEARANCE
    » HAIR LENGTH Shoulder length, shaved on the left side and worn down over the right
    » HAIR COLOR White-blonde
    » EYE COLOR Pale green
    » EYE SHAPE Slightly rounder than most Bosmer
    » SKIN COLOR Green-tan
    » SCARS None
    » FACE Elegant and elven but more smoothly curved than elves, far younger looking than an elf old as Syl due to her skill in Restoration
    » TATTOOS The Ritual constellation and its symbol of a mystic eye are tattooed around her left eye in white
    » ATTIRE [CASUAL] Syl is rarely out of her armor, but when she is, she wears the pants and shirt she has on under her armor. On special occasions, she might even wear a dress.
    » GEAR Syl wears a set of silver medium-heavy armor crafted in the style of the Bretons, forgoing a helmet for a hood enchanted to help her recover magicka. She wields a silver longsword and shield, with a dagger for backup, and she often carries a pack for her supplies.

    RELATIONS
    » Syl is neutral toward most organizations at best and hostile at worst. She is apathetic to or dislikes most political organizations, and while she will work with others that share similar aims with her, she usually views them as temporary partners at best. She dislikes the Green Pact in particular, seeing it as unnecessary nonsense and also being swayed by the many Valenwood Bosmer she has met who have tried to proselytize her.

    SKILLS
    » One-Handed
    » Destruction
    » Block
    » Restoration
    » Heavy Armor
    » Alteration
    » Alchemy
    » Smithing

    COMBAT
    » Syl's style of combat is somewhere between a Battlemage and a Paladin. She isn't as heavily armored as a Battlemage and is more mobile, but also has more versatility than a Paladin. Throw in Meridia's boons to her holy warrior, and Syl packs a punch, particularly toward the undead. She wields her silver longsword and shield well at close range, also utilizing her Destruction and offensive Restoration at varying ranges to great effect. She can heal many wounds, but has not mastered the faster-acting of the Restoration spells, so she can find trouble in battle. When her armor fails, her knowledge of Alteration is there to back her up. Finally, among the more unique abilities Syl possesses are the gifts of Meridia, given at birth when the star orphan Merid-Nunda crossed into the Ritual constellation; Meridia gifted Syl with the powers to harness starlight to her blade, and in times of dire need, she may call on the power of Meridia to slow time through the manipulation of light, a power only the Lady of Infinite Energies can herself understand.

    HISTORY
    » Syl was raised in Ykalon by her humble working parents, Bosmer who cared little for the Green Pact and Valenwood and simply sought to live as any other person outside of Valenwood would. Her father foraged in the forests for wood, small game, herbs and roots, and sometimes even the valuable truffles, while her mother was a clerk for a trader in their village. They got by alright, living in a cottage in a small town away from the capitol city of Ykalon and within the gnarled forests that shrouded the rocky landscape.

    As a girl, Syl was friends with a boy named Mekel who lived down the road. They played together often, but Mekel was always more daring than Syl, so while the mer was often reluctant to go along with Mekel's ideas, she got to where nothing fazed her too much. They would often wander the forest, even at night, and they would marvel at the druids they found; outside of the civilized realms of Ykalon, there was a large druidic population that followed an alternate pantheon and the spirits of nature. These druids were fairly open and generally not hostile, and so Syl gained a respect for their beliefs and the power she saw them posses.

    All was well until one evening, Syl and Mekel planned to meet in the woods, but Syl slipped on a log and hit a rock with her knee. She was hurt, but luckily a man came the other way, found her, and healed her quickly. She was happy again until she found Mekel gone and it occurred that the man who had healed her had come through the same place she was then. And while her parents wouldn't believe that anything more had happened than that Mekel had wandered off into the forest and gotten lost, Syl knew that it had to have been the Thrafey.

    The Thrafey were the vampires that stalked Ykalon and the other fiefdoms around it, rumored among the common folk to be at war with the druids. For years after Mekel's disappearance, they were not suspect in a single crime within Ykalon, though the shadow war continued on. After that event, Syl hated the dark, but she found that she loved stargazing, and that she felt a kinship with the stars. That would stay with her and shape her.

    When she came of age, Syl joined the guard, learning to fight and hoping to protect her home. She liked guard duty, but she was not at peace, so one day she ventured to the forest again and met with one of the druids, who told her to eat a certain mushroom found in the forest. She did, and in her hallucination she was visited by Meridia. Meridia gave Syl her blessing, awakening the power she had gotten at birth, being born under the Ritual on Meridia's summoning day.

    Syl went on a journey to gather the skills she needed to fight the Thrafey, crossing Tamriel and learning what she needed to eliminate the vampires, and finally returning after the Warp in the West.

    When she returned, the forest of Ykalon had been burned, by any one of the rival factions who had all been given Numidium. Her parents were dead and the druids were dwindling, but at last, Syl had her revenge, slaying all the Thrafey single-handedly.

    Revenge did not bring peace, but meditating in the ruins of the forest under the stars came close. Before too long, though, she moved on to her next mission, wandering the world and destroying false life.
  • Ralys Arvel Mar 12, 2014

    WIP
    Ralys Arvel

    INFO
    » NAME Ralys Arvel
    » ALIAS None
    » AGE 25
    » RACE Dunmer
    » BIRTH DATE 11th First Seed
    » BIRTH PLACE Southern Colovia, Cyrodiil
    » BIRTH SIGN The Lord
    » CLASS Battlemage
    » GENDER Male
    » HEIGHT 6'4"
    » WEIGHT 175
    » BUILD Muscular
    » LATERALITY Right-handed
    » SEXUALITY Heterosexual
    » MARITAL STATUS Unmarried
    » PROPERTIES None
    » AFFILIATION Imperial Legion
    » AFFLICTIONS None
    » RELIGION Undefined - influenced by Meridia, Boethiah, and Mephala, but also the Nine Divines
    » HABITS Haggling over everything, playing both sides of an issue
    » HOBBIES Collecting/reading books, accumulating artifacts, studying/debating history

    PERSONALITY
    » POSITIVE TRAITS Kind and helpful, will often do favors and tasks for others, studious and thoughtful, ambitious
    » NEGATIVE TRAITS Opportunistic, will use those he doesn't care for to his own ends, swayed by great offers of gold or anything else he really wants, avaricious
    » LIKES Money, history, reading, advancing himself, good food and wine
    » DISLIKES Stormcloaks, the Dunmer obsession with tradition, frivolous activities that don't make gold or something equivalent
    » FEARS Spiders, dying a failure, failing to live up to his family's expectations, being trapped by his family's expectations
    » ASPIRATIONS To become rich, to rise in the Legion, to find the Necklace of Mending one of his relatives had stolen while in Skyrim
    » OVERVIEW Ralys is a confused product of Dunmer in Cyrodiil. His father's half of the family has Hlaalu roots, and as such is very opportunistic, avaricious, and cunning, caring little for tradition but also viewing each member as being a tool of the group; his mother's half is much more traditional, valuing martial prowess, determination, and piety. While his Hlaalu nature often prevails, Ralys has always had a Redoran in the back of his mind, sometimes just throwing second-guesses his way, sometimes causing him to act on conscience and valor.

    APPEARANCE
    » HAIR LENGTH
    » HAIR COLOR
    » FACIAL HAIR
    » EYE COLOR
    » SKIN COLOR
    » SCARS
    » FACE
    » UNIQUE FEATURES
    » ATTIRE [CASUAL]
    » GEAR

    RELATIONS
    » Thalmor [NEUTRAL] – The Thalmor aren't good for Imperial business, but the Dunmer are somewhat far removed from both sides of that conflict, and Ralys just hopes to come out rich.

    » Imperial Legion [LIKES] – Represents the martial prowess and ambition Ralys values.

    » Stormcloaks [DISLIKES] – Ralys doesn't like that they're so tied to a tradition, not to mention that that tradition involves no small distaste for his own people.

    » Forsworn [DISLIKES] – Ralys can see where they come from, being himself one of a race of the battered and displaced, but they too are tied to tradition and threaten his own ambitions.

    » The Thieves Guild [NEUTRAL] – Ralys doesn't look down on what they do, but if he finds one of their fingers in his own pockets, it won't go well.

    » The Companions [NEUTRAL] – He respects their skill but is uninterested in their values.

    » College of Winterhold [LIKES] – He likes their devotion to scholarship and personal advancement, and may enroll himself one day.

    » The Dark Brotherhood [NEUTRAL] – Wary due to their opposition to Morrowind's Morag Tong, but appreciative that they do what they do just for gold, no strings.


    SKILLS
    EXPERT
    » One-Handed
    » Heavy Armor
    ADEPT
    » Destruction
    » Alteration
    APPRENTICE
    » Enchanting
    » Conjuration
    NOVICE
    » Block
    » Sneak

    COMBAT
    » Ralys is a battlemage who advances clad in heavy armor, with a sword or mace in one hand and either a firey Destruction spell, utilitarian Alteration spell, mystic Conjuration spell, or even a shield in his left hand.

    HISTORY
    » Ralys was born to an unlikely marriage of Hlaalu and Redoran families in Cyrodiil, and grew up on a large estate in Colovia around his large extended family. Both contrasting sides of his family had some effect on shaping him, but ultimately made him look forward to the chance to go out into the world and make his own way (while of course making his family proud). He trained in combat and magic as a young man, and at 24 he set out north, joining the Legion in Solitude.
  • Kingdom of Cas'bparo Mar 4, 2014

    Cas'bparo, Kingdom of the New East, House Harker
    [​IMG]
    Motto: "Out of an ashen twilight, the bright moon rises"
    Symbol: twin moons cresting Red Mountain
    Colors: red and white
    Government Structure: federal monarchy
    Population: ~ 50,000
    Religion: The Ilaahyo Badan
    History
    Coming out of the End War, the survivors in Morrowind were separated by tectonic activity that had coincided with the Fall; those in the west and on Vvardenfell, who were accessible, did as they always had and subsisted on what they could produce from the ashen land. No redevelopment of the broken civilization occurred for years, and luckily for the people of Morrowind the mountains surrounding them kept them isolated in their weakness.
    Until 40 or so years after the Fall. Small mercenary armies began to form and clash, and out of the bloodshed one name began to emerge: General Alussanah Harker. She was proving to be an excellent tactician and was also said to be a skilled battlemage, but outside of her military qualifications, little was known of the Redguard woman. However, the people of northwest Morrowind would soon learn, as in three years her force managed to wipe out or assimilate all opposition, and with all of the (albeit small) military might of Morrowind behind her, Alussanah named herself Queen-Regent of Cas'bparo, Herald of the New East.
    Talk among the natives of Morrowind was full of rumors of this woman who had proclaimed herself their ruler; her early rule was not very graceful or queen-like, evinced by the fact that the word most often used to describe her by those she encountered and ordered about was "bitch." She was cunning, treated politics (if you could call it that in those times) like war, had a mean temper, and enjoyed the feeling of power and control - factors that led some Dunmer to adore her and pledge loyalty, and others to emigrate elsewhere. All of this won her the lands of Vvardenfell and the northeastern mainland, but what won her the people was her dedication to them.
    While admittedly it was in service of the end of her power, Alussanah was committed to the defense of the people and the rebuilding of civilization. Where she had stamped out the mercenary armies once before, bandits took their place, and in turn, Alussanah proclaimed she would not let them touch her kingdom and her people - and while they initially resented this strange woman claiming them, the populace came to appreciate that she did indeed fulfill what she had said. She led an aggressive struggle against the bandits and came out on top, now hailed as the hope of Morrowind.
    Eager to work with her newfound authority, Alussanah led an expedition to the Telvanni Isles, somehow causing ten Telvanni Mages to stoop to the level of pledging to serve under Alussanah, in her military of course, but also at a more ambitious project: clearing Vvardenfell of ash. The Telvanni had always been known for their arcane prowess, but this seemed a little far fetched. Until it worked, of course, and then many of the people went right along with it all.
    Construction of infrastructure began both on the newly ash-free lands and on the eastern mainland, right up to the Velothi Mountains. In the years that followed, roads, ports, bridges, towns and cities sprang up. Ore mined in the hills and food farmed on flatter lands contributed to the regeneration of the region, and finally Alussanah was able to turn her attention to her own displaced people. She put out a call for anyone who would immigrate to the land of Cas'bparo to do so, with special emphasis on her fellow Redguards. They did come (most surprisingly, Khajiit came in great numbers, though they were said to have scattered across the continent) both weary of the troubles that had followed since the End War and wary of the Dunmer they met - the Dunmer themselves only took Alussanah's word so far too - but Cas'bparo was better than wandering and struggling to survive.
    Cas'bparo was set to grow further into the New East, and as the anniversary of the End War came up on 60 years, Alussanah set to work building a culture to fill the new kingdom up.
    Relations and Diplomacy
    Cas'bparo has had little outside contact, but it maintains an attitude of wariness of outsiders. It is made up of a large population of immigrants, but with tales of other new powers emerging elsewhere, specifically ones that might be hostile to Cas'bparo, chances can't be taken. Alussanah is not exactly a compromising person either.
    Government
    Cas'bparo is led by the Queen-Regent, but has a growing bureaucracy behind it. Below the Queen-Regent in the central government are the Councils of War, the Land, and the Faith. One interesting feature of the government of Cas'bparo is that the monarch must be a female - a small clause written by Alussanah for reasons only she knows. Each city also has a Magistrate who answers to the Queen-Regent.
    Lands
    Cas'bparo consists of the island of Vvardenfell, which is officially called Jae'sradda, and the western mainland of Morrowind, a region officially called Ga'buuraha. A number of fire-riverbeds snake across the land, left from the days when Red Mountain was far more volatile, but these are beginning to be rejuvenated, and are already used as travel routes.
    Cities and Regions
    [​IMG]
    • Ebonheart - capitol of Cas'bparo built on the ruins of the old world city of Ebonheart. Chosen for its ease of access via water and land, the capitol is a growing economic power in the kingdom. Known for merchant firms and adventurers aplenty, and home to the main garrison of the kingdom's troops. It was the first city built by the kingdom, and is an imposing city made of volcanic rock.
    • Kantyafir - situated in the forests north of the swamplands, Kantayir is a secluded city that is Cas'bparo's main provider of lumber, and it even manages to produce a small amount of the rare coffee bean. It is a place where many manage to settle down and make a profit either logging or supplying the loggers, but the money comes at a risk - the dense forests are not exactly friendly, and with the army being only so many, it has also become a hub of mercenaries. It also happens to be built primarily of the very wood it supplies.
    • Gaicga - a stronghold city in the Velothi mountains, Gaicga is the capitol of non-ebony mining, smithing, and refining for Cas'bparo. Life in Gaicga is more rugged than anywhere else in the kingdom, and deep in the Velothis can be found the only bandits Queen-Regent did not crush early in her reign. Gaicga also has a good hunting and artisanal base, and has the only significant population of Orcs in the kingdom.
    • Arrada - main seaport of Cas'bparo and a great source of seafood and sea goods, and also the site where Alussanah is constructing her navy. Cas'bparo has been very isolated since its foundation, and Arrada is the one place that does find itself occasionally graced by outsiders and news of the outside world. While lacking the criminal influence more international traffic might bring, Arrada is a rough-and-tumble town - but in a way, it is also a city of peg-leg philosophers. It is home to the famous North Wind Hall, a coffee-and-mead house that has become known for the great ideas and controversies that have surrounded it, in addition to the fact that it is on a docked luxury ship.
    • Fort Saryesa - a solitary fortress-settlement built on a cliffside at the frigid North Sea. It commands the small, rocky span of land that is the only accessible piece of eastern Morrowind, with the rest being blocked off by the massive tectonic upheaval during the End War. It is known for being run tough, and it is responsible for dangerous attempts to penetrate the impossible geologic barrier to the rest of Morrowind.
    • Fort Bodhol'a - a mostly-underground military outpost on the edge of the massive Red Mountain crater. The Telvanni mages enlisted by Alussanah managed also to drastically quiet the activity of the volcano, but since the eruption no one has known what could lie within. The mission of those assigned to Bodhol'a is to find out, something they do with the help of special armor and equipment that allows soldiers to withstand the heat, ash, and sulfur.
    • Fort Magala - a small fort built to fill the wide distance between Arrada and Gaicga, tasked mostly with protecting the single road between the two. A small town has developed around Magala as well.
    There are also a number of other small towns, logging outposts, and mining settlements dotting Cas'bparo, along with the unexplored ruins of many old-world structures and locations.
    Regions
    • Ascadia - lush, fertile isles that extend north from Ebonheart to near the base of Red Mountain. They were confined to the isles before the Telvanni removed the ash, but the climate now extends onto the main body of Jae'sradda, usurping the former Molag Amur region. Plantation farming is a growing industry here.
    • New Coast - the former Ashlands, cleansed of the toxic ash by the Telvanni allies of Cas'bparo. The New Coast extends from the Sea of Ghosts to the base of Red Mountain and doesn't go far beyond to the east and west sides. The ash still in the soil allows for the growing of both ash and normal crops, and there are a number of geologic formations and features to be mined; it is also expected that fishing will become a staple of the New Coast as the ecology of the Sea rights itself.
    • Duur'jasiir - the region encompassing the many small islands and single large one off the northeast of Jae'sradda, known for its wild and alien terrain, flora and fauna. It is inhabited by a great number of various dangerous animals and plants, as well as being dotted by ruins from the various cultures that once existed in Morrowind. For now, the only settlement of the region is in the form of small fishing villages with very little military support or defense; however, it is speculated that one day when the resources are available, the exotic flora and fauna could be harvested profitably.
    • West Gash - the rocky highlands along the western coast of Jae'sradda, marked by unique red rock formations and an abundance of ebony. Fort Bodhol'a lies perhaps ten miles east of the boundaries of the West Gash, and towns in the region are the main suppliers of the Fort.
    • Kantyafir - the forest in the northeast of the island, dense and more wooded in the north but thinning the further south one goes. In the north of the region, logging is king, but the south is more suited to the ranching and farming of more conventional western animals.
    • Azura's Coast - the many rocky, small islands in the south and east of Jae'sradda. For now, they remain largely underutilized and unexplored, but there is talk of using them as a springboard to exploration of the inaccessible cliffs along the southern and eastern coasts of the mainland.
    • Saltport - the salt marshes between the West Gash and Ascadia. A region that proves incredibly difficult to penetrate or develop, and which has so far served as a haven to the small criminal segment of the kingdom and a hampering to travel between Ascadia and new settlements in the West Gash.
    • Kurba - the snowy, mountainous region where the Velothi mountains edge right up to the Inner Sea in the southern half of the Ga'buuraha, ending just north of Gaicga. Kurba is emerging as a good source of many of the ores not found in great quantity on Jae'sradda, like corundum, orichalc, quicksilver, and more, as well as being a source of granite.
    • Qeydhana - the northern part of the Ga'buuraha, which shares many traits with both the West Gash and the neighboring Rift region of Skyrim - the flora and fauna are largely the same as the Rift, albeit with a few unique species, and the stone found in the region is largely the red rock also found in the West Gash.
    Military
    Cas'bparo has a military of about 20,000 - 2/5ths of the entire population of Cas'bparo - and the majority of them are spellswords or battlemages. While other nations might have greater numbers, the martial and arcane knowledge of Cas'bparo behind Cas'bparan ebony, Adamantium, netch, and malachite makes for a formidable force, hard to match on their home turf - though in addition to its numbers, being made up of such a large segment of the population, there are only so many soldiers on duty at one time. Queen-Regent Alussanah has also recently begun the construction of a navy.
    Culture/Demographics
    The two main demographics of Cas'bparo are Dunmer and Redguard, and one rung down is the lesser but still substantial population of Khajiit; the total population is around 50,000, 20,000 of those being at least part-time soldiers. The emerging culture of the land could be summed up as: disciplined liberality. People have a substantial degree of freedom, but they rarely waste time on chaff or excess, an attitude shaped in part by the harsh Alik'r and Elsweyri sands and Velothi ash that make up the kingdom's heritage. It is a common mindset that one must "cut away" at oneself until perfection is achieved, pain is of little consequence - a frontier mindset, if you will. Even the traditionally lax Khajiit population has conformed somewhat to the culture of the land, but not without contributing their own elements. Drug use, moon sugar and otherwise, is common, and in some cases is even encouraged for the stimulation of thought; secrecy and cleverness is also important to the people. Intelligence and cunning are both valued, honor and slyness, and there is a great respect for martial and arcane prowess - they are seen as two sides of the same coin. A trait that the Dunmer and Redguards historically shared, which has been expanded, is the idea of combat and philosophy being corollaries. Art is appreciated in Cas'bparo, and it is generally preferred as a striking and impassioned stylistically depicting scenes of great intensity (think Asian art). Architecture is bold and both artistic and utilitarian, also hinting at a Khajiiti flavor in its common use of repeating geometric patterns. Institutional/familial loyalty is important in Cas'bparo, but having come out of nearly nothing, most familial bonds are by choice rather than blood.
    Economy
    Cas'bparo is still working to develop a good economy and has been so far unable to establish a basis for international trade, but for now its primary products are lumber, ore and building materials, weapons, and enchantmets; it produces more than enough of these for its own needs, but its agricultural and farming industries have further to come along. Artisanal goods are also available in the smaller towns and villages, and efforts are being made to restore the population of the now-rare Silt Striders.
    Religion
    The official faith is an amalgam of gods and teachings from all over called the Ilaahyo Badan. Under its canon fall Azura, Mephala, and Boethiah, the HoonDing, Ebonarm, Lorkhan, Baan Dar, as well as the 36 Lessons of Vivec, and a unique god, Juleion'r; the Lunar Lattice is also ceremonially followed by both the Khajiit and others in the kingdom. While the pre-existing gods represent facets of the Dunmer, Khajiit, and Redguards individually (not to mention that the 36 Lessons are taken as good allegorical teachings despite Vivec's false godhood), Juleion'r is a creation of Alussanah. He is a god-of-all-trades, with countless canonical material aspects that are worshiped to various degrees; while Juleion'r the Mage, Juleion'r the Warrior, Juleion'r the Thief are personifications of the three great constellations, other common aspects are Juleion'r the Hammer, Juleion'r the Crown, Juleion'r the Compass, Juleion'r the Coin, and so on and so forth. While the canon is very wide, many people still worship as they did before the new system was introduced, a point of contention.
    Factions
    • Ald Veloth - a small grassroots group of Dunmer opposed to the new system that has been instated and who call for the Dunmer to retake the land for their own. They have yet to gain much of a following or resort to violence, so they pass relatively unnoticed by the government.
    • Twin Moons' Rise - an order of those who have dedicated their lives to the preservation of the kingdom, currently made up largely of veterans who fought alongside the Queen-Regent before her rise to power and whose loyalty to her even surpasses their loyalty to the kingdom at large. They are not the official honor guard of the Queen-Regent, but many of their members are officially affiliated with the government as well.
    • House of Caemir - the merchant house making the greatest monetary investment into the development of Cas'bparo and expansion of trade beyond its borders, founded by Undil Caemir. They currently have the approval and support of the government, but currently they are clearly in line with the interests of the Queen-Regent.
    • Kingdom of Cas'bparo - all those affiliated with the government and military of the kingdom.
    • Dagas'doma Arcanus - the infant scholarly body Alussanah founded, currently based out of Ebonheart, but with plans being made for a separate campus to be built.
    Major Figures:
    • Queen-Regent Alussanah Harker - The founder and Queen-Regent of Cas'bparo, age 50. She is well-liked by many, despite the nature of her consolidation of western Morrowind and her obvious enjoyment of the power she holds; though she may bask in the authority, she does work hard to drive Cas'bparo onward and upward, even if she steps on a few toes (or necks) to do it. However, not everyone is so fond of her, and questions slowly rise about her effectiveness as she ages.
    • General Svadstar the Iron - The highest military authority under the Queen-Regent herself and head of the Council of War, age 77. An old friend and adviser of Alussanah who fought by her side even before her campaign to consolidate the west, he directs the troops of the kingdom full-time, though with the frequent involvement of Alussanah. He is a stoic, hard man, albeit with a soft spot for Alussanah, and he often works behind-the-scenes.
    • Archcanon Wulf - Highest religious authority under Alussanah and head of the Council of Faith, age 33. Born not long before Alussanah took power, Wulf grew up admiring the Queen-Regent and hoped to earn a place in her government one day. However, during his youth, his parents were disparaging of the Queen-Regent and all the changes she was making, and instead pressured him to study theology. Of course, this backfired on them, because when Alussanah began her task of creating a new body of faith for her kingdom, she found Wulf. While Alussanah was the seed of the ideas that formed the new faith, Wulf codified it and zealously defends it.
    • Governor Ernard - Manager of domestic affairs for Alussanah and head of the Council of the Land, age 64. Before Alussanah's rise to power, Ernard was part of a movement that sought to bring civility back to Morrowind, but which failed due to a lack of the means to accomplish this goal. Alussanah recruited him because he had shown promise as a leader despite his failure, and he was liked by many of the native people.
    • Magistrate Helseth - Magistrate of Arrada, age 42. A native of the region with a background in fishing and sailing, assigned to manage Arrada and help encourage growth in its infant naval industries.
    • Magistrate Throngar - Magistrate of Kantyafir, age 50. Originally from Skyrim but moved to Morrowind and joined up with Alussanah's army years before. Served as a captain in the army for years until he was promoted to Magistrate.
    • Magistrate Armand - Magistrate of Gaicga, age 36. Traveled from Hammerfell to Cas'bparo at a young age, a journey on which his father was killed by Nords, instilling in him a dislike for the Valorans to the west. Came to Alussanah's attention for his resolve against the Valorans and thus earned a place at the head of the city they believed to be at the most risk from the west.
    • Voryn Telvanni - One of the Telvanni mages brought back from the Isles by Alussanah, age 229. A great mage and one of the few in the kingdom who can best the Queen-Regent, yet he chooses not to, instead working to further develop the kingdom in hopes that he'll be there when it hits its stride.
    • Mogrul Bear's-Tooth - Leader of a growing bandit faction in the rocky terrain formed by the earthquakes during the End War, age 71. Originally from one of Skyrim's Orc strongholds but shamed and kicked out for murder, Mogrul cast aside the Orcish code and set out to make a way for himself in the post-war world by any means necessary. His bandit forces were crushed once before by Alussanah, but he has been re-amassing them in the mountains which only he and his followers know how to access.
    • Sees-Through-Ash - An Argonian necromancer and rumored vampire known only to live in a private fortress somewhere in the wilds of Cas'bparo - reportedly able to move to anywhere undetected. She has made herself known a few times in the history of the kingdom, and every time she brought with her an omen of the future. Not enough is known to say if she is for or against the kingdom, but she is overdue for an appearance.
    • Undil Caemir - Head of the merchant House of Caemir, age 94. He once before had built a fortune on the Summerset Isles, but was forced to leave most of it behind to escape unrest when the Fall came about. He took what he could to Morrowind, the one place he knew would be mer-friendly and unaffected by the messy breakup of the Dominion, and began to rebuild. He managed to remain secluded as he rebuilt, hoping to avoid the threats posed to a wealthy mer by a land without law and order, and when Cas'bparo was founded he was able to contribute his wealth and resources to the kingdom's growth.
    • Ha'mariir - A representative of the Khajiit, age 88. He has proven at times a nuisance for Alussanah, who finds the insularity of the Khajiit troublesome, especially having taken them in in the tumult following the End War, but who also has been a help to her, for which reason she does keep an ear to the unique needs of the Khajiit. He is a warrior-ascetic who taught her a great deal of the Khajiit and whom she respects for his sense of stubbornness that rivals his own.
  • Rosthor Iszis Feb 14, 2014

    Rosthor Iszis
    Excommunicated priest and cleric

    [​IMG]

    INFO
    » NAME Rosthor Iszis
    » NICKNAME Ross
    » AGE 27
    » RACE Valoran
    » BIRTH DATE 12th of Selone
    » BIRTH PLACE Valora
    » CLASS Cleric/Selonan Mage
    » GENDER Male
    » HEIGHT 5'8"
    » WEIGHT 146
    » BUILD Reasonably fit
    » LATERALITY Right-handed
    » SEXUALITY Heterosexual
    » MARITAL STATUS Unmarried
    » PROPERTIES None
    » AFFILIATION Formerly the Church of the Father, Order of Selone
    » AFFLICTIONS None
    » RELIGION Church of the Father, Selone
    » HABITS Talking to Selone out loud
    » HOBBIES Studying scriptures, practicing magic

    PERSONALITY
    » POSITIVE TRAITS Caring, conscientious, intelligent
    » NEGATIVE TRAITS Accustomed to being under authority, worrisome,
    » LIKES Studying, compassion, the gods, scholars
    » DISLIKES Those he sees as unappreciative of the gods, the stricter aspects of the clergy, Vythean mages
    » FEARS Romance, untamed magic
    » ASPIRATIONS To possibly regain his priesthood
    » PHILOSOPHY Rosthor is a scholar first, priest second, and a fighter last; while he is devoted to the gods, he really would be content to just study magic and scriptures without the Church. He also doesn't totally agree with their aims to keep magic restricted and in the hands of those with 'Divine Right' alone, but he is very conditioned to authority and doesn't like to stray too much outside of the realm of thought. And while he is a fairly conservative man, there is a side of him drawn by excitement, mystery, and rebellion - but it is buried away deep in his head. He doesn't care for fighting too much and was reluctant to train to be a cleric, but devotion to the gods made him go through with it.

    APPEARANCE
    » HAIR LENGTH A short afro
    » HAIR COLOR Black
    » FACIAL HAIR Stubble
    » EYE COLOR Brown
    » SKIN COLOR Chocolate
    » SCARS None
    » FACE Sloping cheeks and chin, broad nose, somewhat sad eyes
    » ATTIRE [CASUAL] Green and white linen cleric's robes, with a hood, brown cloak, and satchel.
    » GEAR Rosthor wears steel plated boots and gauntlets in combat, and wields a simple steel mace.

    COMBAT
    » The mace is a weapon of little finesse, and Rosthor is reasonably effective with it, though he is clearly not a true warrior. He balances this with his knowledge of Selonan magic, mostly orderly, though he is beginning to expand his knowledge of the chaotic path. While he has had at least nine years of experience with magic, he is by no means a master, and his most commonly used Selonan effects are the healing of himself and others, the buffering of others' strengths and his own, detecting life and death, and charming others, and he has begun experimenting with the theft of others' life forces, and one day may even manage to steal all love from an enemy's heart. He also has a small knowledge of Nulean magic, and can cast a rudimentary aura of sadness over an area.

    HISTORY
    » Rosthor was taken from his parents at a young age and raised in the Church as a young age. He was drawn to the Order of Selone at an early age, perhaps lamenting the lack of a true mother of his own; in any case, he showed a proficiency in the study of scripture and doctrine, and he certainly took the virtues of compassion and piety to heart - moreso than the Church itself, in fact, for he would soon grow to resent the restrictive and dogmatic nature of the Clergy. But despite his misgivings, Rosthor had little choice but to go along. At least the establishment for the most part allowed him to study in peace. By age 18, he was a Priest, and it was then that he began his magical studies.

    » Rosthor was introduced to the Institute upon earning his Priesthood, and this led to him privately growing to be a bit more freethinking; in addition to being no longer under the constant instruction of the Church and taking some responsibility, the study of magic led to serious introspection, eventually identifying that deep down, he resented the Clergy for taking him from his family, as well as their deception to the masses of Valora. While too meek for rebellion and still appreciative of the Church's less harsh points, for a while, he lived a normal life. When his magical skills reached the threshold for low-level leadership, Rosthor was awarded his own small parish. He tended a chapel, gave sermons, and kept his magical skills in practice, but something was lacking. After enough brushes with unconventional ideas, the conflicted Priest delved further into his routine, fighting the need to confront his feelings.

    Until one day, a bishop making his rounds to check in on Rosthor brought with him a new bodyguard, a half-Tíre woman named Caryel. While she seemed somewhat uninterested in her task of guarding the bishop, she was more interested in Rosthor himself (luckily the bishop was not the brightest man) and when the bishop left them to go and rechristen the shrines at the chapel, Rosthor and Caryel began to talk. Rosthor was stuck on the topic of theology, but Caryel did in the time they had begin to weasel him off the fixation of his, and further still in their time the next week; a month later, she was coming to the chapel herself for a short sermon and longer conversation, until one day she simply kissed Rosthor, bringing him to break his vow of celibacy in an afternoon. The affair that followed was mainly led by the female knight, and a bewildered, increasingly bold Rosthor followed along with both happiness and uncertainty. He was not himself after that afternoon, more outgoing, more willing to take risk - feeling that he was beginning to more fully understand love, he began to dabble in the chaotic Selonan arts.

    Unfortunately for the couple, the walls had closed in within a month and a half, and one day, Regulators kicked in the door on a conjugating Ross and Caryel, imprisoning and subsequently exiling them together.
  • Thor "Thick-Fingers" Hariksen, an alternate history Nov 27, 2013

    WIP
    Thor "Thick-Fingers" Hariksen
    Sergeant, Solitude Guard

    INFO
    » NAME Thor Hariksen
    » ALIAS Thick-Fingers - Thor got this nickname for his proficiency with a bow.
    » AGE 26
    » RACE Nord
    » BIRTH DATE 15th of Second Seed
    » BIRTH PLACE Shor's Stone, Skyrim
    » BIRTH SIGN The Warrior
    » CLASS Ranger/Spellblade
    » GENDER Male
    » HEIGHT 6'0"
    » WEIGHT 158
    » BMI 21.6
    » BUILD Lean and muscular
    » LATERALITY Right-handed
    » SEXUALITY Heterosexual
    » MARITAL STATUS Unmarried
    » PROPERTIES A small home in Dragon Bridge, a place in the Solitude Guard Barracks in Castle Dour
    » AFFILIATION Solitude Guards
    » ALIGNMENT Lawful Good
    » AFFLICTIONS None
    » RELIGION Nine Divines
    » HABITS Whittling with a utility dagger
    » HOBBIES Hunting and fishing

    PERSONALITY
    » POSITIVE TRAITS Dedicated to his friends, friendly, trustworthy, respects ability, committed to a lover he chooses to pursue a relationship with
    » NEGATIVE TRAITS Tends to stereotype based on looks/limited information, may lash out in anger, sometimes shallow when searching for a woman but not a commitment
    » LIKES Being with good friends, relaxing in nature, fighting for a good cause
    » DISLIKES Necromancy and dark arts
    » FEARS Becoming a vampire or being killed and turned into a necromancer's toy
    » ASPIRATIONS To become a famous warrior, to move beyond his post as a guard
    » PHILOSOPHY Thor has a simple philosophy of simply being a decent person and not trying to hurt anyone who doesn't deserve it, working hard, and being honest.
    » OVERVIEW Thor is a fairly ordinary Nord, with common Nord values, and the occasional although benign Nord prejudice. He values honor and tradition, but believes that tradition is always being written and he should be bold, on the chance that he may become a part of that tradition and legend. And, of course, he occasionally displays a few typical Nordic vices, generally women and drink.

    APPEARANCE
    » HAIR LENGTH Shoulder length
    » HAIR COLOR Strawberry blond
    » FACIAL HAIR Generally clean-shaven, though prone to stubble
    » EYE COLOR Deep blue
    » SKIN COLOR Very light tan
    » SCARS One on the left bicep from a bear
    » FACE
    » UNIQUE FEATURES
    » ATTIRE [CASUAL]
    » GEAR

    RELATIONS
    » Thalmor [DISLIKES] – Thor considers Talos worship a right of his people, and dislikes the Thalmor's methods of enforcing their ideology.

    » Imperial Legion [DISLIKES] – Thor believes the Legion sold out along with the rest of the Empire, now escorting Thalmor through Skyrim as opposed to driving them out. That said, having interacted with some individual Legionnaires while in Solitude, Thor respects some soldiers within the Legion.

    » Stormcloaks [NEUTRAL/POSITIVE] – Thor believes that Ulfric Stormcloaks and his army fight for the freedom of Skyrim, and that while they are primarily Nordic, their victory benefits all but the Thalmor. However, due to his living in Solitude, he would not voice this opinion.

    »Falmer [NEGATIVE/NEUTRAL] – Thor considers the Falmer a nuisance and an abomination, but feels some pity for them due to their condition. However, he sees them as an obstacle as opposed to an enemy.

    » Forsworn [DISLIKES] – Short of believing that Skyrim is rightfully the Nords' land, Thor believes that anyone whose being in Skyrim improves the place should be allowed; thus, he dislikes that the Forsworn simply want to kill civilized people and steal land.

    » The Thieves Guild [ENEMIES] – Thor believes that theft is wrong, so naturally he is opposed to the Thieves' Guild.

    » The Companions [POSITIVE/NEUTRAL] – Thor respects their prowess in battle, but has had little dealing with the Companions and as such is neutral to them.

    » College of Winterhold [POSITIVE/NEUTRAL] – Thor doesn't know much of the College, but since he practices some magic himself he respects them.

    » The Dark Brotherhood [ENEMIES] – In addition to their being murderers for hire, Thor was once targeted by the Brotherhood for reasons unknown and only just managed to escape with his life.

    SKILLS
    MASTER
    »
    »
    EXPERT
    »
    »
    ADEPT
    »
    »
    APPRENTICE
    »
    »
    NOVICE
    »
    »

    COMBAT
    »

    HISTORY
    »
    »

    THEME SONG (Optional)
  • Kal the Lonesome Nov 19, 2013

    Kal the Lonesome
    Wanderer and Weaponsmaster

    [​IMG]

    INFO
    » NAME Kalthar Ingmorn
    » ALIAS Kal the Lonesome - given for his affinity for solitude. He stopped using his given name a long time ago, and usually just goes by Kal.
    » AGE 26
    » RACE Nord
    » BIRTH DATE 12th of Last Seed
    » BIRTH PLACE
    » BIRTH SIGN The Warrior
    » CLASS Barbarian/Weaponsmaster
    » GENDER Male
    » HEIGHT 6'1"
    » WEIGHT 177
    » BMI 23.3
    » BUILD Muscular, on the lean side
    » LATERALITY Right-handed
    » SEXUALITY Heterosexual
    » MARITAL STATUS Unmarried
    » PROPERTIES None
    » AFFILIATION None
    » ALIGNMENT Chaotic Neutral
    » AFFLICTIONS None
    » RELIGION Prays to the Nordic Pantheon occasionally; worships Shor with his warlike ways
    » HABITS Sharpening a blade, chewing his lip when nervous
    » HOBBIES Fighting, doing manual labor, reading, being alone

    PERSONALITY
    » POSITIVE TRAITS A tough and persevering spirit, thoughtful, a perfectionist
    » NEGATIVE TRAITS Antisocial, has a very volatile temper, stubborn, noncommittal, overly quiet
    » LIKES Weapons, fighting, being alone, nature, a challenge, Nord Mead, stories and legends
    » DISLIKES Talkative people, weak people, pompous people, crowds of people, cities
    » FEARS Not dying in battle, being trapped/immobilized hopelessly
    » ASPIRATIONS To go to Sovngarde, to become a warrior legend like those of ancient Skyrim
    » QUIRKS Now and then, Kal will become fixated on a person he meets (generally with the same personality as him) and will defy his introverted nature.
    » PHILOSOPHY Kal believes that his path in life is to simply wander and live as a Nord, hopefully dying in battle and going to Sovngarde, and maybe even becoming a legend in the process.
    » OVERVIEW Kal is a man of extremes. Extremely introverted, extremely ferocious in battle, extremely idealistic in his own way. It is his nature to avoid people, or at least to put up walls around them, and since he was young he has channeled the feelings and energy he pent up in his introverted self through some exertion; ever since he was a teenager, combat has been his outlet. While he's not idealistic in the traditional sense of striving for a utopia, Kal is stubborn in his view that he should live life hard and strive to be like the great Nords of old. While he's not an outright racist, he tends to hold humans (Nords in particular) a little higher in his mind, though anyone can earn his respect. That said, respect is as far as anyone can hope to get in relation to Kal. He was raised in a household with a fusion of Nordic and Imperial beliefs, but he really fell in love with the Nordic view of life and the gods.

    APPEARANCE
    » HAIR LENGTH A longish mohawk, as pictured above, with shaved sides and back.
    » HAIR COLOR Dark brown
    » FACIAL HAIR Can grow a beard if he lets his face go, but generally shaves
    » EYE COLOR Green
    » SKIN COLOR Tan/caucasian
    » SCARS A number of small ones all over, but one large one under his left arm down across his midriff
    » FACE Stern and intense with well-defined features
    » UNIQUE FEATURES A few earrings in each ear
    » ATTIRE [CASUAL] Kal is almost never without his armor and weapons, but if he must go without he'll wear the same leather trousers that go with his armor, with a woolen tunic on top.
    » GEAR Kal wears a customized set of light armor (pictured) similar to hide or studded, though using pieces of steel plate and mail in a few spots, as well as metal gauntlets and pauldrons. His weapons consist of a bastard sword, long sword, and dagger, all made of steel, as well as a light and utilitarian hunting bow. His blades are the same style as in the picture above, and were specially altered by a blacksmith acquaintance to be stronger and lighter. Kal also has a cloak crafted from the hide of a bear he slew himself. He always has a whetstone with him to sharpen his weapons, and carries only about twenty arrows at a time. He has a simple backpack that he uses to carry food, potions, supplies, and books.

    RELATIONS
    » OVERVIEW Kal doesn't involve himself in politics or social affairs in general, and his opinions on the various factions within Skyrim are generally fairly neutral. He does dislike the Thalmor, however, and holds some disdain for the mages of Winterhold.

    SKILLS
    MASTER
    » One-Handed
    » Two-Handed
    EXPERT
    » Light Armor
    » Alchemy
    ADEPT
    » Archery
    » Athleticism
    APPRENTICE
    » Hand to Hand
    » Block
    NOVICE
    » Smithing
    » Sneak

    COMBAT
    » Kal is a very effective and adaptable fighter who can use just about any weapon at least somewhat well, though he is especially skilled with a variety of sword variants. Years spent traveling and training even before he reached adulthood have made him both strong and dexterous.

    HISTORY
    » ORIGIN
    Kal's parents were Alan and Vori Ingmorn, the son of an aging merchant who enjoyed some success within Eastmarch and the daughter of a small farmer in the northern Rift. They married a decade before the Great War broke out, when both were young, and they refrained from having a child at this time, as Alan was struggling to move up in his father's company amidst competition from his older brothers and wished to wait until they could amply provide for one. This lasted until the Great War. In 4E 173, Alan was called to serve as a reserve guard for a military camp south of the captured Imperial City, while the Empire prepared to retake the city. When the Battle of Red Ring finally came, Alan was pulled into active duty and assigned to assist in the assault; he survived the bloody battle, but came out with a wounded right leg.

    While Alan was in Cyrodiil, Vori temporarily returned to the village where her family's farm was, as her family was her only source of income during Alan's absence. She fell back into her old life as a farm hand, and after nearly two years apart from her husband, she was feeling loneliness and despair. So, a month before the Battle of Red Ring, she found comfort in the arms of a friend from her adolescence - this friend led to her becoming pregnant at about the same time that the Imperial City was retaken. One month later, when she returned home to southern Eastmarch with Alan, Vori was too ashamed to admit the truth about her affair in light of Alan's injury. She posited that her unusually advanced pregnancy was the result of consummating with Alan upon his return, and it was simply a sign that their child would be especially healthy. Alan, simply glad to be back with his wife, believed her, and was reinforced in this belief when his son was born under the sign of the Warrior.

    » EARLY LIFE
    Alan was indeed a healthy young boy, one who would grow to show great aptitude for just about everything athletic, and Alan would have looked forward to showing his son how to hunt, and taking him hiking, and doing a number of outdoor activities he had enjoyed in his free time - had his leg not been injured in the war. He could still do less-intensive activities, but another thing also came in the way of Alan's raising of Kal. In the war, Alan's three older brothers - all of whom had history in the Legion, unlike Alan - were called directly into active duty, and thus saw the worst of the fighting. All three were killed, placing on new father Alan a greater burden in the mercantile business - and adding to his workload further with the death of his father a few years later, when Kal was beginning to grow and form. So a compromise was reached; when Kal was old enough and was not being schooled by his mother, he would go with Alan on his business trips, now spanning the whole of Skyrim. Kal saw much during this time, and when his father was busy, he would explore on his own.

    » LATER LIFE - PRESENT
    When Kal was growing into a young man, Alan began to sense that Kal was not his own son. He never learned the truth in life, but he could feel it, and it worried him as his son grew up as a solitary boy that, his offspring or not, Kal would never be his son. He had been one-upped all his life by his brothers, but he saw in Kal the potential to finally hit his own stride. And so, he bought Kal a sword, and began teaching him to use it. It was the perfect athletic outlet for the boy, and it began to break down the wall between father and son, if only in a single area; first Alan was showing Kal how to use the sword, then he was regaling him with tales from the Great War, and then Kal was reading books on swordsmanship. The boy had a real knack, and Alan thought that maybe Kal could go far in the Legion, or even join the Companions.

    But as he grew more, Kal began to retreat once again. Talking of battle ceased to be a social activity. Alan couldn't keep up. Kal was beginning to really break away now, sometimes taking on minor mercenary work and camping on his own; the young man found that he liked this, and he was able to use the coin to add to his arsenal. His pursuit of combat skill became almost a religious pursuit, a personal way of glorifying Shor, Nordic god of war. Eventually, it came time for him to leave his parents and live alone. Kal headed out into the world to live as a transient warrior. He spent most of his time in the wilderness, moving from place to place and only occasionally venturing into the cities - when he did, it was only for supplies or weapons, and he remained generally unattached. Even so, as his travels went on, he became a mysterious fixture in some places, always showing up at a certain time of year.
  • Tacitus Axianus, after IoK Nov 14, 2013

    WIP
    Tacitus Axianus
    Count

    INFO
    » NAME Tacitus Axianus
    » ALIAS (Formerly) the Fox - for his rapport with the ladies
    » AGE 44
    » RACE Imperial
    » BIRTH DATE 7th of First Seed
    » BIRTH PLACE Countryside near the Imperial City, Cyrodiil
    » BIRTH SIGN The Lover
    » CLASS Duelist/Agent
    » GENDER Male
    » HEIGHT 6'4"
    » WEIGHT 161
    » BMI 19.6
    » BUILD Lean and toned, with a little muscular bulk
    » LATERALITY Right-handed
    » SEXUALITY Heterosexual
    » MARITAL STATUS Widower
    » PROPERTIES An estate in the Cyrodiilic countryside just southeast of the Imperial City
    » AFFILIATION None
    » ALIGNMENT Chaotic Neutral/Good
    » AFFLICTIONS None
    » RELIGION Tacitus believes in the Nine Divines, but is very noncommittal when it comes to practicing his belief.
    » HABITS Flirting or drinking excessively and subsequently feeling guilty for it
    » HOBBIES Swordplay, painting, horseback riding, traveling, playing instruments, reading

    PERSONALITY
    » POSITIVE TRAITS Friendly, smooth, can be very determined, clever, fun-loving
    » NEGATIVE TRAITS Somewhat arrogant, bad with emotions/expressing himself, has trouble with self-control, sometimes vulgar
    » LIKES Women, fun, adventure, good friends, alcohol
    » DISLIKES Uptight people, brutish people, being alone
    » FEARS Losing anyone else close to him
    » ASPIRATIONS To get over the loss of his wife/to have closure
    » PHILOSOPHY Tacitus likes to just take life as it comes and go wherever it takes him. He's a little eccentric and wild, but is generally kind-hearted and decent.
    » OVERVIEW Tacitus knows he is attractive to many women he meets, and loves to flaunt it. He tends to be lazy and very joking, unless he sees something he really wants; in that case, he will move the heavens and the earth to get it, and if he cannot get it, he will not give it up to anyone else easily. Tacitus always appears to know what to say, but when someone comes to him openly and is real with him, he gets a bit nervous and can find himself at a loss for words.

    APPEARANCE
    » HAIR LENGTH Cut to just above his ears, parted on the left
    » HAIR COLOR Pale blond
    » FACIAL HAIR None
    » EYE COLOR Hazel, with a tinge of blue around the edges
    » SKIN COLOR Light tan
    » SCARS One across his lower left stomach
    » FACE Elegant, aristocratic
    » ATTIRE [CASUAL] Tacitus generally wears some kind of high-quality clothing, though he often wears his signature red leather robes.
    » GEAR Tacitus wears a set of tailored red leather robes, similar in style to Thalmor robes with ornate gold stitching and trim. He carries on his hip an ornate steel katana and a steel dagger, and he usually has a satchel where he carries coin and various other things. He has a gold diamond necklace to fortify speechcraft that he has worn since he was a boy.

    RELATIONS
    » Thalmor [DISLIKES] – In all his travels, Tacitus never met a nice Thalmor, and he met a number of non-Altmer who dispelled any myths of racial superiority. He also had to live with Thalmor encroachment as long as he was in Cyrodiil, and it annoyed him.

    » Empire [NEUTRAL/POSITIVE] – While Tacitus is a noble and owes his family's wealth to the Empire, he was never particularly interested in politics and doesn't do much with his title.

    » Stormcloaks [NEUTRAL/POSITIVE] – In all the time he spent in Skyrim, Tacitus did acquire some sympathy for the Stormcloaks, though he doesn't consider the civil war his fight.

    » Falmer [DISLIKES] – During his travels, Tacitus often had to deal with pesky Falmer and came to view them as a disgusting annoyance.

    » Forsworn [DISLIKES] –

    » The Thieves Guild [PAST MEMBER] –

    » The Companions [NEUTRAL] –

    » College of Winterhold [LIKES] –

    » The Dark Brotherhood [ENEMIES] –


    SKILLS
    MASTER
    »
    »
    EXPERT
    »
    »
    ADEPT
    »
    »
    APPRENTICE
    »
    »
    NOVICE
    »
    »

    COMBAT
    »

    HISTORY
    »
    »

    THEME SONG (Optional)
  • Corrilas Silinthar Oct 20, 2013

    Work in Progress
    Corrilas Silinthar
    Seargent in the Thalmor Continuum

    [Image - forthcoming]

    INFO
    » NAME Corrilas Silinthar
    » ALIAS "Cor"
    » AGE 57
    » RACE Altmer
    » BIRTH DATE 25th of First Seed
    » BIRTH PLACE Dusk, Alinor
    » BIRTH SIGN The Lord
    » CLASS Seargent - Assault/Jack of all Trades
    » GENDER Male
    » HEIGHT 6'4"
    » WEIGHT 181
    » BMI 22.0
    » BUILD Fairly large and muscular
    » LATERALITY Right-handed
    » SEXUALITY Heterosexual
    » MARITAL STATUS Unmarried
    » PROPERTIES None
    » AFFILIATION Thalmor Continuum
    » ALIGNMENT Chaotic Neutral/Good
    » AFFLICTIONS His left leg is slightly longer than his right due to surgery
    » RELIGION The occasional prayer to Phynaster
    » HABITS Off-duty, he can be found doing some kind of exercise; on-duty he often will check and re-check gear, go over plans, and he makes a point to be vigilant at all times.
    » HOBBIES Corrilas doesn't have any hobbies, per se, as military service has pretty much taken over his life; however, in his free time he does stay in peak fitness and readiness, and he sometimes likes to read about or practice the magic he had once studied.
    » QUIRKS Cor won't drink, though he's had his bouts with heavy drinking

    PERSONALITY
    » POSITIVE TRAITS Determined, intelligent, will break laws and disobey orders in order to do what he feels is his duty, mentally strong, cares for the people he defends
    » NEGATIVE TRAITS Sometimes violent, angered by frivolity in a serious situation, will break laws and disobey orders in order to do what he feels is his duty, harsh and brutally honest, awkward and ignorant about civilian social conventions
    » LIKES A challenge/pushing himself, seeing a good outcome in a bad situation, the occasional respite from military duties, helping novice men under him
    » DISLIKES The Imperial Meridian, cocky fools, Thalmor brass, joking
    » FEARS Helplessly watching the people he is to defend be hurt
    » ASPIRATIONS To see the war end
    » PHILOSOPHY Corrilas sees life as a quest for purpose and while he doesn't believe in fate, he does believe that one's purpose will show itself whether one likes it or not.

    APPEARANCE
    » HAIR LENGTH Buzzcut
    » HAIR COLOR Dark red
    » FACIAL HAIR Coarse black stubble
    » EYE COLOR Yellow
    » SKIN COLOR Yellow
    » SCARS A few surgical scars on his right leg, numerous battle scars all over
    » FACE Cor's face is rather square-jawed and, for lack of a better word, human.
    » UNIQUE FEATURES Cor has tattoos all over his right torso and arm; a few military tattoos, but a full sleeve that extends onto his right side consisting of a number of things important to him.
    » ATTIRE [CASUAL] Cor can be found in his crisp black fatigues with a white T-shirt when he is off-duty on a base, and for special occasions he has a black dress uniform with cap.
    » GEAR Cor wears some kind of fatigues and uniform shirt in combat, the color/pattern dependent on whatever environment he is going into. Under that he wears a kevlar vest, and over it he has numerous pouches and pockets. He has a long ebony combat knife on his right leg, a selective-fire pistol on his hip (Tamriel equivalent of Mac 11,) some grenades and flashbangs, a good deal of ammo and survival gear, a grenade launcher (Tamriel equivalent of M79) with a variety of grenades, and an assault rifle (Tamriel equivalent of Stoner 63 Commando variant.)

    SKILLS
    MASTER
    » Survival/Adaptability - Corrilas' greatest asset is probably his ability to take anything and survive, even turning it to his advantage. This, coupled with his many other skills makes him lethal. Also, thanks to his many years in the service, Corrilas knows many things about war that simply are not taught in basic training.
    » Marksmanship - Corrilas is extremely proficient with an assault rifle or light machine gun, but he can fire just about anything fairly well
    EXPERT
    » Close-Quarters - Corrilas has undergone extensive training in how to use every part of his body to his advantage, and he is very fit. He is not afraid to fight as brutally as he must to win.
    » Athletics - Corrilas keeps in the best shape he can and does not drink or smoke.
    ADEPT
    » Destruction - Corrilas is one of the few soldiers in the army of the Thalmor who knows how to use magic. His arcane education was cut short when he was young, but he has added a little knowledge, and polishes what he already knows.
    » Infiltration - Corrilas knows how to move among the enemy without being detected.

    COMBAT
    » Cor's primary specialization is in infantry assault and special operations, but he can adapt to just about every situation. If he has to, he can use with some degree of success most any weapon or vehicle, knows how to improvise solutions, and has a toughness about him that helps him through every situation.

    HISTORY
    » EARLY LIFE
    Corrilas had a modest upbringing in the city of Dusk, on the southeastern coast of Alinor. His family was middle class, with his father working as a manager at one of the smaller segments of the shipping district of the city, and his mother working as a secretary in a corporate office in the downtown area. His parents made a good living, boosted thanks to the relatively low cost of raising an only child, and as such he never was want for much. Also thanks to his being the one child of his parents, he learned to enjoy solitude.

    Cor read often, and his favorite books were split between the genres of nonfiction - on the arcane, in particular - and historical fiction - he enjoyed stories of the wizards of ancient times who could wield the energy of Aetherius. He was amazed at the very thought of bringing some force into the physical world from nothing; while other kids had a cape that they wore while they fantasized about flying around as a superhero, Cor had a hood that he wore when he would speak the incantations for the various spells written of in his books (a move that once came close to setting the Silinthar household on fire when an author was either too accurate in his description of an ancient spell, or simply did not foresee a child with such zeal as Cor.) Corrilas knew that in a few of the highest institutions of knowledge spells could still be found in practice, and from a young age he knew he wanted to grow up to study the nearly lost art of magic.

    This contradicted a few aspects of the boy's nature; born under the sign of the Lord, Corrilas was strong and healthy, heartier and more resilient than most of those Altmer his age, and in the rare instances when he chose to play a sport or engage in an athletic activity, Cor excelled. His parents often urged him to use that talent of his to the fullest, but the boy would not budge, and his parents decided to try and support him in every way. He studied hard and got into a very good university - one of the few that had any sort of arcane studies program - and he began his major in Arcane Skill and History.

    » LATER LIFE
    Corrilas was loving his studies a year in; his professor, who was one of the foremost scholars in the field of lost magic, had taught the small class what was known of the field of Destruction magic and the history behind the spells, and was gearing up to begin a unit on Restoration. Shortly before that, the element Presilium was discovered, an event that looked promising - until it sparked the Presilium Wars. Most higher education was halted throughout the Thalmor Continuum, and Corrilas found himself drafted into the army. He was put through boot camp for two months, then sent off to the jungles of Elsweyr, where the element had been first discovered.

    A grueling, extended two-year tour just about extinguished the optimism Cor had once looked forward with; he had experienced horrors no man or mer should have, and he went home solemn and bitter. But home held nothing for him; his professor, also drafted, was dead, and with him died the one thing Cor had always dreamed of. There he was, six months later, with a limited practical skillset, few job opportunities (due to the war draining the male population of Alinor,) and a host of bad memories. What was worse was that in Elsweyr, Cor had discovered that he had a knack for war. As much as he had hated the experience, he had learned quickly and retained the experience the fighting left him; before he had gone home, rumor was the brass had an eye on him, interested in perhaps recruiting him for a more permanent position.

    Cor's decision when the long-expected telegram came was shocking to his friends and family; the young mer set off from Dusk to a base east of Shimmerene, where he trained further before shipping back to the mainland, this time winding up in the front of Hammerfell, further Presilium deposits having been found all across central Tamriel and the struggle expanding subsequently. For the next three years, Cor gained an education in desert warfare, and at a reassignment from the top of the brass, he found himself in Cyrodiil for a year, then Black Marsh for another year.

    The next time he found himself at home, Corrilas was a shell of his former self, hardened by war, plagued by bouts of angst that only drinking could cure. It was like a drug for him; he hated it, yet excelled at it, and while he knew it might kill him, it was all he could do. He spent the next seven years on the police force in Dusk, but was one day called back, with the offer of special training west of Shimmerene; so, nothing else to do, Cor set out for that base once more, and went through two years of intensive special combat and tactical training. He learned to fight as a commando, using every part of his body, every weapon or object imaginable, and he finally found a use for the magic he had learned. When he reentered the battle for the next four years, in the back-and-forth struggle with the Imperial Meridian, Cor was not proud of many things he did. But he was pulled back home at the end of those four years, by an injury.

    It was one of the last days before his furlough when his patrol came under attack; it began with the quiet, yet distinct whistle of a mortar. Corrilas knew what this meant, and dove away as fast as he could; the men under him - he was a Corporal at this point - who were inexperienced were not so quick. Cor found himself on the ground, a quiet hum the only sound in his ears, his right leg torn up badly with exposed and clearly broken bone, and most of the men he had been with lying dead or maimed. In due time, a medevac took the men that could be saved to the rear, and Corrilas found himself on his way home from a field hospital a few weeks later.

    Over the next year he spent in recovery, Cor had a lot to think about: where did he want to take his life from here? Was this war worth fighting to him? He pondered these things, and when he got out of the hospital, his right leg slightly shorter than his left, he thought he had his life sorted out. He met with his parents in their new apartment, and intended to tell them he was getting out of the service, and whatever he did, he wouldn't continue the nonsense that war; but the world had changed while he was in recovery. Both sides had become more vicious. As he sat in the small living room, he saw a small speck through the window, growing larger and larger. There was no mistaking an Imperial missile.

    Cor's training kicked in, and he had his parents out the door in seconds, in the apartment stairwell in a minute, and he was leading an evacuation in two. There were five deaths, but his parents were unscathed, and for the first time, Cor saw what even a simple action of non-violence that he had learned in war could do for those he cared for. It was after this he got to thinking that maybe there was something worth fighting for. In the street, after the attack, Corrilas looked around at the frightened crowds who were gathered, and he was struck by their panic; it had been a while since he had felt fear in the face of death, and he thought for a moment that he might ease their fear in his battle.

    With new resolve, Corrilas reentered the service, requesting a front-line position and turning down the offer of a promotion. No matter what he might do from then on, it was his duty to protect the people of the Thalmor Continuum. He had a new alertness, a new determination about him in battle - it made him incredibly effective, and over the next 17 years he earned his fair share of medals and accolades. While over time he did begin to fade some, he never relented in the intensity of his fighting. He lost his respect for the brass a long time ago and will break any law in the name of someone he cares for, but still believes the war needs to be fought and won. Things have changed over the years, and the war has only gotten worse.

    THEME SONG
    Tiaz Raydari likes this.
  • Soris Elderwind Oct 17, 2013

    WIP
    Soris Elderwind
    Scout of the Elderwind Tribe

    INFO
    » NAME Soris Elderwind
    » ALIAS "Sor"
    » AGE Somewhere in his early 20s
    » RACE Unknown, though he clearly has traits of Breton and Nordic blood and he looks similar to the rest of his tribe
    » BIRTH DATE Unknown
    » BIRTH PLACE Somewhere underground, near former Hjaalmarch
    » BIRTH SIGN The Lord
    » CLASS Arcane Scout/Spellblade
    » GENDER Male
    » HEIGHT 5'7"
    » WEIGHT 141
    » BMI 22.5
    » BUILD Lean and thin, but fairly strong
    » LATERALITY Left-handed
    » SEXUALITY Heterosexual
    » MARITAL STATUS Unmarried
    » PROPERTIES None
    » AFFILIATION Tribe Elderwind
    » ALIGNMENT Neutral Good
    » AFFLICTIONS None
    » RELIGION Soris worships his tribal god of Jhunal, though he has recently been dwindling in his faith. Jhunal was originally the Nordic god who evolved into Julianos, and his worship originated with certain traditional Nord elements in the early days of the Elderwind Tribe. He is now venerated as the patron deity of the Elderwind, and the one who blessed the tribe with its arcane tradition.
    » HABITS Becoming lost in thought, and then lashing out when someone snaps him back to reality
    » HOBBIES Honing his skills, pondering things, learning all that he can about the past

    PERSONALITY
    » POSITIVE TRAITS Curious, thoughtful, steadfast, innovative, loyal
    » NEGATIVE TRAITS Sometimes antisocial, stubborn, skeptical of outsiders, sometimes inconsiderate, takes people's words and actions to heart, holds grudges
    » LIKES Old books, solitude, intelligent discussion, discovery, adventure, the occasional joke
    » DISLIKES Gullible people, living underground, loud people, monotony
    » FEARS Living underground for the rest of his life
    » ASPIRATIONS To venture above ground, to earn the respect of his Elders, to meet people he likes better than his tribespeople
    » PHILOSOPHY Soris' outlook on life is that if it's not a fact or figure and it's not useful, it's probably not very important. He's quite serious most of the time, and he's very passionate. He loves to learn and feels like the very traditional Elders in his tribe don't want to learn or grow and just want to survive in the status quo.
    » OVERVIEW Soris is an intense person, with very strong views that he'll seldom give any ground over. He believes that any problem can be solved when one's mind is put to it, and it angers him when people will simply accept their conditions. All his life he hasn't had any respite from giving all his effort to everything he does, so he hardly even knows how to relax, but now and then he can let his guard down and allow himself to enjoy a joke or deeply feel an emotion besides resolve or frustration.

    APPEARANCE
    » HAIR LENGTH Short-cropped and somewhat choppy and uneven
    » HAIR COLOR Golden-blond
    » FACIAL HAIR None
    » EYE COLOR Ice blue
    » SKIN COLOR Very light white
    » SCARS One on his left calf, from a deep-cat (a predator similar to a jaguar that has adapted to life in the cold underground
    » FACE He has a very serious face, strong but with young features.
    » UNIQUE FEATURES None
    » ATTIRE [CASUAL] He wears clothing of animal hides generally.
    » GEAR Sor wears Elderwind robes and a fur cloak (which all together resemble Skaal robes) over his animal hide clothing. The robes are thick and have many layers for warmth. There are also a few pouches where he can keep potions and other small items. For travel, he has a leather rucksack where he keeps larger items and what supplies he carries and a bedroll. His weapon is a sword very similar to those once forged by the Skaal on Solstheim, and it has a leather strap with the sheath attached; Sor sheathes it across his back. He also has a pair of simple snowshoes for when he will go above ground. He never goes anywhere without one of the tomes from the Elderwinds' relatively large and well-kept library.

    SKILLS
    ADEPT
    » Alteration
    » Alchemy
    APPRENTICE
    » One-Handed
    » Restoration
    NOVICE
    » Leatherwork/Tailoring
    » Speech

    COMBAT
    » Sor is something of a super-light spellblade, who wears no real armor and relies on both not being struck, his magic, and (if he must) his thick robes and cloak. Alteration is his specialty and this makes him an interesting foe; he will use an intermediate-level flesh spell going into a fight, and he can often use telekinesis to manipulate some object or environmental feature in his favor, if not to outright disarm an enemy or interfere with his attack. On rare occasions and only in the most dire of straits, Sor will use his incredibly taxing paralysis spell. Outside of this, Sor's only other asset is his cleverness; he's not even that good with a blade, though he can use one well enough to survive, and like many people thrust into dangerous situations, he learns on the fly. If he is hit, his restoration comes in handy. The Alteration magic comes in handy in avoiding conflict, however, or in other practical applications; he knows a fairly wide range of spells, from candlelight to detect life to waterbreathing and so on.

    HISTORY
    » TRIBE BACKGROUND
    Tribe Elderwind has its roots in Winterhold. When the great warming began, Winterhold faced the greatest threat in the way of rising tides and melting glaciers. The Jarl intended for the townsfolk to relocate south, but in the light of the looming threat he was able to see that the mages of the College would prove assets, not to mention that the knowledge they carried was important to preserve, whether he liked to admit it or not. And so, the Jarl held a conference with the Master Wizards and the Arch-Mage, concluding that the College would clear out their records and vaults, and only when the critical moment was nigh would the people leave.

    The moment was a little too nigh for the people of Winterhold, for when the library had been cleared and most of the College's personnel were making their final preparations for the exodus, the last remnant of ice critical to keeping the College perched on the cliff over the sea gave out. The College collapsed with all but Master Tolfdir and a number of his apprentices inside. This served as the cue to leave, and the people headed southwest, believing their best bet for survival would be Whiterun; little did they know, society was beginning to break down throughout Skyrim, and Whiterun would not be their haven. The time they did spend in Whiterun was brief, and consisted of the group of refugees picking up a few others for the trek to the next safe place.

    Falkreath seemed the next best bet, and it was on the way here that the first of the earthquakes hit. It was now clear that the road ahead would not be easy-going, although the group did hit a stroke of luck in that Falkreath, due to its more tight-knit and independent nature, was for a time a rest stop, and a number of its denizens left with the group from Winterhold. But as the earthquakes became worse and worse, and reports came in of tumult near Red Mountain, it became clear that there could be no more nomadic avoidance. A permanent shelter was needed, and was found in caves under the Jerall Mountains.

    Centuries later, after the great warming and the earthquakes and now into the ice age, Tribe Elderwind inhabits caves under what was formerly Falkreath Hold; in a particular large cave, lit with magical light, there stands a group of stone huts, built by the telekinetic magic of the tribe. Most of them are inhabited by familial groups within the tribe, although the entire tribe is related, and not many outsiders have allowed for variation. The larger of the huts are home to the council of elders, the tribal armory and smithy, and the library, the contents of which were meticulously preserved. In the center of the tribal ground is a great fire pit, around which meals are eaten communally.

    » PERSONAL HISTORY
    Sor was born to parents of modest standing within the Tribe Elderwind, and as such, for his early years was not afforded much attention by the elders of the tribe; that changed when at six he showed an early aptitude for the tribe's signature Alteration magicks. He was taken under the wing of the tribe and advanced in learning quickly, though he was aware of his intelligence and was quick to make it clear that he was not homogeneous with the rest of the tribe. Nonetheless, he went through the teachings to become a scout for the tribe and was eager to help his tribe by helping them to branch out. In the old library, he found tales of how the world once was and dreamed that it might be that way again, but when he voiced this view, the elders feared the brash young man. He would not budge, but when he was given an ultimatum, Sor backed off on his rebellion. When he was of age, he became a scout and hunter, but felt that the purpose of scouting was defeated by the restrictions on travel his elders imposed. So one day, he packed a little more than usual into his travel pack, went off on a scouting trip, and didn't come back when they expected him.

    THEME SONG (Optional)
    Delusional likes this.
  • Alain "The Fire-Hearted" Ancharia Oct 5, 2013

    Alain Ancharia

    INFO
    » NAME Alain Ancharia
    » ALIAS That crazy fool, Fiery Alain
    » AGE 25
    » RACE Imperial
    » BIRTH DATE 30th of Second Seed
    » BIRTH PLACE Riften, Skyrim
    » BIRTH SIGN The Thief
    » CLASS Ranger/Thief
    » GENDER Male
    » HEIGHT 5'11"
    » WEIGHT 163
    » BMI 22.7
    » BUILD Lean, flexible and muscular
    » LATERALITY Right-handed
    » SEXUALITY Heterosexual
    » MARITAL STATUS Unmarried
    » PROPERTIES A room in the Ragged Flagon
    » AFFILIATION Thieves' Guild
    » ALIGNMENT Chaotic Neutral/Good - Alain isn't out to hurt anyone at random, and theft is something he does not out of malice but for enjoyment.
    » AFFLICTIONS Possibly Kleptomania, though Alain can control his strong desire to steal
    » RELIGION None
    » HABITS Stealing at least one item from everywhere and almost everyone, whenever he can
    » HOBBIES Daring theft, rock-climbing, water high-diving, free-running, flirting, gambling

    PERSONALITY
    » POSITIVE TRAITS Light-hearted, quick-thinking, willing to take any risk, a smooth talker (when he needs to be), positive
    » NEGATIVE TRAITS Reckless, a daredevil mindset, uncomfortable in deep and serious conversations, frightened of commitment
    » LIKES Adrenaline, excitement, coin, using his body, fine alcohol and food, women who like adrenaline and excitement, nature
    » DISLIKES Staying still, those who try to restrict him, being stuck in prison with no way out
    » FEARS Women, women who like adrenaline and excitement, women who want commitment, being injured to a point where he can no longer do the things he loves
    » ASPIRATIONS To find the ultimate adrenaline high
    » PHILOSOPHY Alain's philosophy is, "do what excites you and what you love." He lives like there is no tomorrow - sometimes actually risking his tomorrow - all for the thrill of it.
    » OVERVIEW Alain is a risk-taker who makes the highest rollers in illegal gambling dens look like children. He will try almost anything once, and if he likes it, many more times afterward, even if it proves dangerous or unhealthy. Especially if it is dangerous or unhealthy. He is an adrenaline junkie who just loves to have a good time. He is generally quite nice, but if provoked into a physical fight, the adrenaline-seeking trait takes over and he will go beyond what is necessary to win the fight. When it comes to women, he is usually very sweet and cheeky, but he will not pursue romance, due to hidden insecurity; when something is growing between him and a female friend, it is usually the woman who has to make the first move for Alain to be on board. He will help out a person in need just as soon as he'll rob a house.

    APPEARANCE
    » HAIR LENGTH Down to where his neck meets his head
    » HAIR COLOR Light reddish-brown
    » FACIAL HAIR Stubble
    » EYE COLOR Hazel
    » SKIN COLOR Light chestnut/tan
    » SCARS One on his left forearm, running from atop his wrist to his elbow, gotten from a close shave while climbing.
    » FACE Friendly and handsome, fairly hardy but with narrow features
    » UNIQUE FEATURES A tattoo of a compass on the back of his right shoulder, with the Thieves' Guild emblem overlaid with the north and south arrow.
    » ATTIRE [CASUAL] Alain always wears the brown leather pants, boots, and gloves of his Thives' Guild armor, though he often forgoes the curaiss when not doing anything requiring its protection and just wears a black linen shirt.
    » GEAR Sleeveless Thieves' Guild curaiss, fingerless TG gloves, TG boots, and leather TG trousers, all brown with black accents. He also wears a utility belt and bandolier, with a number of extra pockets sewn all over. He has a simple but sturdy steel shortsword, made of gunmetal gray alloy which matches his bow; his bow's base design is found in the Dwemer bow - it borrows the basic shape and takes great advantage of the Dwemer's ingenious system of pulleys which are used to maximize the power the bow can generate. The bow also has a small aiming assistance device in the form of a small circular crosshair that helps determine the arrow's target. He has a leather quiver that holds thirty or so arrows, and he also carries with him a modified pickaxe, a number of hardened steel spikes, and a coil of rope, which he uses when climbing.

    RELATIONS
    » Thalmor [NEUTRAL/NEGATIVE] – While the Thalmor have never outright persecuted Alain, he has had his run-ins with them and found them both to be ripe, rich targets when they weren't looking and real jerks when they were.

    » Imperial Legion [NEUTRAL] – Alain could care less about the Empire, so long as they stay out of his business.

    » Stormcloaks [NEUTRAL/POSITIVE] – While his view on the Stormcloaks is similar to that of the Imperials, Alain has a few good Stormcloak friends and fences, improving his outlook on them.

    » Falmer [NEUTRAL/NEGATIVE] – Alain generally just thinks of the Falmer as human-like animals, so he's no harsher in his judgement of them than he is toward a wolf or bear; that said, it was a Falmer that gave him the scar on his right arm, and they are generally a nuisance.

    » Forsworn [DISLIKES] – While Alain has no particular political stance on the Forsworn, it is a nuisance to have to fight off savages half the time when in the Reach.

    » The Thieves Guild [CURRENT MEMBER] – The Guild has been good to Alain all his life, and most of his longtime friends are members. The Guild has also been a great source of coin and adventure.

    » The Companions [NEUTRAL] – Alain has had little contact with the Companions.

    » College of Winterhold [NEUTRAL] – While he sometimes is able to get someone at the College to help him with a spell or enchantment in exchange for finding some relic or tome, the College is generally just a means to an end, and one without much to steal at that.

    » The Dark Brotherhood [NEUTRAL/POSITIVE] – Alain has made a few acquaintances with Brotherhood members over time and found them to be nice enough people - albeit hard to steal from. He respects their skills, and as long as they don't come after him or his friends he'll be okay with them.

    SKILLS
    MASTER
    » Acrobatics
    » Pickpocket
    » Athletics
    EXPERT
    » Archery
    » Sneak
    » One-Handed
    ADEPT
    » Restoration
    » Alteration
    » Lockpicking
    APPRENTICE
    » Speech
    » Leatherwork

    COMBAT
    » Alain relies equally on his bow and sword for battle; he is very skilled, and his other skill-sets make up for any deficiency in those areas. He knows how to heal himself quickly using a variation of a Close Wounds spell, and even how to become ethereal; another oft-used spell is Stone-Bones, a variation of Stoneflesh that offers more protection to the bones - Alain's are often in danger from falls. He also knows a good assortment of other useful Alteration and Restoration spells for every occasion. While he is a good fighter, Alain's greatest assets are his athletic abilities and his thieving skills. Pickpocket and Lockpicking skills mean he has quick, precise hands; a proficiency in Sneaking naturally means he can stay out of sight; and of course, his Acrobatics and Athletics skill means he is able to fight to some degree with just about any object, all while avoiding damage.

    HISTORY
    » EARLY LIFE
    Alain was born to a nameless wench who met his nameless scumbag of a father in the Ragged Flagon, in the twilight of the guild's good fortune and a time when the Flagon was still like a city under the city of Riften; his mother may have disappeared into the folds of survival in the city, and his father was probably killed in some drunken fight - it matters not, because shortly after his birth, Alain was left an orphan, and the Thieves Guild took a sharp downturn sparked with the murder of the Guildmaster, Gallus. Because he had no legitimate background to begin with, the Guild as a whole took him in; everyone spent at least a little time caring for the boy, the recruits who would do anything to earn the favor of the more senior members especially. With the lack of coin in the Guild, Alain had a relatively open childhood, going where he pleased and being left to take care of himself as soon as he could walk and talk well enough.

    The guild members did pay him some mind, however, and as he grew up, he proved to be a risk-taking, quick-thinking young boy, showing potential if he were to be raised right. From a young age, the senior members took him under their wings and taught him all their trades - at first, just the basic skills he would need, then the finer points of theft itself. As the boy grew into a teenager, it was clear he could make a good acrobat, and so his training was tailored to nurture this. In his free time, young Alain romped around the city and the Ratway, narrowly avoiding trouble and injury and acquiring a taste for adventure.

    » LATER LIFE
    Alain took on his first job at 15, and from there he was hooked on theft; as Brjnolf often would say, he had larceny in his blood. The young man grew in practical prowess over time, bringing in a good deal of coin for the Guild and having his share of life experience, even finding himself in prison at 17. He was truly a gem for the Guild, and at 18, to reward him, a few other members of the Guild ordered him to get lost, go find a small town and relax for a week or two, take in some natural beauty and some drink and maybe spend some time with a nice girl who wouldn't know his name when he ditched her in the night. Reluctantly he went, trying to do what he had been told; despite some interest shown by a few women, Alain had no success in that field, and drinking was something he could do at home. So, disappointed and bored, Alain walked out into the wild, looking for something to entertain him.

    He got more than he bargained for after wandering into a ruin for fun; he found that fighting off Dragur and traversing ancient traps incited that same adrenaline rush he felt on a job, and doing so could pay just as well as theft. With a renewed perspective on the adventure the world could hold, Alain prolonged his quest for adventure, finding that for one, he could appreciate the beauty of nature, and that there were more things to do in nature than he had once thought: cliff-diving, teasing wild animals, spelunking - and it was on this vacation that he bought his beloved climbing supplies. He loved climbing just as he loved theft, and he found that the skill climbing took could be applied to his work as well.

    After a month's hiatus from the Guild, Alain returned, invigorated and open to a wider array of jobs, one of which was scouring a particular ruin for a few rare artifacts; the Guild had hired help on this one, and it was at this time that Alain met Marcus, an Imperial who was quite a bit like himself; after this meeting, Alain and Marcus kept in touch, even while Marcus had left Riften and Alain now made a point to romp all across Skyrim in search of adventure.

    THEME SONG (Optional)
  • Aradriel the Sly Sep 22, 2013

    Work in progress.

    Aradriel the Sly

    [​IMG]

    Picture a Bosmer with a similar face and facial hair, white hair swept back, and vampiric eyes, and you have a rough approximation of what Aradriel looks like.

    INFO
    » NAME Aradriel the Sly
    » ALIAS None
    » AGE In his 60s, but looks like late 30s or early 40s
    » RACE Bosmer, with the possibility of some Breton blood mixed in somewhere
    » BIRTH DATE 11th of Evening Star, 4E 139
    » BIRTH PLACE Narsis, Morrowind
    » BIRTH SIGN The Thief
    » CLASS Arcane Thief/Agent
    » GENDER Male
    » HEIGHT 5'11
    » WEIGHT 137
    » BMI 19.1
    » BUILD Slender and toned
    » LATERALITY Right-handed
    » SEXUALITY Heterosexual
    » MARITAL STATUS Unmarried
    » PROPERTIES None
    » AFFILIATION None
    » ALIGNMENT Chaotic Neutral - while not out expressly to hurt anyone, he'll do what he has to to stay alive and well, and to line his pockets.
    » AFFLICTIONS Vampirism - Aradriel was turned by a friend who was of the Cyrodiilic bloodline, meaning that he looks very similar to a non-vampire. He aged normally for a while, though when he was a man he stopped and retained his relatively youthful 40-something body.
    » RELIGION Not very religious, but he will occasionally pray to or thank Baan Dar, spirit of thieves and tricksters.
    » HABITS Making himself as comfortable as possible in whatever situation he is in, lying
    » HOBBIES Theft and fraud, indulging in luxuries paid for by his thievery

    PERSONALITY
    » POSITIVE TRAITS Cunning and sly, welcoming and accepting, able to talk his way out of anything, generous when it comes to spending on luxuries
    » NEGATIVE TRAITS Demands that he always live luxuriously no matter what, enjoys himself sometimes at others' expense, often lies for no reason and thus forcing himself to deal with the consequences
    » LIKES Fine women, food, drink, and furnishings, successful heists, being glorified by his peers, coin
    » DISLIKES Prison, harsh conditions, not having coin, uncultured rabble
    » FEARS Somehow ending up destitute
    » ASPIRATIONS To grow rich and to live in complete luxury
    » QUIRKS Aradriel will often try to go out at night as much as possible, due to his Vampirism. He can operate fine in daylight if his skin is covered, and it often is, but he would prefer the night even if he were not a vampire. He also always travels with everything he needs to stay in complete luxury; he can be camping in the wilderness, or even staying in prison, and he will find a way to eat a full meal off a fine plate, drink good wine from a goblet, and sleep warmly in tailored finery.
    » PHILOSOPHY Aradriel believes that whatever is good for him and those he likes is good, no matter the cost to others. He believes that everyone is on their own, though he does care for his friends, and he will do what he must to come out on top. While it does frustrate him to lose to others, he respects that they are simply doing the same thing he would have done in their position.

    APPEARANCE
    » HAIR LENGTH A few inches long at its longest; it is swept back from his hairline and cut so that it lays back just above his neckline.
    » HAIR COLOR Naturally white from birth
    » FACIAL HAIR Gray sideburns that come down and meet in a mustache
    » EYE COLOR When fed with blood, pearl silver with flecks of orange; when starved of blood, bright red
    » SKIN COLOR Mid-light green
    » SCARS One on his right cheek, from the sword of a city guard
    » FACE A somewhat hardy, yet very elven face
    » UNIQUE FEATURES None
    » ATTIRE [CASUAL] Aradriel likes to wear fine clothing when he is not in his 'heist gear', though he sometimes has to wear his casual clothes to infiltrate for a job.
    » GEAR A modified set of Thieves' Guild armor, minus the guild emblem. It was given to him by his friend Delvin Mallory, on an offer to join the Guild; he declined, but Delvin allowed him to keep the armor. Since then, he has used his knowledge of leatherwork and light smithing to make it lighter, sturdier, and more versatile. He has a white moonstone dagger that he uses as a secondary weapon to his magic.

    RELATIONS
    Overall, Aradriel is neutral to just about everyone who doesn't really affect him. He favors any group or person that does something for him, and is opposed to any who try to hurt him.
    » Thalmor [NEUTRAL] – The Thalmor have very little effect on Aradriel's existence and so he could care less for them.

    » Imperial Legion [NEUTRAL] – Again, the Legion has no bearing on Aradriel's life.

    » Stormcloaks [NEUTRAL] – What a surprise, yet another group that Aradriel is neutral towards!

    » Falmer [NEUTRAL] – Take a guess.

    » Forsworn [NEUTRAL] – Aradriel rarely even gets around to the Reach, but he does respect that they are out for themselves in the purest sense.

    » The Thieves Guild [NEUTRAL/POSITIVE] – Aradriel respects the Guild and is close friends with Delvin Mallory - he once even considered joining - but ever since they hit a dry spell his only tie to the Guild has been Delvin.

    » The Companions [NEUTRAL] – Hmm, I wonder what Aradriel thinks of them...

    » College of Winterhold [NEUTRAL] – Never saw that one coming.

    » The Dark Brotherhood [NEUTRAL] – Aradriel respects the assassin's trade, but the Brotherhood was practically wiped from existence anyway.

    SKILLS
    MASTER
    » Stealth
    » Athletics
    » Speech
    EXPERT
    » Illusion
    » Pickpocket
    » Lockpicking
    ADEPT
    » Agility
    » Destruction
    » Alteration
    APPRENTICE
    » One-Handed
    » Smithing
    » Light Armor

    COMBAT
    » Aradriel is fairly skilled at Destruction magic, and he knows how to use a blade, but combat is not his strongest suit. He would rather talk his way out of a confrontation, sneak by, or use Illusion to keep a conflict from ever starting. When he is forced into combat, he fortifies his armor with Alteration and uses Destruction for offense, switching to his dagger if his magicka is low. He can take some beating to his armor, but he focuses more on dodging attacks.

    HISTORY
    » Early Life
    Aradriel was born to a Bosmer couple that had moved to Narsis before the Argonian invasion. Thus, he grew up with less persecution than the Dunmer faced, though he still felt the hardships of life under Argonian rule. When he was about seven, his parents were both killed in an attack by a gang of Argonian nationalists and the family home was repossessed. He was forced into the streets, where he learned the tools of the thief's trade and stole enough to get by; during this time he accepted Vampirism from a friend who had caravan-hopped all the way from Cyrodiil. When he was 12, he found an offer for minimum accommodations and a job as a servant in the court of Narsis.

    » Young Adulthood
    Aradriel served the court for the next 13 years without leaving - not that he could have anyway, as by then he was basically an indentured servant being held indefinitely. Over the course of his tenure, he did learn a few things; he had a taste of the luxury he would later come to love, and he learned Destruction, Illusion, and Alteration magic from the Dunmer court mage who was allowed to live for his skill in magic. He grew in favor with the ruler of Narsis over time, becoming an occasional unofficial adviser and often performing Illusion shows for the ruler's entertainment. However, he was beyond dissatisfied, and did not intend on spending the rest of his potentially very long life serving the court. So he began to plan for an exit, first siphoning off gold from Narsis bit by bit and storing it up to take with him when he left, and then getting the ruler, who loved magical entertainment, interested in a spectacular Illusion show he would occasionally speak of planning. He scheduled the show for the same time when the Captain of the guard would return with a daily report, and then proceeded to bide his time.

    » Later Life
    The day of the performance came. Beforehand, Aradriel performed a rite for Clavicus Vile in hopes that it would ensure that he would escape. He wished that his escape would be successful, and it was. The show was the most spectacular he had ever put on, lasting half an hour; fifteen minutes in, the most impressive part took place. Aradriel conjured a shade of himself and made himself invisible, and proceeded to walk out of the open doors of the court of Narsis, past the Captain of the Guard. The shade finished the show fifteen minutes later, took a bow, and faded out of existence. Aradriel was on a stolen horse, headed north along the coast of the Inner Sea. However, his wish to Clavicus came back to bite him when he was captured by Imperials south of Blacklight. He had wished to escape Narsis successfully, and Clavicus had made sure of that - he even told Aradriel so by possessing a Legionnaire. However, this led to him earning the suffix 'the Sly'; at the southern Skyrim border, he lied to the border guards and his prisoner escort, convincing them both that the others were impostors and slipping away into the Rift in the chaos that followed. There he met Delvin Mallory, then a young thief, who urged him to join the Guild; Aradriel declined and freelanced for a long time, but he and Delvin kept closely in touch.

    THEME SONG (Optional)
  • CC Template Sep 20, 2013

    This is a character card template based on one created by Rextoret, with my own added fields. I will fix the formatting later.

    [Name]
    [Title]

    [Image]

    INFO
    » NAME
    » ALIAS
    » AGE
    » RACE
    » BIRTH DATE
    » BIRTH PLACE
    » BIRTH SIGN
    » CLASS
    » GENDER
    » HEIGHT
    » WEIGHT
    » BMI
    » BUILD
    » LATERALITY
    » SEXUALITY
    » MARITAL STATUS
    » PROPERTIES
    » AFFILIATION
    » ALIGNMENT
    » AFFLICTIONS
    » RELIGION
    » HABITS
    » HOBBIES

    PERSONALITY
    » POSITIVE TRAITS
    » NEGATIVE TRAITS
    » LIKES
    » DISLIKES
    » FEARS
    » ASPIRATIONS
    » PHILOSOPHY

    » OVERVIEW

    APPEARANCE
    » HAIR LENGTH
    » HAIR COLOR
    » FACIAL HAIR
    » EYE COLOR
    » SKIN COLOR
    » SCARS
    » FACE
    » UNIQUE FEATURES
    » ATTIRE [CASUAL]
    » GEAR

    RELATIONS
    » Thalmor [NEUTRAL] –

    » Imperial Legion [DISLIKES] –

    » Stormcloaks [DISLIKES] –

    » Falmer [NEUTRAL] –

    » Forsworn [DISLIKES] –

    » The Thieves Guild [PAST MEMBER] –

    » The Companions [NEUTRAL] –

    » College of Winterhold [LIKES] –

    » The Dark Brotherhood [ENEMIES] –


    SKILLS
    MASTER
    »
    »
    EXPERT
    »
    »
    ADEPT
    »
    »
    APPRENTICE
    »
    »
    NOVICE
    »
    »

    COMBAT
    »

    HISTORY
    »
    »

    THEME SONG (Optional)