Private *18+* What Dwells Below

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    Simus

    An Excellent Site Member
    Thank you @Aethalia. I was looking at this yesterday as a matter of fact. This looks like a job for an Inquisitor of Stendarr...
     

    Simus

    An Excellent Site Member
    Name: Elspeth Adrastia

    Age: 155
    Race: Nord
    Gender: Female
    Height/weight: 5'9" 160 lbs
    Preferred dialogue colour: Orange

    Appearance

    Hair: Brown in a pixie cut.
    Eye colour: Brown
    Skin colour: Pale
    Build: Tall and strong, the perfect proportion of fat and muscle for a woman her age and height.

    Usual clothes:

    Full ebony armor with a trailing black cape, elbow length ebony gloves, armored ebony knee high boots with pointed toes and a tall wide brimmed hat. Also has a two piece pair of white long underwear underneath to keep her warm and relatively comfortable (basically long johns).

    Personality: Extremely calm and tranquil. Extremely disciplined, strict and has a routine she never deviates from. She is most comfortable around those of like mind and habit but welcomes those of any walk of life in order to keep her perspective balanced. She is often hard and judgmental but only because her code demands it of her. She is warm and kind-hearted when she can afford to be, such as in private with people that have proven their trustworthiness or when caring for children or other innocents.

    Positive traits: Strong, focused, honorable, unshakably loyal to those she fights alongside, honest, almost impossible to distract or frustrate, near perfect discipline, selfless, kills without mercy, remorse or reflection.

    Negative traits: Strict, rigid, very conservative, predictable, can have her own code used against her, has difficulty relaxing, sees much of the world in black and white with no room for interpretation or compromise, kills without mercy, remorse or reflection, follows her code regardless of moral, legal or social conflict.

    Likes: The order her code brings to her life, watching people, making up stories about them based on what she can observe, being warm, a soft bed, red wine, hot well prepared food, meditating, gazing into the night sky, the warmth and peace a fire brings.

    Loves: Her daughters, children, cats, shepherds pie, boiled cabbage, Stendarr.

    Dislikes: Daedra, undead, drunks, killing innocents, retreating, thieves, assassins, those she deems without honor, laziness, those that put pleasure over work.

    Fears: Losing her daughters, having to kill her daughters, being imprisoned, failure.

    Aspirations: To wander Tamriel for as long as she is able, serving the code, removing evil and meeting out justice. If she dies in battle it would be a good death but if she dies an old woman warm in bed then she will know without a doubt that her life had meaning. She would be able to die in peace.

    Weapons: A silver longsword as shown above except it glows white instead of the bluish colour. It is enchanted with restoration magic to produce a white hot flame that can cleave through armor, flesh and bone. That isn't to say it can cut through anything in one stroke but it will break any substance with enough force and repetition. Flesh wounds become cauterized and armor becomes cracked and weakened when struck if it is not cut through outright. Pairs it with a large Ebony kite shield with Stendarr's emblem emblazoned in gold.

    A device that is made like a hand crossbow but uses magika to produce a constant stream of flame. Elspeth calls it a flametongue wand. It works just like a staff of flames except it's smaller and has a more limited range. She can press and activation rune on the top to produce the licking flames at the muzzle and pull the trigger to produce the cone of flame. Looks like the picture above.

    Elspeth also has a heavy ebony crossbow she carries across her back. Not shown but it looks just like the one in Skyrim.

    Fighting style: Elspeth is a front line melee fighter. When with a group, she is always at the front. When alone she charges without fear or hesitation. She activates her flametounge wand as soon as she gets close enough, then engages her foes in melee combat. The flametounge wand is handy enough to be used as a close combat weapon and is deadly at point blank range but she must be mindful of what she shoots at to avoid burning an ally. She strikes quickly, making the sting of her blade felt through small quick cuts, then pouncing on any foe who stumbles. She executes said foe with as little flair as possible to demoralize his fellows and to make sure he's dead. If taking on a winged foe or an exceptionally large one, Elspeth will use her crossbow to kill or weaken it, engaging in melee combat if necessary to finish it off. If she expects heavy ranged fire, a drawn out melee fight or an opponent who appears faster she will use her shield. Either her shield or her flametongue wand can be dropped instantly for the other to be drawn.

    Skills: A master of one handed combat, heavy armor, shields, crossbows, restoration magic, alteration magic, fire based destruction magic and smite magic, essentially weaponized restoration magic. Its use against the undead and daedra is obvious but it is also potent against the living. Elspeth can create a flash of light that blinds and disorients enemies or bolts of golden magic or beams of light similar in effect to fire spells. She can even press her hand against a foe's exposed skin to summon a burning brand of Stendarr. The brand causes incredible pain for its bearer and gives them an overwhelming compulsion to fall to their knees and confess their sins. If placed on armor, the brand has a less severe but more widespread effect, slowly heating the wearer until he starts to cook inside his own armor. Most either fall to the ground from heat exhaustion or madly try and rip their armor off. Both easy prey for Elspeth and her holy blade.

    Family: One deceased husband and three daughters, all vampires.

    Reputation: Elspeth is a member of the Inquisition of Stendarr, a monastic order created after the Oblivion Crisis to protect the Empire from undead, daedra and other extraordinary threats before they can cause harm. As Cyrodiil is the heart of the Empire any threat to it must be quickly and mercilessly stamped out. The Inquisiton of Stendarr was created with the same goals in mind as the Vigil of Stendarr and was formed around the same people but where the Vigilants are the rank and file monster hunters of Tamriel Inquisitors are the best of the best. The Inquisition deals with situations that have exceeded what normal men and even Vigilants can cope with. They are the finest monster hunters in all Tamriel and are completely free to carry out their holy mission anywhere they desire. Some Inquisitors are on a lifelong mission of revenge or penance. Others seek a life of service out of duty or fulfilling a purpose. Many members come from the Vigil or the Dawnguard and their experience is invaluable but they all must give up their lives and everything in them to become an Inquisitor. It is a total commitment. There are few who are willing to give of themselves so completely and there is a high casualty rate during training. Those who survive with both grace and honor must prove themselves worthy during initiation, a long and brutal time of training, fasting, scripture education and prayer that ends with taking the Code of the Inquisition. The Code is a long and detailed tome that covers almost any situation but at its heart it is relatively simple. Protect the weak when you can, strike at evil when you encounter it, give the enemies of mortals no quarter or mercy and let nothing stand in your way. Destroy evil by any means necessary.

    This last part of the code is what Inquisitors of Stendarr are best known for and is the strongest reason why they are viewed with as much fear as awe. An Inquisitor will do anything and everything, even kill innocents, to complete her mission. If a vampire and his teenage victim must die to save five others, so be it. If a house must be burnt to the ground with its family still inside in order to prevent a werewolf's escape, so be it. If an entire village must be burnt to the ground with its people locked inside their homes to ensure a vampire coven's destruction or its people crucified along the main road to destroy a coven of witches, so be it.

    The biggest benefit of being an Inquisitor if Stendarr is being gifted a Flask of Eternal Purity, a powerful and ancient artifact that holds a liquid that extends the imbiber's life well beyond that of human years. The liquid never runs out so long as the flask is undamaged and an Inquisitor who drinks from it will have her wounds restored almost as fast as a vampire heals. Any wound or malady can be cured by drinking from a Flask of Eternal Purity and those who drink regularly will never age. They will age again if they stop drinking for several months but otherwise they will live and fight forever. This is the source of the incredible skill and experience of the Inquisitors and is their most closely guarded secret. If the Inquisition's enemies are immortal monsters, then they will fight forever.

    Backstory: Elspeth spent her youth as part of a bandit clan, joining at 16. For a relatively normal farm girl from Rorikstead, it was the most exciting and freeing thing she could have imagined. She spent her days killing, making love to men, doing everything to excess and experiencing all life has to offer. By the time she was 24 however, her choices caught up with her. The clan was ordered by a very wealthy client to storm a small village and take everything in the town center. They were expecting weapons, gold and other riches but what they found was the town's children. Half the clan, including Elspeth, realized their client was a slaver and objected. The other half, including the leader, wanted to continue the job anyway. What resulted was a full on melee in which most of the clan slaughtered each other. Elspeth used the distraction to free the children and lead them to safety in nearby Morthal. She and the clan she was with were well known throughout Skyrim but she was granted a pardon by the High King of the time as thanks for her heroic deed on the condition that she end her life as a bandit. Considering what she had just been through, Elspeth had no trouble accepting and decided to settle in quiet Morthal and rekindle her love of the Divines. The gods she had been taught to revere as a girl and had selfishly cast aside during her maiden years. She found a husband, a priest of Stendarr, and together they started a family.

    Elspeth bore three beautiful daughters and was looking forward to sitting back and enjoying her matronly years with her family. For years she did but on her oldest daughter Lassa's 20th birthday, disaster struck. Lassa had taken a shine to a boy named Istvan several months back. There was no boy more handsome, more charismatic or more polite in all of Morthal. He showered Lassa with gifts and was enamored by even her most mundane qualities. She was deeply in love with him and for her 20th birthday he promised her the grandest birthday party a girl could ask for. Preparations began weeks in advance, the entire town was abuzz, the entire inn was rented out just for the party. There were even rumors that Istvan was going to ask Lassa to marry him. The party came and everyone was invited and it was just as wonderful as everyone expected and more. Lassa was the happiest girl in Skyrim and her sisters, far from being jealous, looked forward to their own birthdays, for Istvan had many friends. All just as handsome and wealthy as he and there were many who were interested in Elspeth's girls.

    That night, as everyone slept peacefully, Istvan and his friends revealed their true nature. They were vampires from a nearby coven, the same that would be destroyed by the Dragonborn years later but much more powerful at the present time. Lassa and her sisters Yvette and Ria were raped and fed upon by the vampires. The screams from the inn were all the warning Elspeth and her husband got. She rushed to it as fast as she could, donning armor and weapons she hadn't used in years, but she was too slow. It was too late. All three of her daughters were carried off by these monsters and taken to their coven in the wilderness. Over the next few hours Imperial Soldiers, Vigilants of Stendarr and any able bodied men were assembled and Elspeth led them into the vampire lair with the fury only a mother could feel.

    Casualties were heavy and her husband was lost in the assault but Elspeth's blade pierced Istvaan's black heart. Even so he had the last laugh. Elspeth's daughters were infected with vampirism and were slowly turning. She could not bear to kill her daughters and could provide precious little comfort over the next three days. The disease worked its way into each of them and drove them mad with pain. They all wished for death and their mother wasn't strong enough to give it to them. When they finally turned and had their first taste of blood in the form of a cow, Elspeth felt as if her daughters were already dead. As a priestess she could not keep them with her and she could not kill her own daughters so she looked for another option. Any other option.

    The Count of Skingrad in Cyrodiil heard of her situation and summoned the lot of them down south. Elspeth was shocked to find that the Count was also a vampire but was beyond relief when he offered to take her daughters in. They would live here, isolated but safe and comfortable, where all their needs were met. After a long discussion and many tears Yvette and Ria accepted but Lassa did not. She proclaimed that she was free at last from rules and her mother's strict ways and ran off to explore her new powers. Elspeth's heart was broken because she knew exactly what path her daughter was headed down. The next day she traveled to the Imperial City and became an Inquisitor of Stendarr. That was over one hundred years ago and mother and daughter have grown as apart as could be possible. Elspeth a paragon of discipline and pitiless justice, determined to rid the world of evil at any cost. Lassa a hedonist and murderer, traveling all over Tamriel in search of vice, pleasure and victims to ensnare and then kill in the most ecstatic of ways. Elspeth has not seen her other daughters since then and has given up everything except what she needs to complete her mission. She owns nothing but her armor, weapons and purpose. She has completely embraced the role of an Inquisitor. She has become a holy warrior immune to all vice and fear. Her life has real meaning for the first time ever and she can never truly repay Stendarr for such a gift. But Lassa is still out there somewhere and Elspeth knows that the killing will never stop until her own daughter is dead and buried.
     

    Madrar

    The Shadow in the Dark.
    Name: Arameth Imraskir

    Age: 213, looks to be late twenties, early thirties.

    Sex: Male

    Race: Altmer

    Sexuality: Heterosexual

    Relationship/Marital status: Single

    Laterality: Ambidextrous

    Afflictions: N/A

    Appearance: Arameths' skin is a deep gold in colour, while his hair is a deep red and can be mistaken for black at a distance. Like most of his kind, he is tall standing at 6'5" and has an acrobats body, thin but with notable musculature. His eyes are a silvery blue, unlike most high elves. His most defining features, however, are the silver tattoos that stand out on his skin like lines of starlight. They follow no noticable pattern, instead swirling and twisting over the flesh of his face, before plunging down his neck, and out of sight beneath his clothing.

    Armour: Wears a breastplate of aldmeri design but the majority of his gear is leather, granting him greater maneuverability at the cost of protection against his enemy. The leather over his shoulders, forearms and legs is overlapping, offering some protection against slashing attacks. Over his armour he wears a long dark robe, though this is more for traveling than it is combat protection.

    Weaponry: A masterfully crafted pair of aldmeri swords.

    Class:Sworddancer

    Combat preference: Arameths' fighting style is seen as seemingly wild and uncoordinated, with spins, kicks, and rolls thrown into the mix. However, each blow is carefully calculated to deliver the most damage possible. Due to how light his armour is, he won't be able to go to to toe with heavy armoured enemies. He has little skill with magic or bows, and prefers to close the distance in order to prevent being turned into a pincushion or fried to a crisp.

    Personality: Arameth is a friendly individual and angers slowly, though he can be cold and malicious when he is angered. He values all lives and can't abide racists. He views the laws of the lands as important, so long as they don't stand in the way of his current goal. Fortunately for all involved, he is loathe to hurt law abiding denizens...at least fatally. He can come off as a bit standoffish and haughty at first, but those he befriends will have gained a stalwart protector and ally.

    Religion: Arameth doesn't divulge his religion, though there are hints in his behaviour that it's not the divines' he worships...

    Positive traits: Friendly, protective, adventurous

    Negative traits: Haughty, secretive.

    Likes: Wandering, outdoors, open minded people, fine wines, beautiful women, secrets.

    Dislikes: Dungeons, tombs, undead, bigots, racists and spiders.

    Fears: Loss of individuality and on a more basic scale, freedom.

    History: Born on the northern coast of the Somerset Isles, Arameth was always an inquisitive and adventurous child. While this did lead him to some trouble in his adolescence, he was widely accepted among the people of his village. When the Thalmor came to power, it was not long before Arameth joined their ranks as a justiciar in their forces. After the battle of Red Ring road, and the end of the seige of the imperial city, Arameth was left for dead on the field of battle. Barely alive, he crawled for hours until he was discovered by a farmer some distance away from the imperial city.

    Rather than turn him in to the imperial patrols that were scouring the countryside looking for surviving aldmeri units, the farmer and his wife took the gravely wounded soldier in. Over the course of several months, the farmers nursed Arameth back to health. Though he had little gold with which to repay them, the soldier did what work he could around the farmhouse, taking care of animals and helping tidy up around the place. He buried most of his gear in a clearing in the woods not far from the farm. All except for his breastplate and his twin masterworked swords, a gift from his father, given to him before Arameth had sailed for Cyrodiil.

    Those weapons would prove to be a lifesaver, as a group of bandits had been targeting the farmer, who was fairly well off, even in the aftermath of the war. They thought they could move in and take the farmers crop, livestock, and home for their own. What they hadn't expected, as they descended on the farmstead in the dead of night, was a former aldmeri soldier, who had taken note of tracks nearby, on one of his walks in the forest.

    Arameth descended on the attackers like a bolt of lightning, twin swords in hand, and scattered the bandit force. The farmstead was safe, but the bandit leader had survived, swearing vengeance on the elf that had foiled his plans. The former soldier left his temporary home behind, planning to lead the bandits after him.

    At some point after that, he learned that he had been declared a deserter by the Thalmor and that there was a bounty on his head throughout dominion territories. Unable to return to his true home and hunted by bandits and justiciars alike, he became a wandering sword, spending most of his life clearing out bandit hideouts, slaying monsters, and helping the less fortunate. It was during his travels through post war Skyrim that he learned of various murders, disappearances, and a call for characters like himself to meet up in the town of Dragonsbridge.

    Dialogue: This blue
     

    Drahkma

    Dashing Imperial Officer.
    @Aethalia do you mind if I change my colour from orange to this pale blue?
     

    Screeching Spasmodically

    Spasmodic Screecher
    Name: Luarin Drascua

    Age: 89, looks about twenty, twenty five.

    Sex: Female

    Race: Dunmer

    Sexuality: Bisexual

    Relationship/Marital status: Single/N/A

    Laterality: Prefers the right hand, but she is capable with both.

    Afflictions: N/A

    Appearance: Luarin is lean, and small, standing at 5'5", with barely noticeable curves. Her skin is very dark grey, nearly black, and her hair is pulled back into a long ponytail,being black as night. What facial hair she does have, notably her eyebrows, are black. She has high cheekbones, a thin nose, and similarly thin lips. Her most outstanding features, however are her eyes, which unlike most dark elves, are a pale, icy blue. If her victims' do happen to see her, those same eyes are often the last thing they see.

    Armour: As the Shadeling, Luarin wears a dark robe that covers a mixture of dark leather and steel. The leather allows her to move silently and quickly while stalking her targets, and the armor keeps her alive, should she be forced to engage in close combat. Steel protects her forearms, shoulders and shins. She wears no helmet or breastplate, as the wait would only slow her down.

    Weaponry: Her largest weapon is a leaf bladed shortsword she keeps on her waist and is her primary close combat choice. But her most favored weapon is the odd crossbow she carries with her. Rather than a single bolt firing mechanism, the weapon is something of a new invention, capable of firing up to four bolts from a spring-loaded cartridge at the bottom of the weapon. The disadvantage of such a weapon is a reduced range, and longer reload times.

    Class: Assassin.

    Combat preference:
    Luarin will always strike from the shadows, using her crossbow or blades to pick off the enemy before they even realize she is present. When confronted, she relies on her shortsword, but rather than stand and parry attacks, she'll dance away from attacks, before leaping back in to land a fatal blow.

    Personality: Despite being an assassin, Luarin is not particularly cruel or sadistic. She is, however cold and pragmatic, and she won't make many friends if she ends up working with a group. The Shadeling is persistent to no end, going to near insane means to complete her contracts. She despises braggarts, and doesn't flaunt her own skills either. If a situation begins to go south, she won't hesitate to abandon her companions, or run to fight again another day.

    Religion: Boethia.

    Positive traits: Clever, persistent, capable.

    Negative traits: Unfriendly, callous, introverted.

    Likes: Quiet, gold, shadows and dark

    Dislikes: Wide open spaces, loud people, braggarts, skeevers.

    Fears: Skeevers. Don't ask why.

    History: Luarin Drascua was born to a simple farmer and his wife, who fled to Skyrim after the eruption of the Red Mountain in Morrowind. Settling outside of the city of Windhelm, her parents attempted to start a succesful farm, but the climate of Skyrim was too harsh for them to grow anything. Forced to move into the city just to survive, Luarins' family was lumped in with the other refugees living in the freshly named 'gray quarter'.

    It wasn't long before her parents succumbed to disease from all the overcrowding and poor hygiene, but Luarin survived. Unlike most orphans, she was lucky. A kindly thief took her in, and taught her the skills she'd need to make a living. Even if it wasn't, technically, a lawful living. She became a skilled thief and became a ghost in the city of Windhelm, breaking into homes in the dead of night, and taking what valuable she could.

    The first time she killed, was during an encounter with another thief, ramming her dagger into the mans throat as he attempted to take her haul. Rather than be traumatized by the experience, she discovered she enjoyed it. Leaving the life of theivery behind, she became a blade for hire, and over the next six decades, became a shadowy killer known only as the 'Shadeling'.

    Dialogue Colour: This
     

    Aethalia

    Well-Known Member
    @Aethalia do you mind if I change my colour from orange to this pale blue?

    No, that should be fine. I will change it on the cast list when I get home.

    Also, @ Rafen and @IntrepidVenture if you are still interested please post your characters by Wednesday.

    Also also: I'm thinking not everyone needs to start off in Dragonsbridge. Maybe a few more people for the town, and the rest start elsewhere...I'm thinking Morthal or maybe along the road between there and Dragonsbridge.
     
    Last edited:

    TheArgonianDrell

    Well-Known Member
    I could have Daxos start up in/around Morthal. Can I take some creative liberties with the surroundings?
     

    Signus

    Well-Known Member
    So I'm gathering most of the people here are not good people. Not judging, since Andros himself isn't exactly a figure of righteousness and good. Just wondering what kind of baddies would make everyone here team up and work together.
     

    The Seraph

    When the Dawn Breaks, I shall be there
    I just wanna apologise if my character turns out really bland and one dimensional. I worry he might just go very few places with the way I designed him.
     

    Thesius

    The Imperial Paladin
    Nah, you're good. I like the idea of an eccentric battlemage, even if he sticks to one path/opinion, I think it's just best to go with the character you've built for yourself.
     
    Name: Arimal the lost

    Age: 78, looks to be in mid-late 20s

    Sex: Male

    Race: Bosmer

    Sexuality: Hetersexual

    Relationship/Marital status:

    Laterality: As a spell caster, he uses both hands.

    Afflictions: None

    Appearance: Tall for a bosmer, Arimal is gaunt and appears almost starving to many who see him for the first time. He has long auburn hair often free flowing and falling to his shoulders. His face has a very severe aspect and is seldomly seen to smile or laugh. Several thin scars cover his torso. A larger, much more noticable burn scar covers his right cheek.

    Armour:None, except what he can conjure up via magic.

    Weaponry: He uses nothing so mundane as swords and axes. Instead, he relies on his vast knowledge of the arcane, primarily dealing in destruction and alteration schools.

    Class: Wizard.

    Combat preference: As a spell caster he has little to no armor on his body. While he's more than a match for most spell casters, he is vulnerable to blades and arrows. He prefers to keep well back from the main battleline, assisting with spells from afar.

    Personality: Though not an outright evil or sadistic individual, Arimal generally cares very little for those unfortunate enough to be traveling with him. While he's always eager to display his knowledge of ancient or arcane things, he'll do so in a way that usually leaves others wishing he hadn't spoken at all. Arimal suffers the flaw of all wizards; the desire to gain greater knowledge and power. He can easily be cajoled with the promise of an ancient tome or scroll to peruse.

    Religion: The Bosmeri pantheon.

    Positive traits: Knowledgable, powerful.

    Negative traits: Greedy, bitter.

    Likes: Knowledge, Power, artefacts and tomes.

    Dislikes: Warriors, thugs, thieves.

    Fears: Fire.

    History: Born in the fall forest of Riften, Arimal was not always a student of the arcane arts. He helped his father as a farmhand for many years, leading a simple and fulfilling life. He first discovered his magical talent when defending the farms small flock of cattle from a pack of ravenous wolves. His flames chased the beasts off, and awoke a curiousity within the young elf. With his parents encouragement and a small sum of gold they'd saved up to help him on his way, Arimal was sent to the college of Winterhold.

    There, he learned a great many things, magic not least among them. He spent several years immersed in reading of the rich histories and language of the ancient nords. When not lost in a book, Arimal and his fellow students undertook expiditions into nordic tombs and ancient cities. There, he not only gained more knowledge, but learned how to defend himself from the draugr that often stalked the ruins. He quickly became known as a studious, thorough mage who had many answers and was willing to share them with any who asked.

    This would inevitably lead to his downfall. A jealous student, by the name of Kjorin Halnjof, went to the local guards, accusing Arimal of converting his fellow students to daedra worship and cannibalism. With such serious accusations, the guards and Kjorin tracked Arimal and several others to a small barrow they had been investigating. When they emerged, the guards, beleiving the accusations and weary of letting such a powerful spellcaster have the first move, they cut down Arimal and his companions with a volley of arrows and decided to burn the corpses. Of the half dozen or so mages, only the wood elf survived, but not unscarred. The experience left him bitter and scarred, and he now keeps his knowledge close to himself. Only curiousity lures him now to Dragonsbridge.

    Dialogue: This
     

    TheArgonianDrell

    Well-Known Member
    Okay, I'll get something up in a bit.
     

    Screeching Spasmodically

    Spasmodic Screecher
    Very nice intros, guys! I almost wish I'd had Drascua start off in Morthal now. Will you be making your way to Dragonsbridge in your next posts, or are we heading out in two seperate groups and meeting up somewhere?
     

    Rell

    Champion of Malacath!
    I'm still a little torn on where to start, but I think Jamiel would be better off running into the pair at Morthal. Or at least the Seraphs' character along the road somewhere.
     

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