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    Free Form Role Playing Guide for Beginners
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    Signus

    Well-Known Member
    The civil war in Skyrim is over, the dragons are gone, and the Dragonborn has gone into seclusion, though nobody really knows where. However, this has very little do to with our story. In the realm of High Rock, a noble lord, of low standing but high wealth, has put out a summons to able bodied adventurers. They are to travel, by land or sea, to the city of Northpoint. From there, they are to make their way to an abandoned castle, a ruin, really, and retreive an ancient artifact and family heirloom. However, not everything is as it seems, and the adventurers may soon see themselves beset by threats from within the ruins....and without.
    coXXX
    So, with that little bit of intro/scene setting out of the way, let me welcome you to the first roleplay I've ever been the creator of. Hopefully it goes well. I admit to being heavily inspired by @Thesius Demons in the Dark rp, and the game Darkest Dungeon. Both do eldritch horrors and a sense of mystery fairly well. So without further ado, let's get into...

    Rules
    1- Pretty obvious, no godmodding; that is- no super duper powers, weapons, armours or abilities.

    2-Kinda links in with the top one, but no Dragonborn powers (shouts).

    3- Try to maintain at least one paragraph posts. What I mean to say is, if you can't think of at least a paragraphs' worth of writings, maybe hold off on posting.

    4- Absolutely no controlling other peoples characters. The only exception I'm willing to make is if they okay it first.

    5- Try to stick to one character. Two is okay, so long as we don't exceed character limit.

    6- This is going to be an 18+ story, so gore, sex, all that stuff is allowed, so long as no one is going overboard.

    7- Keep all disagreements/racial slurs/fighting in character. I'll have none of that in the OOC, thank you very much.

    8- Less a rule, more a suggestion; be creative in your class and race. I don't want to see five warriors and three rogues. There are other classes to choose from. Variation of those classes is of course fine, and I do encourage your own hybrid classes, but be ready to answer any questions I have on them, for clarification.

    Character Template
    General Information
    Name:

    Age-

    Sex-

    Race-

    Class-

    Sexuality-

    Marital Status-

    Laterality-

    Afflictions-

    Religion-

    Appearance-
    Gear

    Armor-

    Weapons-

    Known Spells-

    Misc. gear (clothing/jewellery/etc.)

    Personality-

    Likes-

    Dislikes-

    Combat Preference-

    Background-

    Dialogue color(s)-

    You don't need to follow this template exactly, but I would like to see each of these categories filled out.

    Character Limit

    I've implemented this so things don't get too terribly chaotic. I'm going to say no more than eight characters allowed. If a CC is amazingly disgustingly good and I can't say no, I'll consider allowing it.


    Wagons

    Lead Wagon- Cassius, Aurem-Dei, Lorius,Seren
    Middle Wagon-Firior, Tsara, Imrior, Lathrael
    Last Wagon- Baroth, Arbjorn,​
     
    Last edited:

    Morbidbread

    Fight for the lost
    Name: Firior Gaerathion

    Age- 76, looks to be in his early to mid twenties, thanks to elven aging.

    Sex- Male

    Race- Altmer

    Class- Blood Hunter*

    Sexuality- Heterosexual

    Marital Status- Single

    Laterality- Right handed, but uses the left for casting spells,curses, and buffs.

    Afflictions- None

    Religion- None

    Appearance- Firior is the typical altmer, tall and thin with gold coloured eyes. He has dark blonde hair that usually falls to his shoulders, but he keeps it bound with a thick leather cord when traveling or in combat. While he may not seem like a typical fighter, he is lean and quick on his feet.
    His face, arms , hands and neck are covered in small scars, too small to have been acquired in battle.

    Gear


    Armor- Firior relies on lighter armour than one would expect for a front line fighter. Overlapping leather strips cover his upper torso. His shoulders and thighs are protected by leathers as well, but he wears no gauntlets or gloves. He wears leather boots that almost go up to his knees.

    Weapons- An elven crafted longsword, fairly standard in make, with a leather wrapped hilt for better grip.

    Known Spells-A handful of spells based around using his own lifeforce in addition to magicka. These spells focus on hindering the enemy and buffing himself.

    Misc. gear (clothing/jewellery/etc.) Wears a loose dark green tunic and black pants underneath his armour. A brown, hooded traveling cloak that's clearly seen some use. He also hears a dark cloth half-mask that covers the lower half of his face.

    Personality- Firior is a somewhat grim individual, used to being looked on with distrust and in some places, outright hostility. Because of this, he typically keeps to himself and will avoid large crowds and cities if possible. In a group, he will generally keep to himself, but he will help where able.

    Likes- Solitude, the open road, the wilderness.

    Dislikes- Traditionalists, crowds, cities.

    Combat Preference- As a hunter of both men and monsters, FIrior is used to close combat fighting, but he prefers to give himself somewhat of an edge, first. Using his blood, he infuses his blade with an arcane flame, that is particularly dangerous to the undead. From there, he will curse and damage the more dangerous foes before wading into melee.

    Background- Born on the largest island of the somerset isles, Firior was always seen as something of an oddity. He lacked the traditional magical excellence of his kind. Predictably, he was singled out because of this, and picked on as a child and young adult.

    During his time in one of the magical academies on Alinor, he was attacked by several fellow students. Though he initially was losing the fight, his hemomantic powers were unleashed. Blinded by rage, he accidentally killed one of his attackers.

    Made a fugitive, Firior decided it best to flee his home, rather than bring trouble down on his homestead. He took a ship to Valenwood, and from there continued either on foot or horseback northwards. He made his coin either as a bounty hunter or monster slayer, staying to outlying villages and hamlets, and never for very long. He was on the northern border of Cyrodiil when he received notice directing him to High Rock.

    Dialogue color(s)- This red, if possible.
     

    TheArgonianDrell

    Well-Known Member
    I should have a character up tomorrow, maybe friday if I'm really busy.
     

    Drahkma

    Dashing Imperial Officer.
    General Information
    Name:
    Norvos, of the Vermillion Shroud.

    Age- 111, looks to be in his early to mid thirties.

    Sex- Male

    Race- Breton

    Class- Knight assassin

    Sexuality- Heterosexual

    Marital Status- Single

    Laterality- Norvos has had decades to perfect the use of the blade, with both hands.

    Afflictions- Vampirism

    Religion- Sithis

    Appearance- Norvos is a male breton of average height and weight, and is clearly well muscled from years ( in reality decades) of combat and training. He has thin, arced brows, an aquiline nose, and pale grey eyes. His hair is a dark blonde, and falls to the base of his neck. A pair of ears, pointed slightly more than the typical breton. A long scar pulls the right corner of his lip down, giving him a somewhat perpertual frown.
    Gear

    Armor- He wears a breastplate of simple steel plates, obviously well cared for but still scratched from battles past. His upper legs, shoulders, and biceps are also encased in steel. Under this, and over the rest of his body, save his head, he wears dark leather, both to help him blend with the darkness and to decrease the noise he makes when he wishes to go undetected.

    Weapons- A steel longsword, usually in his right hand, the blade is slightly longer than the average arming sword, and gives him the added reach in combat. In his left hand, he carries a shortsword, also forged from steel and in good condition. He usually carries this blade in his left hand. Generally, the left hand blade is used as a defensive measure, rather than offensive. However, Norvos has used both blades extensively, and can use both for attacking, if he so wishes.

    Known Spells- n/a

    Misc. gear (clothing/jewellery/etc.) As the name of his order would suggest, he wears a deep red, hooded cloak.

    Personality- Being an individual who has lived through much difficulty and danger, Norvos has, over the years, become a dangerously arrogant and somewhat overconfident individual. Vampirism has done little to cure him of his own invincibility, but he is no fool. He believes strongly in scouting a situation rather than rushing blindly in, or better yet, sending one of his unwitting companions in as bait. While he prefers to keep to himself, he can come across as charismatic, when he puts his mind to it.

    Likes- Blood, murder, gold, night.

    Dislikes-Open spaces, sunlight, caring or noble individuals, curiousity.

    Combat Preference- While he prefers to get the measure of his foe before engaging, once battle is joined, he will gladly jump into the thick of things, becoming a whirlwind of blood and steel as he carves through the unsuspecting foe. He uses his vampiric strength and speed to the fullest, often cutting apart his foes before they realize he is there. He is a skilled duelist, capable of holding his own against most opponents in a one on one situation.

    Background- Born in Jehenna, a city in the north of High Rock, Norvos was originally Norvos Lablone, a young man with three brothers younger than him, and an older sister. His family was of minor nobilitiy, and as such, Norvos was taught in arts and reading, and quickly learned horse and swordsmanship. He quickly became the head of his fathers' knights, and lead them against bandits and corsairs alike.

    It was during this time that he drew the eyes of the Vermillion Shroud, a reclusive order of assassins that dwelt in an abandoned fortress, high in the mountains of northern High Rock. They had been about to approach Norvos, when a dark brotherhood assassin struck from the shadows. The young knight was taken completely by surprise, and wounded by a poisoned dagger.

    The dagger would have taken his life, if not for the interference of Beren Ceydos, a breton vampire and member of the Vermillion Shroud that'd been shadowing Norvos as he walked the streets of Jehenna. Acting quickly, and with surprise on his side, Beren cut down the assassin, and turned the younger breton, ending his first life...and beginning another.

    At first, Norvos was furious with his saviour, and left Jehenna so that his unnatural thirst would not endanger his family and friends. But he was still a knight, and at heart he knew he owed the order his service. Leaving his surname behind, he became Norvos of the Vermillion Shroud, making a name for himself in the northern reaches of the country.

    Dialogue color(s)-This
     

    TheArgonianDrell

    Well-Known Member
    Alright, now I know I've said this before, but give me another few hours, and I should have a card up.
     

    TheShadedOne

    The Angry One
    Alright, now I know I've said this before, but give me another few hours, and I should have a card up.

    Liar! Anyways, I might be able to have something up soon, if my joining doesn't go past the limit you have planned.
     

    TheArgonianDrell

    Well-Known Member
    General Information
    Name:
    Aurem-Dei

    Age- 29

    Sex- Male

    Race- Argonian

    Class- Warrior

    Sexuality- Heterosexual

    Marital Status- Single

    Laterality- Right handed, but wields his greatsword with both.

    Afflictions- None

    Religion- The Hist

    Appearance- Aurem-Dei is of average height (5'6"), and is lean and clearly in good physical condition. His scales are a navy blue, except at the base of his throat and most of his torso, where they pale slightly to a blueish grey. He has pale green eyes with slit reptilian pupils. He has no feathers, like some other argonians, but he does have short bone spikes that cover the top of his head. He has a jagged scar across his torso, but no other remarkable scars.
    Gear

    Armor- Unlike most argonians, he wears heavy plate, intricately carved, with depictions of roots and vines worked into the edges of the plate. As a helmet would be too awkward to wear, he prefers to keep his head bare.

    Weapons- A steel greatsword, masterfully forged and clearly having seen a great deal of use. The hilt is leather wrapped, for extra grip.

    Known Spells-None whatsoever.

    Misc. gear (clothing/jewellery/etc.) A dark green travel cloak that he wears on the roads.

    Personality- Aurem-Dei is generally a kind hearted man, who believes strongly in the phrase: actions, not words. He puts high value on upholding the law and seeing justice done. But he hates corruption and laziness, and will go out of his way to find the truth, something that occasionally lands him in trouble with the local guards.

    Likes- Nature, adventure, helping others

    Dislikes- Cruelty, corruption, isolation.

    Combat Preference- As a warrior who wears heavy plate and carries a greatsword, Aurem-Dei is best suited in the middle of a fight. He may not be extremely intimidating, but he knows how to use his blade. He is, of course, vulnerable to armour piercing ranged weaponry and most forms of hostile magic.

    Background- Born, or rather hatched in the depths of Black Marsh, Aurem-Dei had a typical argonian upbringing. For most of his early years he spent in his small village, helping as was expected for able youths. Many of his elders often remarked on his willingness to go above and beyond when helping others. His egg-brothers and sisters either left for other villages or became capable hunters, seeking game and monsters in the untamed swamps.

    Aurem-Dei was even more ambitious than his siblings, setting his sights on the world outside Black Marsh. When he was old enough, he took his leave of his humble village and set out for one of the few argonian cities. Eventually, he arrived at Gideon, where he met a skilled, if somewhat old swordsman. The swordsman was looking for someone to pass his skills on to and Aurem-Dei was more than eager to learn. He spent several years mastering the blade, before the old man confessed he had taught his young protege all he knew.

    The two parted amiably, and the young argonian went out into the wider world to seek his fortune. For many years he served as a well intentioned blade for hire, often offering his services for free, if the situation was dire enough. It was during a task in the northern area of Cyrodiil, near Bruma, that he heard of a call for assistance from a reclusive breton lord, in the north of High Rock.

    Dialogue color(s)- My usual colour.
     

    Signus

    Well-Known Member
    Alright. I'm going to get my own card up this afternoon, if not sooner. I want to get the story started by tonight and those who haven't posted a cc will be able to catch up.
     

    Signus

    Well-Known Member
    General Information
    Name:
    Cassius Bratnius

    Age- 43

    Sex- Male

    Race- Imperial

    Class- Warrior

    Sexuality- Heterosexual

    Marital Status- Widowed

    Laterality- Right Handed

    Afflictions- Nightmares, slight PTSD.

    Religion- None

    Appearance- As a former soldier, Cassius is in good shape, with rugged features that signify a life of fighting and travel. His hair is cut short, dark brown in colour. He has a short beard, with specks of grey. His eyes are a light green, specked with hazel near the pupil. His nose looks like it has been broken at least once, adding to his fighters appearance. A tattoo on the side of his right arm shows the imperial dragon, over a II,signifying his service in the second legion.

    Gear


    Armor- His torso is protected by a mixture of leather,steel, and chainmail, though there's no distinguishing marks on any of it. He also has a pair of shoulder guards and gauntlets that complete his armour. The gear is protection enough against most attacks, but not so heavy as to slow him down in a fight or on the march.

    Weapons- A legion gladius and a dagger that he wears on his belt. A steel longsword, not really remarkable from any other steel longsword, he carries on his back, but unslings it and unsheathes it when ready to fight.

    Known Spells- None

    Misc. gear (clothing/jewellery/etc.) - A fur-collared travelling cloak, gloves, sturdy leather boots. A woolen scarf of dark cloth, slightly tattered. A wedding band that he wears around his neck on leather twine.

    Personality- At first gruff and confrontational, Cassius gives off an aura of irritability that warns off most people. However, he knows that the key to success is cooperation, and is willing to work with most others.

    Likes- Competence, calm, efficiency

    Dislikes- Chaos, stupidity, laziness.

    Combat Preference- While he used to fight with sword and shield, he has since taught himself to fight with one hand free. As a former soldier, he knows the value of being able to pull an enemy off balance. He's comfortable fighting as part of a group or on his own, but he's more a brawler than a master swordsman.

    Background- Born in the Imperial City, Cassius honoured his fathers wishes by sticking with tradition and joining the second imperial legion at the age of eighteen. While he saw little real action for most of his career with the military, that was soon to change. News had been reaching the heartlands of the empire for years that unrest was growing in Skyrim.

    The second legion was dispatched to maintain order, shortly before Ulfric Stormcloak murdered the ruling high king and declared Skyrim free from the empire. With this news, the legions were placed on war footing, and marched to the nordic homeland with all speed. It was there that Cassius first witnessed the horrors of war.

    Many of his friends and comrades died in the resulting civil war, and he grew more and more resentful of the incompetence of imperial command. He was a loyal soldier, though, and continued to serve. His skill and keen sense of camaraderie soon saw him promoted to captain, but his days as a leader were not to last.

    When patrolling a particularly volatile route, he and his unit were ambushed, with only a few of Cassius' men escaping without wounds. While they eventually made it back to imperial territory, Cassius was weary of war.


    When the war was concluded, he resigned from the military, and took up residence in Leyawiin. It was there that he met and married his wife, and lived happily for three all too short years. His wife, Lillian, caught a wasting sickness, and despite Cassius' best efforts, nothing could be done to save her.

    Heartbroken and miserable, Cassius took to the road, lending his sword arm to the highest bidder. It was several months later that he heard of a noble from High Rock, requesting that any able adventurers or mercenaries

    Dialogue Colour: Yellow
     

    Lifts-Her-Tail

    Well-Known Member
    if it’s not too late i’ll also get a cc up at sometime tomorrow:p
     

    Signus

    Well-Known Member
    Alright, for those of you who have posted a character, I think this will go live later tonight.
     

    fellowknight

    The Devil In The Details
    Name- Baroth “War-Gale” Hjarksson

    Age- ??? (Appears late 30s/early 40s due to vampiric effects)


    Sex- Male


    Race- Atmoran (Pre-nord)


    Class- Revenant Knight/ Dark Knight


    Sexuality- Pansexual


    Marital Status- Single/Estranged


    Laterality- Multilateral


    Affliction- Baroth has a rare condition known as Vycanthropy-- A cross of Vampiric and Lycanthrope species, bonded by a blood-poisoning curse, that allows him to transform into a hybrid of the two, an abominable night-spawn. To enter this state, his body tears itself apart to accommodate accordingly, and he runs the high risk of either crippling himself, or becoming trapped in that form entirely. Passive benefits permit a hazy version of night-vision, erratic reflexes, and blood-sense for creatures weaker than humans. There are also several health issues, including an acute allergy to silver and belladonna, long-term blood-poisoning, and unpredictable, often lethal blackouts. Despite Baroth making reprimands through divine pacts and blood rituals, the disease appears terminal and incurable, spreading like a cancer.


    ((More details and clarifications can be provided upon request.))

    Religion- Worships only those he has a pact with, though it mostly involves Molag Bal, Hircine, Kynareth, and Peryite.


    Appearance- Baroth is a broad-shouldered man of a sturdy build, weighing about 215lbs and standing at 5’10”. His ponytailed hair and 3-inch beard are dirt-blonde and well-groomed, tinted grey and often trimmed. His physique tells of a wrinkled, wary discipline, hiding layers of worn muscle, stretch marks, and scars. His eyes are a serene baby-blue, inviting as his father’s were, yet only undertoning his ambitions. Sharp, archaic facial features betray his place in the modern era, a product of his disease as well as his Atmoran heritage.


    Gear- A rugged, old leather backpack with a single strap; pockets line the inside for his travel/functional capabilities, including rations and armor cleaning supplies. He wears a hooded, green cloak that drapes over the shoulders.


    Armor- Baroth is currently donning his plated steel with a matching buckler, all engraved with indecipherable runes and stonewashed. The plates are light, forged similar to a Damascus knife, and sacrifice some durability for ease of movement, whereas the stonewashed finish adds a layer of protection. His buckler is tri-weaved with steel and dipped in mammoth’s blood, making it harder to break as well as heavier to wield.


    Weapons- Hidden on his person is a single, curved dagger as well as several push-knives for backup. Most notably, he employs a steel cusped falchion blade with a serrated edge to achieve cleaner cuts, strapped low at his side for angular draws.


    Known Spells- Baroth is mostly practiced in soul and blood magick, but stronger spells require strenuous, ritualistic preparations; however, he is notorious for reanimating his victims in battle and effectively using his blood magick in lieu with his condition, though the result drains him considerably. Alternatively, he is versed in some minor alteration and destruction spells with low strength and cost. (i.e. faint lighting, jolting shocks, etc)).


    Misc. gear (clothing/jewellery/etc.)- Packs an extra change of clothes (tunic, trousers, etc), and worn boots. Keeps the medallions of his gods close at hand.


    Personality- Baroth is, for all intents, a bold-faced, ambidextrous man with a craving for knowledge. His deductive curiosity often leads him down dark roads, ones he’s comfortable walking alone. There is little he won’t do to satisfy his ambitions, and little scares him more than failure. However, he’s learned to mask his intentions with the second-nature of an upright knight, and maintains this friendly persona publicly. Though he is loyal to and earnest with his friends, few and far, he has no problem considering them as threats and dealing with them as such. But at his core, Baroth is an unhinged animal, entranced by war and fighting against time.


    Likes- Sparring, fresh fruit juice, cold climates, watching the Sea of Ghosts.


    Dislikes- Hot climates, bats, sand, lip-smackers, ignorant chaos.


    Combat Preference- As a seasoned warrior and night-spawn, Baroth is equally comfortable in the midst of battle as he is hunting his prey one by one. He engages with one weapon and a shield traditionally, using a combination of soul and blood magicks to weaken his foes. He’s also practiced with the crossbow, and any variety of reaching melee weapons, as well as several forms of hand-to-hand combat. Generally, he kills his opponents outright with cruel strokes and controlled flurries, but if someone interests him, he’s swift in disabling them with a razor’s edge. From there, death is sure to follow.


    Background- Born to the ancient land of Atmora, Baroth had to struggle for most of his young life in the chaotic country of wild men. In the wake of a civil war, the boy was left with nothing and clawed through bloodshed to face the bitter end of all warriors. But as he lay dying, a disembodied voice echoed in his skull, asking if he wanted to live forever. His fear of death clouded him to the lifetime of unholy sacrilege ahead, as he resigned to die as a man and return as a Son of Coldharbour.


    As he entered the new world and left his brethren behind for good, he’d spend decades exploring a young, untamed Tamriel, and many more filling his master’s diabolical plots. He became entangled in the living cultures and sciences of the world, adopting commonplace faces, names, and titles; most notably, that of a knightly servant and emissary. Somewhere in between, he met and slayed a disciple of Hircine, a werewolf, and suffered its contagious bite. Much to his dismay, Molag Bal confessed to luring the beast to Baroth and advised he make a pact with Hircine and accept this new cocktail of power. With little choice, Baroth accepted, realizing all too late the longer game he was playing into.

    In the Second era, as Molag Bal was occupied with the Planemeld, Baroth launched a silent plan to become a Scion, a stronger breed of vampire unhindered by allegiance to The Corruptor. However, the Daedric Prince discovered the the ritual and interrupted, hauling Baroth to Coldharbour for two hundred years of torture, or “repentance” as his master called it. When he emerged, Baroth had been reborn as a leashed hound with poisoned blood, a cur kept tightly at his masters side. But not all was undone. Beneath his skin, the man’s revelations had only festered and bloomed seeds of prophecy in his mind. He’d be a pawn no longer, and there was much work to be done.

    Recently, Baroth has once more reprised the title of Knight to revisit the old friendship of a Breton Lord, Girelis Brannt. He’d fallen deathly sick and in passing, informed Baroth of the desperate noble lord and his summons. And so he has come to seek the mysterious artifact and it’s unspoken power..

    Dialogue color(s)- Baby Blue


     
    Last edited:

    Screeching Spasmodically

    Spasmodic Screecher
    Name: Seren Malenan

    Age- 33

    Sex- Female

    Race- Redguard

    Class- Bounty hunter

    Sexuality- Heterosexual

    Marital Status- Single

    Laterality- Right handed.

    Afflictions- None

    Religion- Divines

    Appearance- Seren is a redguard woman of average height and build, not being particularly curvy or prone to drawing attention. Her skin is caramel coloured, and her eyes are a sea grey. She has dark hair that is wound into tight, long braids that fall down the her back. A trio of saphire blue gems are set into her ear, from top to bottom. She has a long, thin scar that curves along the right side of her jaw.
    Gear

    Armor- A mix of scale and leather. It is light enough so that she can move quickly or quietly if she needs to. While it won't hold up to a prolonged beating, it offers good protection against most slashing attacks. The scales, shaped almost like those of a dragon, cover her shoulders, back, and upper torso. The rest of her body is protected by leather.

    Weapons- A steel headed axe, with a well worn, studded grip. She carries a small hand cross bow and a few dozen bolts, that she carries in her off hand.

    Known Spells- None

    Misc. gear (clothing/jewellery/etc.)- A worn brown traveling cloak, a satchel with food and coins, and a water skin.

    Personality- Seren is a very professionally minded woman, and comes off as such to potential employers. Being a bounty hunter, she is decidedly less morally inclined than many others she ends up working with. But she knows how to navigate the seedy underworld, and to bluff her way out of a tough situation, or intimidate an uncooperative bounty or contact.

    Likes- Gold, wine, stormy days.

    Dislikes- Loud people, misers.

    Combat Preference- Seren prefers to open combat with a shot from her hand crossbow. She's not really outfitted for pitched combat, like those that haul around heavy armour and hit things with giant hammers. Once she closes with the enemy, she'll lose the crossbow to have a hand available for grappling or punching.

    Background- Born on Stros M'kai, Serens' father was a sailor and her mother an herbalist. She was interested in neither of those things, and it showed fairly early in her childhood. With a tomboyish streak, she was more likely to be found playing soldiers with boys her age, rather than picking flowers or other 'girlish' things. Both of her parents found this behaviour 'odd', but were still loving and supportive of the girl.

    Shortly before her eighteenth birthday, Serens' father was killed in a powerful storm, along with most of the crew of his small fishing vessel. As his hauls had brought in most of the coin for his wife, daughter, and two sons, Serens' family was almost destitute. It was because of the desperate situation they found themselves in, Seren decided to leave home. Her brothers took after their father, becoming fishermen on another boat.

    Seren, meanwhile, left for the mainland, and quickly fell in with a group of adventurers. The young woman learned swordsmanship and became quite adept with the small hand crossbow she'd been gifted by her father years ago. She stuck with the adventurers for several years, sending any coin she made back to her mother and brothers. Eventually, she and the adventurers parted ways, with them heading to Cyrodiil, while Serens' own path lead her to High Rock, home of the bretons. It was there that she heard of a mysterious, and more importantly, rich lord asking for help.

    Dialogue color(s)- This turqoise-ish colour.
     

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