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Tavern Tales Skyrim: Your Character


DarkRider
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Tavern Tales: Skyrim
Character Biography Thread

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This is the current list for active or otherwise in play Tavern Tales: Skyrim characters. Before you add to the story, you must post your character's basic biography here so that other writers know who they are dealing with in the game. Whenever possible, include a picture of him or her with the biography. Others want to know who's in the game and how to portray your character in Tavern Tales: Skyrim.

Are you new? Once you post your character bio, stop in the OOC thread and say hello!

:read:

Character Quick Reference Links:

Main Player Characters

Secondary Player Characters

  • -

Non Players Characters

 

Character Bios are routinely binned for inactivity or character death to keep the list current. The Tavern Tales Skyrim: Character Bin is HERE If your character was binned and you would like to play again, contact DarkRider and it can be restored. :yes:

**Your character should NOT be a carbon copy of your in game character. Use some creativity. We do not need 12 Dovakiins, 14 Thanes of Whiterun and a dozen Champions of Skyrim running round the Mill Tavern. Common sense please.**

 

Updated 28 April 2015

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Duncan

Duncan02-1.jpg

Type: Main Player Character

Character Name: Duncan Greyhame

A.K.A.: Greyer, Greyhame Moore, Duncan Grey

Age: 35

Race: Imperial

Occupation: Mercenary

Guardian Stone: The Steed

Alignment: Neutral Good

Mount: Ghost, white with black markings, gelding.

Physical Attributes:
Duncan is about 5’11, 170 lbs, a medium lean muscular build. He has bright blue eyes, light brown hair cut short and slightly unkempt. His typical garb is a hodgepodge of clothing and light armor, light enough not to be a burden, but shielded where it's most needed.

Weapons:
Duncan's primary arsenal is a twin pair of fine tempered Imperial Swords which he wields with vicious accuracy. He is somewhat disadvantaged against ranged combatants, needs to get in close to his target, so favors stealthy approaches over open rush assaults. He also carries a utility type hunting knife, which is too unbalanced for use as a weapon, but is quite durable for cutting and tanning.

Backstory:
Duncan came to Skyrim as a young recruit in the Imperial Legion, assigned to a wilderness outpost where he and others like him would be toughened up by grueling weather conditions on top of endless labor and training. His superiors took notice of his tactical mind and he excelled in the officer ranks early on. After a few years, his parents and siblings made the long migration north to Skyrim to be near him, settling in a small village called Avonrowe, which was too small to appear on any map but quickly became home. Duncan often took leave with his family and was by all accounts, the ideal Imperial soldier with a promising career ahead of him.

Over time however, he began to take on traits that his superiors found unappealing, using local dialect, growing his hair longer, meshing his Imperial armor with fur. Believing the young lieutenant was becoming a Nordic sympathizer and spy, and that something was amiss in his home village, Duncan was detained for questioning while a patrol of Legionnaires was dispatched to Avonrowe to investigate. The patrol began questioning the villagers with wild accusations, using heavy handed tactics to frighten the locals, and it was enough to flush a group of Stormcloak renegades from a safe house within the village. What happened then could only be described as a massacre. Eventually, Duncan was freed from interrogation and fearing for his family's safety, rode for home, but he was too late. The village was smoldering when he arrived, the Stormcloak rebels were displayed on wooden pikes at the gate of the village, and inside every man woman and child lay dead. Among them, Duncan's parents, two sisters, a brother in-law, and a young nephew.

Disgusted with the barbarism of his Legion brethren and haunted by his family's death, Duncan deserted. He began working as a freelance mercenary, taking whatever jobs suit him and his financial needs at the time. Throughout periods of civil unrest, though he has never chosen a side, he can't help but intervene whenever he witnesses an act of Legion cruelty against any weaker party.

Personality:
Because of his past, Duncan wants to be jaded by life, but there's a core goodness inside him that won't allow him to forsake someone in need of help. He's quick witted and friendly, but rightly cautious as in some circles he's a rather wanted man. He is a compassionate person, with a natural inclination toward leadership, though he is slow to take on that role. He's partial to beautiful women, cold ales, and music.

Special Abilities:
None, unless you count hard headed to a fault. XD

Additional Images:

Ghost02-1.jpg
Duncan05.jpg
Duncan04-1.jpg


Duncan01.jpg
Ghost.jpg

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Eshe

EsheTitle.jpg

Type: Non Player Character

Character Name: Eshe the Quicktooth

Age: 24

Race: Khajiit

Subspecies: Dagi-raht

Occupation: Warrior, Turned Merchant

Guardian Stone: The Thief

Alignment: Neutral

Mount: Duma, her Senche-raht cousin, a battle-cat, quadrupedal Khajiit subspecies.

Physical Attributes:

Eshe stands about 5’7”, 140 lbs, a lean muscular build. She has goldish green eyes and silvery fur, striped and spotted black in the patterns of her tribe. She sports a short spiky mane of silver white hair that is often braided back to appear less wild. Her typical style of dress is common clothing, but she can sometimes be spied wearing a light tribal type armor.

Weapons:

Eshe is proficient with the hunting spear, which she can manufacture from natural materials when needed, however she finds that weapon too heavy for anything beyond hunting. In battle she may use a spear while mounted so keeps one handy in her saddle wrappings, but on her own, she prefers to avoid combat. She uses her natural acrobatic skills and feline qualities to avoid combat.

Backstory:

Eshe was born and grew up in the Tenmar Forests of Elsweyr. Raised by her mother, she never really knew her father Do'Fumbe, a personal guard to the Khajiiti Mane, having only met him once when she was seven, and only then when he came to see what sort of child he had sired. It was Do'Fumbe who gave her the added name "Quicktooth" for the biting words the girl child had for a father who had abandoned their clan to serve the Mane. Her father's esteem in the clan, and Eshe's natural prowess for combat made her an ideal candidate for becoming a warrior in her clan, but Eshe never rose to that expectation, instead turned to mastering speechcraft and becoming a proficient trader.

Eshe and Duma grew up in the same tribe and are cousins, despite the vast difference in their physical appearances. Duma is a few years her senior, but they grew up together and their bond stretches back to their kithood. It is traditionally the way a warrior bonds to a battle cat, from youth forward. It is a lifetime bond, one that only ends in death. Duma does not speak, though Eshe seems to understand him without words. He does understand spoken language sentiently, and is not merely a beast of burden.

At 24, Eshe embarked on a hunt as part of a familial hunting party during which she and Duma dishonored their clan by killing a creature who was later revealed to be a local deity taken animal form. Shamed by this failure to commune with the forest spirit, Eshe and Duma were cast out, sent away from Elsweyr, they joined a group of cousins heading north as part of a trade caravan. Settling into the life of traders and merchants, Eshe and her cousins happened upon the Mill Tavern, and set up a semi-permanent trade there with the Tavern's less than law abiding regulars.

Personality:

Eshe is a true natural spirit. Her language can trend to be overly short and formal as her native tongue is that of her people and not of the Men she chooses to live among when serving the Tavern. She is spiritually devout, worshiping her ancestors in private, but always living in a way that honors Mundas. She is relentlessly loyal, protective toward anyone she considers part of her clan, and she has a very clever wit. While she has no supernatural gifts, she does possess a small amount of alchemical knowledge she learned from her mother, enough to heal simple wounds and ease worse, basic curatives a warrior might need far from home.

Additional Images:

Eshe02.jpg

Duna04-1.jpg

Duna01-1.jpg

Duna02.jpg

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  • 4 months later...

Jack

JackTitle.jpg

Type: Non Player Character

Character Name: John "Jack" Rackham IV

A.K.A: Calico Jack, John-Jack, Black Rackham, Jacko, Blackdog

Age: 29

Race: Imperial

Occupation: Ex-Privateer / Gambler / Scout

Guardian Stone: The Thief

Alignment: Chaotic Neutral

Mount: Galleon, a grullo/pinto cross gelding

Physical Attributes:
Calico Jack is about 5'10, average height and build for an Imperial. He has dark mahogany hair that is long but unkempt, and dark green eyes. He sometimes sports a light goatee, and is almost always somewhat unshaven. His usual garb is a pair of black explorer style trousers, high cuffed black leather boots, a blue tunic shirt, with a vest tied over the top, and a gold doubloon on a thread around his neck. He almost never wears armor unless for disguise, but normally he finds it cumbersome and less useful; choosing instead to wear a thin chest plate of folded leather under his clothes for some protection.

Weapons:
Since his armor is limited to the basics if any at all, Jack's arsenal is focused on ranged weaponry. He wields a twin set of black powder pistols and is proficient with a set of throwing knives.

Backstory:
John Rackham was born into the life of a seafarer. His father was known as Bootleg Barrow, one of the greatest rum-runners in the history of the Abecean Sea and Captain of the Charlotte. His mother died in childbirth, and rather than abandon his son, Bootleg brought infant Jack and a wet nursing wench aboard his ship. Though his father was devoted, he was a pirate through and through, and rather than shield his child from the hard life of a pirate, he inducted him into thievery and lawlessness from the start. As a toddler, Jack became a useful device for various scams and ploys, often used to deflect the attention of port officials. At the age of ten, he became cabin boy of the Charlotte and something of a mascot for the crew, who spent much of the year far from their own wives and children. It was the Charlotte crew who gave him the moniker "Calico Jack" for a pair of Calico captain's breeches that were cut down to fit him. By the time he was 18, Jack had already amassed a reputation and enough fortune to buy his own ship, The Longwinter. As captain of his own vessel, flying under his own flag, Jack made the often difficult transition from piracy to privateering under an Imperial contract. Over the years, he became known as Jack Blackdog, for his dark and dangerous loyalty to his crew and banner; still his most common moniker remains Calico Jack. When the Skyrim natives began to amass under the Stormcloak banner, the Imperial contracts dried up, like many privateers, Jack began spending more and more time in a pub without a charter. He used his skills at games of chance and cards to fleece a bit of gold here or there, but his new profession ultimately cost him the Longwinter which he lost on a gamble for a heavy Imperial contract. Without a ship, Jack wanders Skyrim's Taverns seeking out new opponents and new opportunities wherever they may arise.

Personality:
Calico Jack is a free spirit, adventurer, and true rogue. His aims in life seem focused around amassing wealth and carousing with wenches, but he has been known to take on the odd adventure when he feels called to it. Raised in a world of cut-throats and brigands, Jack tends to be slow to trust, but once his trust has been won, it is steadfast. He enjoys playing the mandolin and smoking a pipe of imported tobaccos is his secret pleasure. He also enjoys a bit of showmanship in performing trick throws with his throwing knives to impress spectators; a handy distraction when needed.

Special Powers/Weaknesses:
While Jack has no special powers of magical origin, his keen perception and understanding of human nature make him appear almost psychic at times. His only weakness is his brigand nature, which can draw him impulsively into fortune seeking trouble at inconvenient times. His gambling habits have gotten him into more than one scrape with unsavory folks and it's probably safe to assume he's paid as much as he's won.

Additional Images:
Jack01.jpg
Jack03-1_zps187a56f9.jpg

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  • 1 year later...

Fiska
FiskaTitle_zpsda87e513.jpg
 

Type: Non Player Character

Character Name: Rolfiska Khagdum

A.K.A: Fiska
 

Age: 53

Race: Orsimer

Occupation: Woodcarver

Guardian Stone: The Mage

Alignment: Neutral; however, all actions are determined by the benefit to the Stronghold

Mount: N/A

Physical Attributes:
Statuesque in height and build; exudes a quiet dignity.  Brown hair with an auburn cast, wise grey-blue eyes. Green Mage robes and felt shoes.

Weapons:
Staff and spells, specializes in illusion and conjuration. Carries a simple Ebony dagger.

 

Spells:

Known spells:

Can successfully cast Invisibility (only for extreme cases and rarely for herself alone)

Can successfully conjure a familiar and a bound battleaxe

Can successfully cast Pacify and Courage

Can successfully cast Grand Healing (heals everyone** nearby 200 pts/15 ft), heal other (health/stamina 75pts) and fast healing (Self 50 pts health/stamina) ** Keep in mind this spell heals everyone; friends and foes alike!

Can successfully cast Candlelight, Flames and Sparks and Lightning Rune

 

Known spells for enchanting only:

Can successfully enchant items with Muffle*

Can successfully enchant items with Soul Trap*

Can successfully enchant items with Fortify Magicka and Fortify Alchemy

 

Known spells that don’t always work:

*Muffle (50/50 chance)

*Soul Trap (Never works)

Spectral Stag (50/50 chance)

Frost and Fire Runes (50/50 chance it will be lightning instead)

 

Does not have the quiet cast perk

 

Can successfully make all potions, this is tempered by the need for an alchemy workstation.

 

Backstory:

Fiska's early childhood was fairly uneventful, no different than any other Chieftains daughter in any other Orc Stronghold. Theirs was not the greatest of strongholds, but it offered plenty for their clan and safety in the comfortable closeness.  Her days were spent learning the crafts of the tribe admidst fun and games, however, those idyllic years would not last much beyond her seventh winter.  It was in the cool of the spring when the seemingly unthinkable happened, their stronghold was raided by a rival tribe envious of their somewhat lucrative hunting grounds.  The takeover failed and the stronghold was victorius, however it came at a great price; her father eventually succumbed to wounds he received in battle.  The stronghold was weakened by this loss of the Chieftain and several other warriors.  

During the coming years Fiska acquired direct knowledge from the Wise woman as she helped her maintain the cohesiveness of the stronghold.  This would last until Fiska's younger brother became of age and could assume the active Chieftain role.  The Wise Woman, Fiska's Grandmother, was well versed in the arts most salutary to the stronghold and held the keys to many more.  Enchanting, alchemy and bending metal to her will were a few of her mastered skills which she dutifully passed on to Fiska as best she could with the limited time she had at her disposal.  As the small boy grew Fiska began noticing unbecoming behavior patterns, actions that were not beneficial to the stronghold and as he matured into adulthood his tyrannical ways could not be ignored.  She spoke out against her brother receiving Chieftain status, but much to her dismay others who once agreed, no longer backed her.  Naturally she then found herself in the position of being exiled, her life in a Stronghold over, well at least this stronghold.

She struck out looking for fortune or an honorable death, whichever came first.  What she found was a level of inner strength she never knew existed.  On the brink of starvation more than once, nearly bled out a few times more before really seeing Nirn, tasting of its delights and feeling the spirits, inviting them into her soul, to learn their vibrations, their knowledge.  She spent a fortnight freezing in the blazing sun, suspended from reality watching the course of a Spriggans lifespan and another fortnight sweating in the frozen drifts learning the same of Ice Wraiths.  The Forest Spirits let her begin to rot before allowing the healing waters to touch her face.  More than once she failed and began studying again.  From the valleys to the peaks Fiska sampled all the plant-life to fathom the completeness, the ebb and flow of life if you will.  Any opportunity she had to acquire a spell she took it, even if it meant alleviating someone of their possession to learn of its secrets.

 

She's learned tempering in more than one way.

Personality:
Thinks things through before acting. Has the built-in Orc mentality, the stronghold always comes first.  This can be helpful to her friends.  No sacrifice is too great for the common good.  Straight forward, says what she means and means what she says, she can be taken at face value. :P  She fully realizes the importance and influence of magicks in everyday life, but also enjoys a good prank or two.

Special Powers/Weaknesses:
An Orc Mage, like that's not enough. LOL  Prefers stealth rather than confrontation, but is ready for whatever comes her way.

Additional Images:
Fiska01_zps364644b5.jpg
 

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  • 2 years later...

Speaks His Mind

 

Character Name: Speaks His Mind

A.K.A: Speaks

 

Age: 27

Race: Argonian

Mount: None. “I don't think horses like the smell of me.â€

Physical Attributes: Speaks is fairly muscular, but hardly a giant among Argonians. His most striking feature is a patch of misshapen scales on his chest, though it's mostly covered by his armor. He prefers iron because “steel is too heavy and too gaudyâ€.

Weapons: Though he prefers to fight with mind and magic, he carries a waraxe just in case.

 

Backstory: Until recently Speaks was a battle mage in the Legion. He was discharged for revealing an unfortunate fact about his superior officer. After being drummed out, he decided to visit the College of Winterhold. Through an unfortunate misunderstanding with the Whiterun carriage driver he ended up in Hjaalmarch instead. ("Misunderstanding, my eye," he grumbles. "The man had it in for me, I tell you.")

 

He has an odd reaction to bird-related comments due to being dubbed "Squawks" by his fellows in the legion. Of course, the name could be attributed to his rather scratchy singing voice...

Guardian Stone: None

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Edited by Tigersong
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  • 2 months later...

Bloodrose

 

Character Name: Bloodrose

A.K.A: Rose

 

Age: 19

Race: Nord

Mount: 

Physical Attributes: Alluring to men and women, Fair hair, seductive, kind hearted, slim body, piercing eyes, full lips.

Weapons: Daedric war axe

 

Backstory: Was a maid for some tavern, working to get by, but when a man got touchy with her she didnt hesitate to punch him in the face, turns out he was a noble, and a relative to a jarl, angered by what she had done, he sent her off to be punished.

 

 

Guardian Stone: The lady stone

 

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  • DarkRider unpinned this topic
  • 1 year later...

Character type: Main character

Character Name: Larsvald

A.K.A.: Paleblood, Volkihar's Shadow, emotionally constipated guy

Age: 264

Race: Nord (Volkihar vampire)

Occupation: Knight of Volkihar

Class: Spellblade

Physical description:  As a Nord, Larsvald has a decent height, along with a robust build, yet much slimmer and lighter by his father's Breton origin. His hair, blond and long till almost halfway his back, are collected in a braid decorated with an iron ring engraved with undulating motifs.
On the body, he presents several wounds, some very old, dating back to the day of his transformation, in particular a large scar stands out at the height of the left lung. Like almost all vampires of the Volkihar progeny, his eyes turn out ravenous, wrapped in a deep darkness, but with a light similar to a evil eclipse, though, in itself, he has nothing really evil. His face, like his skin, presents a scary pallor. Larsvald's accent is very pronounced, and those who listen to him for the first time could exchange him for a Breton.

The clothes he wears are always light, to allow him free movements and fluidity, and don't hinder him in dodging.  Given his condition, the clothes almost always cover the whole body, and have hoods that obscure the face except for the mouth and the eyes. In addition, he wears a crimson shawl with the Volkihar crest, along with a necklace with an engraved bone, even if the latter has a negative meaning, to remind him what he've lost in the past ...




Weapons: Volkihar Longsword

Backstory: 

Birth and childhood 

Born in Aldcroft, in the province of High Rock, Larsvald was the son of a Breton blacksmith and a bourgeois Nord woman of Crosswych, and takes his name from his father and his grandfather, Lars Armorbreaker. Before his birth, his father couldn't wait to teach him how to forge and fight, but destiny wanted his first born to born ill and frail.

In the ten years that followed, the young and weak Larsvald, afflicted by an illness that could be traced to an aggravated anemia, sought in every possible way to help the father, whose dreams, year after year, went to disappear, leaving a sense of defeat in the young Nord.
Nevertheless, his father taught him how to repair and sharpen weapons, and also showed some fighting techniques, inciting his son to try too, even if unsuccessful, to show him the true sense of determination and self conviction.


The aggravation of the illness and the return to Skyrim:

At the age of 16, Larsvald's physical conditions were so desperate to let him unable to get out of his house, if not in colder periods, when his illness seemed to fade; his father and mother feared that by now, for him, the end was near. After a difficult decision, his parents decided that it was better to bring him in the land of his ancestors, where perhaps he could find some peace.

The route was long, and was completed in several years, but thanks to a a bit of luck, he and his family arrived in Skyrim safely and sound, without encountering great problems. The first city they stopped in was Dragon's Bridge, and there Larsvald showed clear signs of improvement, feeling more invigorated, and raising the spirit of his parents.
After a few days in the small village, his mother traveled to Solitude, where she bought a house, and decided to take his family to live.

After almost 21 years, Larsvald was feeling alive.


The ambush and the Resurrection:

Halfway through, Larsvald and his family were assaulted by mysterious hooded individuals, too many to be defeated, and too fast for try to escape.
His father defended him and his mother well, but could do nothing against what was supposed to be the leader of the assailants.
Soon, the whole family was overwhelmed.

Hours passed, and Larsvald, seriously wounded and bleeding to death, now hoped just to die and reach his family. However, fate wanted to give him a second chance, when a mysterious man offered help and revenge... in exchange for a great price.
The young man accepted, and the man bit him on the neck.
In those eternal moments, the young man began to no longer perceive the pain of tears, nor the serious effects of his illness. Shortly thereafter, he fainted, losing consciousness, and waking up in a very luxurious room of a castle. He felt changed, reinvigorated, almost reborn. In the following days, he was informed of his new situation, and trained as a full member of Volkihar, understanding better his new powers, and the risks connected to them.

However, even if he is now a vampire, the anger and loss of his family have fueled in him a strength hardly findable, even in the most formidable of warriors.


The story till now:

After showing himself to be a faithful member of Lord Harkon's court, Larsvald was allowed to travel south, to the Empire's land, for fulfill his much agonized revenge.
The journey was rough, and the fact the Oblivion Crisis was just over by a few years, didn't helped his research, but thanks to a bunch of people that he got attached to, people that also helped him remember who the one he was searching was: a vampire of his same bloodline.

Month after month, Larsvald gathered enough clues where this beast of a renegade was, and that surprised even him.
It's not clear what happened next, but for sure the battle was hard, because when he returned to Volkihar he had several scars and broken bones, but nothing some blood could heal. And now... he roam Skyrim, serving Harkon at best of his forces, renew and at peace... and with a greater truth in his heart.


Personality:  Like almost every vampire, Larsvald's ultimate goal is to feed himself, and possibly have servants by his side. However, because of his tragedy, his favorite victims are mostly marauders and mercenaries. If forced to feed, always seek moribund or animal victims.

Hardly this old vampire can be called a talker, preferring silence to party shouts, but from time to time, with people of similar character, can let go a bit, maybe even giggling, but always with a certain "emotional constipation", as he called it Harkon himself once.
In battle, unleashes his never repressed rage, with screaming cries and bestial growls. Unlike his fellow men, Larsvald prefers to kill as fast as possible, with exceptions made for some vampires to him Note.

To define it briefly, he possesses a afflicted, burning character of revenge and fury, but not for this able to concentrate and remain cold in adverse or inappropriate situations.

Spells and Abilities: 

° Vampire drain: as every member of his kind, Larsvald can drain the life energies of any target till only a frail husk remain.
° Lesser Vampire Lord form: an ability of some of Volkihar's members, Larsvald can become a Vampire Lord. However, a previous contact with the vampire that attacked his family lessened this form.
° Swordsman: the Nord knows swordsman techniques that some may envy, and in 200 years he mastered them for sure.
° Criomancy Apprentice: Not very practical in the use of magic, Larsvald is mastering the art of cryomancy, even if with some difficulties.
° Hemomancy Master: On the other hand, the ability in the control of blood magic is something that comes almost naturally to him.

Guardian Stone: the Serpent Stone
 

Additional images:

GNHWC5G.jpgetMyddO.jpg

Edited by Loremongrel
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