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Tavern Tales: Skyrim Out of Play Character Thread


DarkRider
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Tavern Tales: Skyrim
Out of Play Character Thread

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This list is for regular or legend characters from Tavern Tales: Skyrim characters who are currently out of play. To be a legend character your character's bio must predate Jan 01 2015. To bring your character from here into active play and out of retirement, please PM DarkRider.

 

If you're new, before joining the Tales please post you character bio HERE and introduce yourself HERE

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  • 1 month later...

Manan

Character Name: Manan

Character Type: Secondary Player Character

Age: Old as dirt.

Class: Quest giver, merchant, traveller, occasional reluctant odd-job magic user.

Race: Human, certainly. At least, not an elf. Occasionally refers to himself as “mongrelâ€, which may imply mixed parentage.

Birth sign: The Serpent.

Character Description:

Manan has been referred to as as an old bastard for as long as anyone can remember. A little below average height for a human, he may have been tall before his bent posture got the better of him. He favours wearing thick cloaks, coats and shawls, often all at once, and never goes without his coat of many pockets. The overall effect makes him appear, from behind, as a shambling pile of furs and rags. He walks with the aid of a gnarled, oaken staff. His face and hands are the only visible areas of skin; tanned, weathered and leathered, but healthy. He has a crooked nose that any wizard would be proud of, and the lower half of his face is obscured by a wiry grey beard, which is neatly trimmed to a respectable length, pointing down from his chin about a hand's length. His eyes are a dark brown, and crinkle merrily whenever he smiles, but although he has many smiles for different people, few of them are pleasant. He has one gold tooth.

He carries no weapons visibly, and often describes himself as a non-violent man, though he occasionally emphasises a point or communicates his bad moods with a sharp whack to the shins with his walking staff. He has no qualms about hiring steel for violent jobs.

His long nose is ideal for sniffing out profit or poking into private affairs, and he enjoys achieving his desires through trickery and manipulation. He haggles and barters with exceptional ferocity, without regard to dignity or courtesy. When travelling, which is often, he is skilled at insinuating himself with people good at fighting and heavy lifting.

He knows many people, and is constantly building his network of merchants, artisans, thieves, thugs and sell-swords. Though he is no stranger to wheedling or schmoozing, he avoids the nobility and prefers the company of commoners, despite his love of comforts.

Manan is never without a need to see new places, or meet new people with different customs. He has a love of good food and wine, and a voracious appetite for new gastronomic experiences. He carries an every expanding series of notebooks, in which he details his personal discoveries of recipes for food, alcohol, potions and poisons.

Abilities:

Vicious and effective haggler

Seasoned and experienced cook

Expert alchemist

Knowledgeable in forbidden and obscure magic

Can somehow immediately open a book to the exact page he wanted

Highly developed sense of smell

Has survived to an incredible age, and is by all accounts frustratingly difficult to kill (not by virtue of any physical prowess, but seemingly out of sheer tenacity, and perhaps a little alchemy).

Lucky, to the point of being an offence to justice

Background:

Manan tells many tales of his life to people he takes a liking to, and a few of them are true. Often he credits himself in the retelling of others' tales, for this reason those who know him are skeptical of his recounting of his exploits as young man. That, and the fact that it is difficult to imagine that him as a young man.

Manan was born a slave on the southern coast of Hammerfell. By the time he was old enough to work, he had already developed a trait of laziness that he would cherish his whole life, which no amount of whipping could cure. As a result he was sold and re-sold many times, eventually ending up as an offering of appeasement to an ancient and cantankerous Kajiiti wise-woman of a western Elsweyr village.

The wise woman, who's name was Arha, had more effective ways of instilling obedience than whips and threats. Manan's new life mostly consisted of mundane and tedious tasks, but he was curious to find that the locals held him in a degree of awe by his association with Arha. Everyone assumed him to be her apprentice, and this became the case over time, although he never saw the end of woodcutting, cleaning, or the rickshaw while in her service.

Through observation, and occasional instruction, Manan learned of alchemy and magic, not of the rigid, powerful institutional schools, but of the subtle and chaotic kind. Although his power was weak, he learned how to effectively apply it, and where. Also he learned the other, more useful ways of wise-women and witch-doctors: how to manipulate, trick, swindle and bedazzle; misdirection and sleight of hand.

When Manan had reached adulthood, Arha and many of the village were killed by violent Cathay-raht raiders in one of many massacres during an inter-clan war. Manan, ever the survivor, found himself a free man for the first time in his life. Abandoning the village and the ransacked home of his mistress, He went wandering across Tamriel. He has never since lost his love of roving, and never stayed in one place for long.

His life has been long. Too long for some people's tastes, and certainly far longer than a human could normally expect. Many adventures and stories have happened around him, and even a few have happened to him.

During the Oblivion crisis, he and a ragtag collection of black market merchants moved fortunes by manipulating alliances between bandit clans and rouge magi. Steadily, they created an arms race between major factions which resulted in an exponential increase in weapon and equipment quality throughout the land. At the end of the Third Era, even small-fry hired thugs and petty highwaymen were equipped with glass armour and ebony swords. Manan was buying and reselling behind it all, leaving the local merchants in the dust.

He lost that fortune through skulduggery to an even more cunning black market associate, and that defeat is still bitter to him. Although he tried many times in life, he never bested that nemesis, and had only the small consolation of stealing her signet ring off her hand... at her funeral.

This is not the first time Manan has journeyed to Skyrim. He enjoyed the food, but despised the weather, and found life there to be a little too rugged and a little too slow. But that was many years ago.

Taking advantage of the chaos left by the Great War, He had been scavenging the pieces of the aftermath in southern Hammerfell, playing bandit clans off one another, and generally enjoying making a nuisance of himself. But his nose detected a cold scent on the breeze, and he heard rumours of dragons and civil war to the north. He was taken by a sense that events of great importance awaited to be seen, and that perhaps Skyrim might prove a more interesting place than when he last visited.

He decided to wander northward; the white-gold concordat had been signed, and the show was over in the south, as far as he was concerned. Onward then: to profit and adventure.

Edited by DarkRider
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Type: Main player character

Character Name: Felix Rosaire

A.K.A.: Felix

Age: 26

Race: Breton (but his mother’s father was a Nord, and she was raised predominantly in the Nordic tradition).

Occupation: Mage, occasional musician

Guardian Stone: Apprentice

Mount: Tallow, a Solitude palomino

Physical Attributes: A little tall for a Breton (his mother was almost Nord height), slim to medium build with somewhat tanned skin and golden brown eyes. He has fair hair which he grows long with a single Nordic braid. Wears a light tunic and mage’s coat or robes with furs underneath, and will don fur boots and gloves in colder climes.

Weapons: A steel dagger (just in case). He mostly relies on magic. He can also “throw a pretty good punch for a mageâ€, but would not rely on his fists in a real fight.

Spells: A good grasp of flame- and shock-based destruction (never paid much attention to frost spells), though of the two, he prefers shock-based, as fire is rather grisly and unpleasant. He can conjure atronachs, but rarely does so. He also has magely staples like stoneflesh, basic healing, wards, light spells and so on. He has no real aptitude for alchemy or enchanting.

Backstory:

While physiologically a Breton, Felix’s mother was raised a Nord by her father, and so Felix was raised with a mix of traditions (his father being about as Breton as one can be). He was born in a small village in Skyrim, but moved to Solitude at a young age. The local Nord children were not initially accepting, but after a few scraps he proved he could fight (and, a little later in life, drink!) like a Nord.

Nonetheless, he preferred his father’s library to the Nords’ fathers’ forges, and when he was old enough, his father’s rudimentary training carried him to the College of Winterhold where he excelled.

It was at the College that he was introduced to daedra worship. He and two of his classmates formed a miniature coven dedicated to Vaermina, but he quickly found that he did not have the taste for Vaermina’s dark machinations and love of horror. Scared half to death by one of his patron’s terrifying dream visions, he left is friends’ coven. But either Vaermina or his friends proved persistent, and while he remained in the college his sleep was plagued by nightmares. Eventually they drove him to leave the College and return to Solitude, and it was on the road there, as the moons were rising, that he encountered the undead. A group of necromancers and their decaying entourage were travelling the roads, and Felix’s magic was insufficient to best them all. Surrounded by the undead, everything went black, and Felix could almost hear Vaermina coming for his soul.

He was woken by the light of dawn on his face, and found himself at the feet of a tall statue, more alive than ever. As he rose, he recognised the statue as Meridia, the daedric prince of living energies, and beyond the statue, could see the road where he had fallen, coated in a fine layer of dust. He does not know to this day whether he was saved by one of Meridia’s followers, or the prince herself (though he suspects the former), but in any case had found the direction he had been looking for when he and his friends had formed their coven.

He was once again able to sleep soundly at the College, but found the memories uncomfortable, and his friends less than accepting of his change in allegiance. To this end he decided to continue his learning alone, roaming Skyrim as a freelance mage, selling his skills in magic and music to get by.

Personality: Felix is inquisitive and adventurous, although not in the cold, analytical way of most mages. He is no champion, but he is brave and kind to all living things, and while he spends a lot of his time reading, he manages to do even that with a kind of passive energy that pervades his every action. His allegiance to meridian gives him a special reverence for death, but a rather unique perspective on it, seeing it as the release of the creature’s energies into the greater whole. While he considers the energies of a being to be separate from its soul, he is still not fond of soul trapping or enchantment, and will treat an enchanted item almost as a living thing. He also despises the undead, as do all followers of Meridia, as they are “an affront to all lifeâ€. He doesn't have any problem with those who follow the divines or other daedra (even if they worship the most evil of them, he reserves judgement unless they perform evil acts themselves), and while he doesn't hide his beliefs, they are generally only really known to his friends.

Special Abilities: He was taught to play the flute very well by his mother, and his music reflects his personality. Meridia followers' meditative techniques make him very slow to tire.

Edited by the-manta
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William

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Type: Main Player Character

Character Name: William Sea

A.K.A.: Will

Age: 27

Race: Breton

Occupation: Free Spirit (Thief)

Guardian Stone: The Thief

Mount: Night, a black mare

Physical Attributes:

William is about 5’11, 170 lbs, medium to lean muscular build with sun darkened skin. He has piercing green eyes that seem to look into your soul. His hair is a dishwater blonde of medium length usually combed back, and a thin goate with sideburns adorns his face.

Weapons:

Main: Daedric Bow of Flames (a family heirloom) and a dagger of soul stealing.

Secondary: Vampiric Ebony Longsword

Spells:

Main: Flame, Fireball, Incinerate.

Secondary: Heal self

Armor/Clothing:

Adventure: Matching suit of light Dragon Scale armor of the dark red variety that at great cost has been heavily enchanted

Armor has quicker health regeneration

Boots have stealth enchantment

Gauntlets of improved Archery skill

Helm of improved Destruction skill

Dragon Scale Shield of frost protection

Necklace of waterbreathing

Ring of stamina regeneration

Belt of lighten load

Casual: Red silk lined snow leapord furs. Black and red velvet clothing underneath.

Backstory:

HIs family lived in North West Cyrodiil on the border of Skyrim along a pass into Skyrim. Ten years ago the vast family lands were seized by the Imperials in order to build a fort. With little in the way of compensation was given to the Sea family for their lost holdings and a young and now bitter William at the young age of 17 headed North, away from the hated Imperials.

He used his archery skills to catch food and sold the skins to merchants when he went to town. He soon decided to enter the College of Mages in Winterhold where he excelled at fire magics. But this soon bored him and he yearned for adventure. One dark night by chance he caught a thief who had entered the college grounds. The thief was impressed by the young mage's ability to stealthly sneak up on him and invited the young Will to join them in Riften. There, he quickly proved his mettle with locks and became an accomplished and stealthy burgler. After several years, he decided to leave the thieves guild and once more find adventure in the world.

Personality:

He is good natured if not a little bit sarcastic which he uses to his advantage. He also knows when to keep quiet. People tend to love or hate him right away. He has a dislike for Imperials but can get along with them as long as they don't talk about politics. He has a quick wit and has never said later, 'I wish I had said this...'.

Special Abilities:

He has a sharp eye for details and very lucky thanks to Nocturnals watchful guidence. Able to notice the smallest details so traps are usually spotted, or that hidden lever easily found.

Additional Images:

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Type: Player Character

Character name: Raurke Duskshadow

Age: 222

Race: Breton

Alignment: Neutral Good, Chaotic tendencies

Occupation: Scout, Divine Ward, Undead Hunter

Physical Description: 6'1'', Athletic build, long black locks and a small but thick patch of beard square on his chin, his pale complexion gives away his nature, accentuated with black eye-paint. Typically wears a form-fitting suit of silky black armor, and has an affinity for curved blades.

Weapons and Abilities: Raurke carries a variety of weaponry for long and short-range combat, typically a curved sword and/or knife supplemented with lightning spells for mid and close range, depending on the situation. While not a master of any of his attack styles, he is a capable marksman and swordsman in his own right. His 200 years of unlife further benefit him in this respect, as he's had plenty of time to learn a few tricks.

Traditionally an Illusionist, Raurke left that path long ago, trading in illusions and parlor tricks for necromancy and the fear-inspiring power of lighting based destruction. Also proficient in Alteration and Enchanting, he's used this knowledge to impart temporary enchantments to channel lightning along the blade of his saber for tougher opponents and situations not allowing a free hand. His spell-like abilities include Shadow-Walking, or Flitting; short-range line of sight teleportation, (An ability passed on to Malori through his use of the technique while trapped in her corporeal form.) and "The Voice of the Revenant"; a vocal magic that can enthrall the living, or call the dead to do the user's bidding.

Backstory: Raurke found himself in Skyrim after a 90-year sleep in a barrow located near the border. Shortly after returning to the mundane world, he was disheartened to find that the religion he gave up so much to protect had now become a defunct and cheap novelty.

Between chasing undead across the land and scouting out ruins, Raurke and his wife Malori hunt down Thalmor patrols in hopes of grabbing the attention of a Revenant believed to be among the Dominion's Higher-Ups.

Personality: Raurke has lived a long time, and tends to treat friends as though they were his children. He is most-likely, however, to linger on the edge of a group, reluctant to reveal his true nature. Haunted by the death of his sister, despite two centuries passing, Raurke is overly protective of female allies.

Player's note:

A revenant, by my usage, is somewhat of a cross between a lich, and a vampire. By lore, a revenant is an unspecified type of undead, worshipped by necromancers in both ceremonially raising the dead, and creating black soul gems. More lich than vampire, revenants feed on the very soul of their victims for sustenance, and are creatures of deep emotional disfunction, the soul reanimating the body out of deep hatred/vengeance, or by powerful feelings of regret or obsession. They can disguise their deformed appearance normally, but require a great deal of emotional concentration to do so; case in point, Raurke going feral when saving Nina.

Edited by charlescrowe
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Carter

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Type: Secondary Player Character

Character Name: Carter Cadlew III

A.K.A: Cat Cadlew

Age: 33

Race: Redguard

Occupation: Retired Legion / Assassin

Guardian Stone: The Serpent

Alignment: Neutral with Chaotic Tendencies

Mount: Flint, a dark bay gelding, (Carter's former cavalry mount)

Physical Attributes:

Carter stands about 6’0, 210 lbs, medium/sturdy build. He has green eyes and black colored hair that is very short and frizzy as is typical for Redguards. He wears a thigh length green mithril lined doublet over a white tunic. His trousers are black and he wears steel Nordic style bracers and boots. He also has a custom made suit of shroud armor, similar to what is worn in the Dark Brotherhood, but it has no affiliate markings connecting him to that guild. He wears this when he's on a job.

Weapons:

His choice weapons are two hidden retractable blades, worn on his wrists and concealed by his clothing. He prefers close combat to ranged, though he can throw a knife if needed, and keeps a small reserve of throwing knives handy for emergencies, he feels ranged combat has too high a margin for error even by a master, but when there need arises he's prepared to do whatever it takes.

Backstory:

Carter Cadlew III is a direct descendant of Carter Cadlew of Cyrodiil Tavern infamy. Though born in Cyrodiil, Carter's family immigrated north to Skyrim when he was just a baby so he is well antiquated with the harsh conditions and unforgiving terrain. For young Carter, assassination was the family business. Great great grandfather Carter I, was the founder and first Shield Father of the Black Shield, a guild of Legionnaires turned assassins, and the Cadlew legacy. As his father and grandfathers before him, Carter III was conscripted into the Imperial Legion at a young age, where he honed his fighting skills and formed contacts across the province. At the age of 25, considered in the Black Shield as the Age of Blood, Carter staged his death and left the Legion to serve his family's order of assassins. After joining the order, Carter setup his personal territory around the Mill Tavern, an out of the way place to conduct his business matters, owned by a long time family friend.

At 33, Carter is still in his prime and takes regular contracts from those who can find him and afford his fee. He has some moderate skill with potion making, but specializes in poisons, rather than curatives.

Personality:

Carter is neither good nor evil, like his fore fathers he lives in the gray middle of the morality compass. He follows an internal code that doesn't always mesh with the laws of men and mer. He is protective of people who cannot protect themselves; a trait stemming back to his childhood. He can be very personable, having spent all of his adult life among like minded folk. He can also have somewhat of an intimidating presence. Though it may not seem likely, Carter can form solid friendships, but it takes time to win him over, he is naturally suspicious of the intentions of others.

Additional Images:

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Nina

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Type: Main Player Character

Character Name: Nina Alamain

A.K.A.: Nina

Age: 35

Race: Nord

Occupation: "Mercenary"

Guardian Stone: The Warrior

Mount: Rain, a grey stallion with faint “freckles†along its face

Physical Attributes:

Nina tops at around 5'9†and weighs 136 lbs. Though she has a small frame, but her slight muscular build makes up for her looking “frailâ€. Her eyes are a unique color of greenish-emerald and her long, black hair is kept in a bun. Her arms and torso are decorated with aged scars, as if she had been in battle a long time ago.

Clothing: Nina wears a black cloth cloak, underneath it a leather vest covered by a white tunic and black leggings. The only visible armor she has is light-plated armguards (hidden underneath the tunic and a great hiding place for a dagger) and boots.

Weapons:

In close-quarter combat, Nina prefers to knock out her targets rather than kill them, so she tends to use her hands as her weapons. Her technique seems chaotic to some hand-to-hand combat masters, but to her it's more comfortable than the other “restricting†styles she's tried. And she'll be more than happy to voice her opinion when confronted.

But when worst comes to worst and if she can get away with it, she will usually snipe her opponents from a distance with her ebony bow, tuned just for her style. But due to its impractical use within close-combat, Nina keeps a steel dagger tucked away in a safe place for such occassions. Her greatest friend in these situations will be her environment, using whatever she can find laying around and/or unused to her advantage to corner her enemy.

Her greatest weakness is magic, or at least any magic being used against her (except for cold spells). With no defense against such attacks, she's often left pinned down with no possible chance of retaliation unless they run out of magicka or someone helps distract the mage.

Backstory:

(Under works)

Personality:

To most strangers, Nina's found to be quite the basket-case. Reckless, often pessimistic, and very crude in her methods are some of their first impressions of her. But what they don't know is this is Nina's method of staying one step ahead of her enemies. Or at the very least trying. She is very quick to judge a person's character and, like all other native Nords, it can be very hard to persuade otherwise, especially when the person happens to be hiding a secret. Not very patient, she'll be more than happy to “rush†things along to conclusion through brute force, often to the point of spilling blood if not held back.

But when Nina eventually views them as a friend, she seems like a completely different person in front of them. True, her stubbornness and reckless ways still persist, but her approach seems more precise and calculated, not unlike one of a seasoned military officer. Her “pessimism†dissolves and what's left is someone who cracks crude-humored jokes and brawl with anyone who challenges her just for the fun of it. True, her drinking days are behind her, but that won't stop her from partaking in just a little bit of fun with a light drink.

But if there's several things she hates the most, it's the Aldmeri Dominion, undead, and offensively-used magic, though even then she may stray away from any type of magicka from lack of or no desire to understand it.

Special Abilities:

Immune to the cold

Additional Images:

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Concept art.

Edited by Xinimator
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  • 2 weeks later...

Nala

Type: Main Player Character

Character Name: Nala

Age: 18

Race: Khajiit

Occupation: Thief

Guardian Stone: The Serpent

Mount: None. (Often time you’ll find her riding with others or finding some other means to get where she wants to go.)

Physical Attributes:

Nala is rather small, even for a Khajiit, and of a light build. Her fur is a warm, dark brown and her eyes are an unusual purple. Nala has always had a strange fancy for fine clothing and jewelry and will wear them if she can get her hands on them. Otherwise she wears clothing from her wardrobe that she’s ‘scrounged up’ that is full of clothes that are often too big for her. One thing about her attire that never changes is the purple hooded cloak that she seems to wear everywhere, even to bed. That and her leather boots.

Backstory:

Nala has always been the definition of alley cat. Her origin is a mystery even to herself as she was found at the doorstep of Honorhall Orphange in Riften as an infant. When she first showed up at the orphanage she was something of a spectacle to the citizens of Riften who, like most of Skyrim, have not seen much Khajiit. She often theorized that a Khajiit caravan must have abandoned her in Riften but could never fathom as to why. She grew up in Honorhall Orphange until the age of ten when she finally decided to run away after a particularly harsh beating she had received that was performed by the not-so-kind Grelod the Kind. Her leaving the orphanage led to a life of crime and eventually to a near-death experience that led to her having to leave Riften indefinitely. Nala has been travelling ever since.

Personality:

Nala’s childhood and life of crime led to her having a hard time trusting anyone, though this doesn't mean she doesn't understand the necessity of other people. She's had to reach an understanding with others in the past in order to get by in life but has never really trusted them. She’s been known to be wise beyond her age but far from mature. She’s not beyond cracking a joke or two at other’s expense, especially those who think too much of themselves, and the occasional prank.

Weapons:

Nala’s best weapon is her wit and her agility, but if the situation calls for it and she's able to scrounge one up she’s rather good with a bow. The only weapon she has on hand is a short sword that hangs sheathed from the back of her belt that was likely forged in Elsweyr. It was one of the few things found with her when she was found at the doorstep of Honorhall Orphange.

Special Abilities:

Nala’s especially good at cracking a lock open and working her way around a conversation. She's also incredibly agile and has been known to have cat-like (:D) reflexes. She also doesn’t know when to shut up sometimes.

Edited by Vereta
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  • 4 weeks later...

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Type: Player Character

Name: Malori Duskshadow

Age: 220

Race: Wood Elf

Alignment: Neutral Good, strong Chaotic tendencies.

Occupation: Scout, Apostate of Kynareth, undead Hunter

Gaurdian Stone: The Steed

Mount: None, can generally travel faster on foot.

Physicality:

Malori is small, even by Bosmeri standard, measuring in at 4'7'', and proportionally as light. Her small stature masks her true strength, as it's supernaturally augmented by her undeath. Malori's facial features are sharp, yet feminine, marred slightly by a faint scar on her left cheek, and more noticeably; a facial brand given to her by her husband's shadow.

Equipment:

A pair of silver-plated scimitars given to her by Raurke as an anniversary gift; these never leave her person. Like most typical Bosmer, Malori carries a bow; hand crafted by her friend and mentor, Halligan Thrane as a wedding gift.

History:

Like her husband, Malori found herself in Skyrim following a 90 year sleep in an unnamed barrow on the southern border. Malori first met Raurke when she was imprisoned in an underground compound that housed the Revenant court, sharing their jail cell. The result of their imprisonment left Malori slightly mad; Her and Raurke's souls were sharing the same body for 5 years while she trained for combat with the Redgaurd Vampire Haligan Thrane. Twenty years after the events that took place in the original Tales, Raurke and Malori wed in her ancestral home of Valenwood, and has since remained with him devotedly.

Mentality/Personality:

Mentally, Malori is still only 18; having gone slightly mad from her earlier days with Raurke which resulted in a psycholigical obsession, she devotes herself almost blindly to him (sometimes to his annoyance). More likely to talk to animals than people, Malori almost never converses willingly with people, the exception of course being her husband. She can be a bit of a handfull; one moment childishly excited about something small, and the next almost murderously serious about the task at hand. Malori is more likely than Raurke to go feral in serious combat.

Abilities of note:

A naturally talented markswoman, and can be a deadly unpredictable undead beasty in close combat. Shares almost all of Raurke's Revenant abilities, save for the finer arts of magic and self-control.

Edited by charlescrowe
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Jayn

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Type: Secondary Player Character

Character Name: Jayna Wind-Arc

A.K.A: Jayn

Age: 22

Race: Breton/Nord

Occupation: Battlemage/Tomb Raider

Guardian Stone: The Lady

Alignment: Chaotic Good

Mount: Odin, a buckskin gelding, steady against all things...except rogue chickens

Physical Attributes:
Jayn is around 5'3, and 110 lbs, Her small stature comes in handy when looting Skyrim's dark places as she's unlikely to spring a trap, but it also means she is not as strong as some in melee combat. She wears her light brown hair pulled back away from her face, and has blue green eyes. She is comfortable in simple mage robes, bracers, and boots most days, but when she is expecting a dangerous road she will don a mix of heavy and light armor, preferring nordic carved steel and leather over heavier or flashier metals.

Weapons:
Jayn's favored weapon is an ebony cross bow. In addition she is a fair battlemage, trained in the destruction, illusion and conjuration schools, she will always combat with a mix of physical and elemental weaponry. She is not an alchemist but has a broad understanding of alchemical ingredients from living off the land. She knows what wild things might help or harm, but not how to craft potions from them, limiting her alchemical skills to minor poultices and sometimes awry experimentation.

 

Favored Spells:

Conjure Wolf (offensive) or Conjure Rabbit (defensive)

Spectral Bolt (a conjured bolt for use in her crossbow, high magic cost, used in desperate times only)

Firebolt

Frostbite

Frost Rune

Frost Cloak

Wall of Frost

Clairvoyance (is not always effective at finding what she wants but always finds something)

 

Backstory:
Jayna's mother was a noblewoman from High Rock who had a tryst with a Nordic rogue while traveling through Skyrim, and from that union Jayna was conceived. Her conception was considered a shameful thing in proper Breton society so she was carried and born in secret. A hand maiden in her mother's employ wetnursed the girl and raised her as her own for public decency, but in private chambers, she was a Breton noble and doted on by her adoring natural mother. Early on she showed a propensity for mischief making and wild unruly behavior, and even then she talked of Skyrim. Her mother told her Skyrim was in her blood, in her nature, and that someday she would have to return to that land.

At the age of 10, her nurse died of fever, and her mother "adopted" her, raising her station publicly so she could attend school and be trained in courtly arts. By 16 she was taking on the diplomatic duties of her house, traveling in her mother's stead. It was on one such trip that she first stepped on Skyrim soil for herself and also fell quite in love with a brash young Imperial soldier tasked with escorting her to Windhelm, though she could never be sure if he shared the feelings. The Nordic homeland sang to her heart in an indescribable way and Jayn could never return to her mother's home in High Rock after that trip. For awhile she stayed on as a representative of her house, but in time, the wilds called her home and she left that life.

Jayn settled into a hunter's camp down river from Whiterun and there she learned about her homeland, entertaining dreams that she might one day meet her father though she knew little of him. Over the years, fate brought her and her young Imperial in and out of each other's lives, the two developing a quirky, bickering friendship, Jayn remained bent on hiding her feelings though in his presence she is sometimes easily flustered. She is a free spirit with a knack for finding trouble, which in Skyrim is always just around the corner, and just the way she likes it.

Odin was once a horse lord of Skyrim, as the locals might say. He was the leader of a herd of wild horses when Jayn happened upon him in the wilds and remains as fast as they come. He was already gelded indicating he was once owned, likely turning feral after losing his rider to the wilds; his fleet footed-ness and un-nordly breeding suggests his previous rider may have been an Imperial courier. The brute was wounded trying to defend his herd from a pair of frost trolls and Jayn's timely arrival in dispatching the trolls saved his life. He was skittish to her hand at first, she captured him only to tend his wounds, intending to release him once they'd healed, but after a few days when she tried, he stayed. For awhile, he followed her wherever she walked, grazing at a distance, camping in her camps. When they grew familiar she finally tried to mount him and found he bore her like a gentleman. Jayn has never met another horse who could outrun Odin, and he responds to her gentle way, there's a kinship there. It's unclear where his unnatural fear of chickens comes from, but Jayn must be careful to keep a steady rein when passing through villages.

Personality:
Jayn is a firecracker. She is brash, can be snippish, and prone to acting on instinct which may work out in her favor but can have unpredictable results for her companions. She struggles with diplomacy, and is not easily bent to the ideas of others, but she tries, she understands it's a failing to be unbending. Jayn is a child of two worlds and as such she often seems pulled between her well-spoken Breton nobility and her wild Nordic natures.

Additional Images:


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  • 4 months later...

Rae'Gar

RaeGarTitle.jpg

Type: Secondary Player Character

Character Name: Codus "Rae'Gar" Cosades

Age: 27

Race: Khajiit

Occupation: Free Agent / Jack-of-all-Trades

Guardian Stone: The Lord

Alignment: Lawful Neutral

Mount: Arcanum (Arc for short), a coal grey stallion with black markings

Physical Attributes:

Rae'Gar is about 6'0, average height and build for a Khajiiti. He has dark grey fur with the black/lighter grey markings of his family tribe, and thoughtful, sea green eyes. His mane is cut short and unbraided. While traveling or adventuring, Rae'Gar wears a hodgepodge of armor, starting with his father's Penitus Oculatus armor, his ebony boots have a muffle enchantment enabling him to move soundlessly and his black leather gauntlets, are enchanted to improve his hand to hand fighting skills. When at rest, Rae'Gar will wear simple clothes, normally a dark colored tunic and dark grey breeches with fine boots.

Weapons:

Rae'Gar is well versed in most Imperial weapon classes, he's comfortably skilled with either a sword or bow, but his preferred weapons are his claws. Trained in Whispering Claw, a Khajiiti martial art form that centers on speed, balance, and patience, Rae'Gar uses his natural stealth, acrobatic skills, and feline qualities to incapacitate his enemies. As a backup, Rae'Gar keeps a family heirloom, an Akaviri steel katana, nearby; either sheathed on his back or bound to his horse's saddle.

Backstory:

Rae'Gar was born in Elsweyr, and like many Khajiiti tribes suffocating under the Dominion, his family lacked the resources to keep him for long. As a toddler, he was sold to slavers, his mother's last words to him were to be proud, that his suffering would keep their clan alive for another year. Rae'Gar still carries this belief even though later in life he was unable to find any trace of his family's survival. At the age of six, he was taken to Cyrodiil by his slave master to be sold at a Khajiiti bazaar. During that special gathering, the event was infiltrated by two members of the Penitus Oculatus who were sent to investigate the breadth of black market slavery at these gathering events. One of these agents was Durus Cosades. Over the course of the gathering, young Rae'Gar uncovered the true nature of these "Imperial Smugglers" but didn't blow the agents' cover story. Instead, he helped them identify the many individuals in attendance and complete their mission.

Before leaving the bazaar, Durus struck an accord with Rae'Gar's master and purchased the boy. His intention was to give Rae'Gar his freedom, but when he learned the six year old had no ties to his clan and nowhere to go beside an Imperial Orphanage, Durus took the boy home to his farm in Skyrim. Renamed Codus in the Imperial fashion, Durus and his wife Solea, raised the boy as their own child, with all the rights and privileges of a good Imperial son. As he grew up, Rae'Gar had one dream, to follow in his wise adopted father's footsteps and join the Penitus Oculatus. Though his marks on the entrance exam were exemplary and his recommendation letters in order, officially, Rae'Gar's application was denied. Unofficially, he works for the Penitus Oculatus as a rogue agent, doing jobs that can never be tied to the office officially.

Between jobs for the Empire, Rae'Gar is a jack of all trades. A thief when it suits him, an assassin when there is need. He's unapologetic for the choices he makes. Rae'Gar believes his destiny is being guided and that he has a duty to act on what is given to him in life, responsible for people who cross his path, for no other motive than to fulfill the destiny the fates have written for him.

Personality:

Rae'Gar is very clever and he has an aptitude for picking up on small details about people. His Imperial upbringing gives him more confidence around humans than most Khajiiti; he doesn't defer to human races, nor shy away from eye contact. Regardless of how anyone else may see him, he doesn't perceive himself as an outsider. He has no tolerance for racial slurs and differential treatment toward him; anyone who wants to refuse him service or courtesy better be prepared to defend that position. His Khajiiti accent is very watered down and he speaks the common tongue with ease. Rae'Gar makes friends easily, though not prone to silliness, he does tell a good story and appreciates a cold ale as much as the next bloke. He's generous, but as he believes in the best in people and that fate has taken things out of his hands, he can be prone to being taken advantage of.

Special Powers/Weaknesses:

Like all Khajiiti, Rae'Gar can see in the dark and can sometimes turn an enemy from battle with a predator's stare. His feline nature affords him keen senses of hearing, smell, and sight, but not in a supernatural way.

Additional Images:

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RaeGar01.jpg

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  • 2 months later...

Rimat

Character Name: Rimat (Pronounced Ree-matt)

Character Age: 22.

Character Class: Commoner.

Character Race: Dark Elf.

Character Birth sign: The Atronach.

Character Description: Rimat is shorter and less thin than most Dunmer women, her poor posture makes her seem very small. She has the characteristic ash-grey skin, angular face, high cheekbones and red irises of her race. She has a straight nose and a slight underbite which endears her to surly expressions. Her hair is worn in a braided ponytail, mostly to keep it out of her eyes and out of her way.

Recently she has gotten into the habit of wearing mages' robes over her usual tunic and trousers, mostly due to her association with the Synod. She has a secret love for textiles, and always wears a shawl about her shoulders and at least one colourful scarf. When the weather is cold, she wears a headscarf rather than a hood.

She has a magpie-like tendency to collect pretty or interesting things she finds. This is amplified by her years spent scavenging to stay alive. A hoarder by nature, any place she inhabits quickly becomes a treasure trove of vaguely interesting but worthless items. While far from a stranger to domestic work, she prefers to keep her private living space messy.

Rimat carries a knife for practical purposes, in the same way she carries twine and a handkerchief. She has no martial training or experience whatsoever, other than some knowledge of where to kick before running away, which she learned through hard trial and error.

With magic, however, she is something of a prodigy. This is almost entirely blunted by her stunted magicka. Most of the time she is without any magicka at all. She tends to be introverted, cynical and sarcastic for the most part, and has built emotional walls to protect her from her life's hardships. Despite her trials, she keeps a tough exterior and a sense of humour, rarely descending into despair or self pity. She brightens up noticeably when she regains her arcane powers. This emotional change makes her far more impulsive and bold, usually leading her to be wasteful with her power.

Weaknesses:

Extraordinarily unlucky

Cannot regenerate magicka, even through alchemy

Useless in armed combat

Not great at parties either

Abilities:

Extensive theoretical knowledge of magic

Well read, multilingual

Will, on occasion, absorb the magicka of a spell or magical phenomenon

Racial affinities to fire and snarkiness

Nice singing voice

Background: Rimat was born in Argonian occupied Morrowind, in Firewatch, an Imperial castle town on the western coast of Inner Sea. As natives, her family were impoverished, and struggled to raise Rimat and her older brother in the Dunmer tradition.

Rimat was orphaned while still a young girl. After a short spiel as an urchin, she was put to work and taken under the care of the great library of Firewatch, along with her brother. In this time she developed a love for reading and magical theory.

In her late teens her brother was arrested and executed for crimes against an Argonian. Fearing persecution from the authorities, she fled to the west, leaving Morrowind and finding work wherever she could. In Cyrodiil she found treatment no better than her occupied homeland, and was unable to hold onto any job for long. Much of the time she was homeless and penniless.

Finally, in a rare stroke of luck, she gained unpaid employment with the Synod mages' order as a porter, washerwoman, and odd-job servant. The job came with meals and accommodation, as well as a very useful benefit: live volunteer magical testing. In this way she had access to a reliable source of magicka, and was therefore able to tutor herself properly in the magical arts. This was assisted by her cleaning duties, which gave her access to the innermost rooms of the Synod library.

Recently her innate spell-absorbing ability, which had thrown off and invalidated countless experiments, was discovered by the mages of the Synod. This did not work out well for her; while they did not terminate her employment, she lost many of her liberties and comforts. When a Thalmor agent came to their door demanding assistance on his mission, The Synod gleefully passed Rimat onto him; fulfilling their legal requirement to assist him, getting rid of a problem servant, and probably giving him a wellspring of misfortune and inconvenience.

Rimat had no particular love for the Synod, but she had settled comfortably into her life and was sad to leave the friends she had made. While she felt no obligation to the Thalmor agent, she knew that abandoning him would ensure a permanent expulsion from the Synod, and it was likely they would not accept her back regardless. She had heard that there were many of her people in Skyrim, and while the place sounded awful to her, she was cautiously optimistic that it may hold opportunities for her to find a better life.

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