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Tavern Tales Morrowind: Your Character


DarkRider
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Tavern Tales: Morrowind
Character Biography Thread

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This is the current list for active or otherwise in play Tavern Tales: Morrowind 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: Morrowind.

Are you new? Once you post your character bio, stop in the OOC thread and say hello! New Players are ALWAYS welcome to the Tavern, regardless of writing skill!

:write:

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 Morrowind: 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 Nerevarines, 14 masters of all the guilds, and a dozen heads of House Hlaalu 
running round Malacath's Tavern. Common sense please.**

 

Updated 11 February 2018

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Fiska
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Type: Non Player Character

Character Name: Rolfiska Khagdum

A.K.A: Fiska

Age: 53

Race: Orsimer

Occupation: Alchemist

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 for backup.

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 Chieftain's 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 amidst 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 victorious, 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 her brother 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. Prefers stealth rather than confrontation, but is ready for whatever comes her way.

Additional Images:
Fiska01_zps364644b5.jpg

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P'urza

 

Type: Main Player Character

Character Name: P’urza

Age: 27

Race: Khajiit

Occupation: Thief

Guardian Stone: The Tower

 

Alignment: Neutral Good

 

Mount: N/A

Physical Attributes: White, Lynx-like tufts on her ears. She is a mix of dark brown and cream fur with faint leopard spots, and cool, blue eyes. She has a scar across her nose and never the same story twice as to where it came from. She is lithe. as all khajiit are, and has an acrobat's abilities and reflexes from many years of cross-training. She has keen senses of hearing and smell.

 

P'urza wears a patchwork of leathers and furs, rather than traditional armor. She's a sneak-thief, not a warrior, but is well-trained to defend herself or others when need be.

Weapons: She carries an ashwood bow, a one-handed war axe, and always has several throwing knives secreted about her person, along with a collection of picks and probes.

 

Spells:

Open Lock - this only works on very simple locks, like those in most jail cells.
Heal - a simple spell for healing on herself or others. It will buy time with more dire injuries.

 

Backstory: P'urza was born and raised in the Black Keirgo quarter of Senchal in southern Elsweyr. As a child, she was a runner for the moonsugar smugglers until her master 'lost' her in a dice game to the Sload necromancers. P'urza escaped her fate worse than death and instead joined the Thieve's guild, where she took particular pleasure looting gold from the Sload and the sugar smugglers. She was forced to flee Elsweyr to Vvardenfell after finding herself on the wrong end of the necromancer's hit list, following a job where two of her fellow thieves were captured, killed, and later sent to kill her. P'urza has never left a traveling companion behind again as a result for she firmly believes they would not have become zombies if she had stayed with them.

 

Personality: P'urza is snarky and smart-mouthed, even in the direst of situations. For a thief, she is burdened with an over-abundance of loyalty to those she travels with as well as a weakness for those in need. Like most khajiit, she is also a moonsugar addict. This has given her an insatiable sweet tooth, as the drug is omnipresent in most of the food of Elsweyr. She will always have candy on her. P'urza is rarely without her sweets.

She has seen the worst life has to offer, and thanks to the necromancers of her home city, also the worst death has to offer. Rather than morose, it has made her somewhat flippant in regards to her own life. She has no fear of dying, provided there are no necromancers about to 'ruin her afterlife'. Above all, P'urza enjoys her trade. There is nothing more beautiful to her than a lock in need of opening and her collection of 'shinies'. She does love her gems.

Because she spent the majority of her life in the cloying heat of Senchal, P'urza hates the cold and does not do well in dealing with it. She chose Morrowind to hide from the necromancers because it, at least, has a civilized temperature in most places, unlike that thrice-damned, frozen Skyrim which is no good place for khajiit.

 

P'urza will sometimes wrap her tail around the wrist or leg of someone she likes as a sign of affection. And often holds the end of her own tail as if making sure it's still there. "P'urza must be sure. It would be embarrassing if it were to wander off, yes?"


Special Powers/Weaknesses: She despises the cold. It makes her lethargic and she is easily prone to hypothermia in truly freezing weather.

She has no special powers save an uncanny ability to open almost any lock, due to her years of training with the nameless master locksmith of Elsweyr.

 

Night vision- because of her khajiit nature, P'urza sees in the dark like others see in the daylight. As long as there is the smallest sliver of ambient light, she will not be blind in the darkness.


Additional Images:

 

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Fin

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Type: Main Player Character

Character Name: Finwëdwyn Caranthir of Valenwood

Age: 132

Race: Wood Elf

Occupation: Ranger

Guardian Stone: The Steed

Alignment: Neutral

Mount: Rabbit, a white pinto mare with black and brown streaking

Physical Attributes:

Of average height and weight for a wood elf, Fin has medium blonde hair that is drawn back into a ponytail. He wears a short beard and goatee and his face is adorned with light blue tattoos. He has several small scars collected from his years of taming the wilds of Tamriel. He has a proud noble brow, with dark green eyes, and a light/clear complexion. Fin typically sports a hodgepodge collection of armor, mixing pieces from his Blades uniform with various ranger elements. 

Weapons:

Fin carries a traditional Akaviri katana, but his primary weapon is an ebony bow with a quiver of daedric arrows he collected during the Oblivion crisis.

Backstory:

When asked about his past, Fin would say "Before the Blades I was nothing." and he would mean that quite literally. He was found wounded and half dead in the mountains north of Bruma in Cyrodiil where he rescued by a group of Blades and taken to Cloud Ruler Temple to be saved. When he recovered, his only memory was his name, but when the Blades discovered his skills at tracking and archery and recruited him into their order. He sometimes has nightmarish dreams that seem to be broken memories of his past but the visions mean nothing to him. During the Oblivion crisis, Fin served in the Imperial guard, scouting for the contingent charged with protecting the crown prince Geldall Septim. When the Blades were betrayed from within their own order and the Septims murdered, many left the order, Fin among them. He joined up with the Legion, contracting out his services as a ranger, which has taken his from one land to the next; always on the hunt.

Personality:

Fin's personality can be somewhat reserved though he does enjoy a warm mug of ale and some joviality. He's observant, thoughtful, and intuitive. His years of experience translate into an air of wisdom, but he can sometimes fall short of real wisdom due to the brashness his people are known for. Fin exudes calm and confidence making him an advantageous ally in any battle.

Special Powers/Weaknesses:

Fin has uncanny tracking skills and the ability to calm animals, sometimes even rallying wild things to his aid.

Additional Images:

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Kibwe

Kibwe1.jpg.cf3a42695a21b0edc9b022225a64c647.jpg

 

 

Type: Main Player Character

Name: Kibwe

Age: unknown

Race: Redguard

Occupation: traveller, occasional merchant, wanderer, fugitive...

Birth sign: The Lady

Alignment: Neutral

Mount: n/a

Physical Attributes: Kibwe is tall and slim. He looks frail but he's not so much frail as he looks.

Weapons: bow, dagger and war axe he made using antlers and stone for the war axe. Being a bit of a blacksmith, he makes his own arrows, either with antlers or metal (iron, steel, elven).

Spells: mostly alteration spells shielding him or increasing his armour protection but also use destruction spells.

Backstory: Ex soldier, involved in too many wars, Kibwe doesn't like much talking about his life. He could slip a confidence here and there, if he feels safe, though.

Personality: Kibwe has lived a long life where he saw more war than peace. He's now tired and just wants to live a peaceful and uneventful life. Conflicts are no longer his interest but he can still draw a weapon if necessity demands it. He is not sad by character; he enjoys a good joke and joyous company and a good beer from time to time but he disapproves of drunkenness and overindulgence in general.

Special Powers: Being a Redguard, Kibwe can use his Adrenaline Rush power (Fortify Agility 50pts for 60sec on Self - Fortify Endurance 50pts for 60sec on Self - Fortify Speed 50pts for 60sec on Self - Fortify Strength 50pts for 60sec on Self - Fortify Health 25pts for 60sec on Self) and he has two abilities (Resist Poison 75% and Resist Common Disease 75%).

He also has superior abilities with blades and good training with the bow.

Weaknesses: He's missing an eye and is obviously old...

 

Additional information:

Animals: A female dog, Whitka is Kibwe's faithful companion. She has accompanied him since she was a pup, warned him of dangers, helped him during combat, saved his life countless times. He saved her life too, less often.

Kibwe adopted Whitka several years ago when he was travelling in Skyrim; removed her from the hands of an abusive master. The bound they both formed is unequalled; they communicate on a subliminal level.

Additional Images:

Whitka and Kibwe

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Edited by ladyonthemoon
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Red
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Type: Secondary Player Character
--
Name: Unknown
--
Age: Appears to be in her late twenties to early thirties.
--
Race: Imperial
--
Sign: The Shadow
--
Alias: Red
--
Profession: Unaligned Assassin/Master Thief
--
Mount: Savior, a gelded Appaloosa warhorse with impeccable direction and camp finding skills, attitude, and a sugar cube fetish.
--
Weapons: An ancient Welkynd Bow, several throwing knives hidden in her clothes, a special spring-loaded dagger of Dwemer make in her left bracer, and a long-knife that rides in a sheathe down her spine. The knife is made of a blackened steel with unknown runes inscribed on its blade; it never dulls and those who touch the hilt sometimes hear a voice whisper to them as though from a distance.
--
Equipment: She wears dark brown leather pants, sturdy boots, a comfortable shirt, bracers, and a leather jerkin spelled to repel small amounts of damage from normal weapons. Her Thief's tool belt is equipped with a length of rope, picks and probes, and various small pouches with other usefuls in them, and a pair of Dwemer Goggles around her neck enchanted with a limited form of Detect Life and Night Eye for dungeon diving.
--
Appearance: Red is slight of build, though tall. Her burgundy-red hair is wild and often tied back to keep it out of her eyes, an odd shade of green like forest moss in a fog. Her most unique feature is her crooked chin. It tilts just slightly up to the left, giving her an ever-present smirk that has flustered many trying to discern her thoughts.
She carries several knives stashed around her person but her prize possession, the Dread Blade, who's blade never dulls and that she can sometimes be heard whispering to, rides in the sheathe along her spine.
--
Background: Red has little to say about her past. When well plied with mead, she will sometimes make reference to an orphanage in Black Marsh and once, in an unusually giving mood, mentioned being given to the Dark Brotherhood as a child; A common practice among those born to the Shadow in the Black Marsh, as she was. There are many stories of how she left the brotherhood, and some stories that say she never has.
--
Personality: She's smart, with a sassy mouth given to facetious comments and bad puns. She has a mercurial temper that can turn on a dime. One moment the slight, pretty thief and the next, someone you would wonder about turning your back on. Red is steadfast in her loyalties. Once a friend, she will gladly risk death for you and likewise seek yours should you betray her or hers. Those that are her friends are not to be meddled with.
She is strong of will and can endure a great deal where others would surely give up. If she has one fault, it is an irrational and crippling fear of spiders. She once hinted it had something to do with an event in her childhood but when pressed, drew a dagger and left the room.
She has been a thief all her life, so she says. She can't pass up a bit of shine and being told something is impossible is like dangling a carrot in front of a starving horse.
--
Hobbies & Habits: Red can often be found in an out of the way little tavern singing songs and poems of her own design. She says the gift of song is a thief's best friend for it teaches patience, timing, and creativity.
--
Special Powers/Weaknesses:
-A weak healing spell for herself or others.
-Limited Invisibility once per day. Lasts for just under two minutes.
-A fire spell that gains strength the longer she has to concentrate before releasing it. It can go from starting a campfire to turning a forest glade into glass if you leave her be long enough. However, the stronger she makes the spell, the more it will drain her until it leaves her unconscious and helpless. She avoids its use as a weapon wherever possible.
 
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  • 4 weeks later...

(Images - WIP)

 

Type: Main Player Character

 

Character Name: Lain Goldmoth

 

Age: 19

 

Race: Breton

 

Occupation(s): Enchanter, novice alchemist.

 

Guardian Stone: The Steed

 

Alignment: True Neutral

 

Mount: Roca, a grullo mare that (mostly) can't be bothered with life's problems. Takes time to wake up and get rolling, but is steady even in the face of danger. Unless it involves cats (Khajiit not included.)

 

Physical Attributes: At 5'6'' (1.67m) in height and with a slim figure, Lain is about as unimposing as one could be without being non-existent. Moderately long, blonde hair stretches down to his shoulders. Life on the road has rapidly made him a more toned figure and toned down the androgynous element, but even so he could still be mistaken for a girl if seen without a clear view of his face.

 

Equipment: Steel Dagger, Shortbow & steel arrows. The dagger is enchanted with freezing properties - the struck limb or other bodypart behaves as though it has been submerged in freezing water.

 

Spell(s): Candlelight – it wont light more than a meter around him, but Lain can provide a light for a short while without needing to consume a torch. Or risk roasting someone.

 

Flames – It's not a very big fireball, but it's fire all the same.

 

Sparks – BZZZZZZZZZZZT!

 

Backstory: Lain has not had much opportunity to more deeply understand the world or himself until recently. Most of his short life has been spent as effectively a house servant, taking care of the homes of people far above him on the social totem pole to help keep a roof over his family's head. Being a house servant had its perks; Lain passively absorbed a lot of information and was even directly taught things once in a while, most especially by childhood friend Elena, teaching him what it took to become a functional practitioner of enchanting and to a lesser extent alchemy. Ultimately it led him being able to purchase the horse, Roca, from Elena's family and let him set off to find his own way, becoming something of a wandering enchanter while trying to accrue enough coinage to settle down properly.

 

Personality: Softspoken and gentle, Lain is always ready to help and to make a friend. It is tempered primarily by having a sixth sense about people, though it is not something he consciously understands and his better judgment can be led astray by group consensus. Seemingly at odds with this ability to read people's motives is a tendency to read people's statements at face value out of unawareness of deeper subtexts and meanings. It's not crippling, and he will usually pick up on it if the secondary meaning has to do with emotion, but a would be skooma dealer will be left dismayed trying to sucker in this idiot. While Lain will readily spring to action for others, be it socially or in battle, he has trouble standing up for himself against other people.

 

Special Powers/Weaknesses: The Steed – Lain can carry half his own weight in stuff without being slowed down. Carrying the mass of a person will take its toll, but he can still cover considerable ground before succumbing.

 

Dragonskin – In his moments of greatest need, Lain may suffer the blow of the most lethal spells and survive unscathed. What doesn't kill you makes you stronger, indeed.

 

Additional Images:

Edited by Jheuloh
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Jack

JackTitle02.jpg

Type: Secondary 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

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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Hawk-Drinker

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Type: Secondary Player Character

Character Name: Hawk-Drinker

A.K.A: Hawk

Age: 28

Race: Argonian

Occupation: Hedgewizard

Guardian Stone: The Ritual

Alignment: True Neutral

Mount: Little Bird, a black gelding with white mane/tail

Physical Attributes:
Hawk-Drinker is around 6'0 and has a heavy build. His brow feathers are red and his face has tattoos of the same coloring. His skin is a dark silver with blue hues to match his bluegreen eyes. He wears an amulet of protection, fur bracers, fur armor, and thieves boots. He is slightly vain about his appearance and finds amusement is the weak hide of simple humans and delicate cats.

Weapons:
A true wizard, Hawk carries a staff to enhance/focus his magic gifts, but he also carries a daedric long sword which has served him more reliably in battle.

Backstory:
Like many Argonians, Hawk-Drinker was born into slavery. As a young egg-tooth he was taken from his mother, who was also a slave, and carried in a Nordling's pack far away from the blackmarshes to the mountains of Skyrim where he was left as an offering on the steps of High Hrothgar. After three days, the Greybeard monks were awakened from their meditations by the sounds of a desperate hawk screeching angrily in the training yard. There in the tower they discovered a young Argonian, shivering from the cold, raiding a hawk's nest; the yellow yolks still dripping off his snout. The Greybeards took him in, calling him Hawk-Drinker and deciding to keep him on as a servant. He was headstrong, brash and rather disobedient, so the Greybeards soon found him ill suited to a servant's work. However, the boy showed an unusual aptitude for magic and they encouraged his study of the magical arts, believing his destiny would eventually find him. When he was a teenager, Hawk-Drinker broke the one rule the old mystics held sacred and traveled higher into the mountain to the Throat of the World. He returned from the mountain a changed man and had been set upon a path that would ltae him away from High Hrothgar. The Greybeards agreed with his decision to leave, still burning from his latest act of disobedience, and so he left to make his way in the world alone.

Personality:
Hawk-Drinker is suspicious of strangers, especially those who are not Argonian. Once his trust has been earned he is a steadfast companion.

Special Powers/Weaknesses:
Hawk-Drinker has a variety of practical spells in his skill set including Muffle, Invisibility, Circle of Protection, Calm, Healing, Candlelight, and Detect Life. His most powerful spell is his conjure familiar spell which summons a wolf familiar to join him in battle.

Additional Images:

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