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Tavern Tales Character Bin


Vereta
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Tavern Tales Character Bin

This thread is the home for former Tavern Tales characters that are no longer actively in play, or being used in any way in the current Tavern Tales. Characters here may be deceased, may have Writers who left the game or TESA, may even just have never quite made it into the story telling. Here they remain for posterity, gone but not forgotten. :lmao:

=======================================

Character Name: Aaron Hume

Character Alias: Vereta, V

Owner's User ID: Vereta

Status: Deceased

Age: 18

Race: Breton

Birth Sign: The Thief

Birth Location: Kvatch

Main Class: Mage

Secondary Class: Journeyman scholar, journeyman mage, and journeyman engineer

Special Abilities: Slight magick immunity, quick thinker, magickal engineering, and proficient telekinesis

Faction and Ranks: Former Mage's Guild member

Marital Status: Single

Children: None

--

Physical Features

--

Sex: Male

Height: 5' 7"

Weight: 153 lbs

Eye Color: Violet

Hair Color: Brown

Hair Style: Downy, windswept, and messy

Unusual Features: Eye color

Famed For: Nothing in particular

Infamous For: Involvement in necromancy

--

Equipment

--

Armor: None

Clothing: Blue cloak, brown boots, oil dotted white shirt, and dark patched pants

Weapons: None

Jewelry: A single necklace that belonged to Lily

Miscellaneous Equipment: Magickal Pack, V emblem on cloak

Owned Land/Property: None

--

Background: Aaron Hume was born to an ordinary family, was an only child, and, strangely, was born under the sign of the Thief. Aaron became an academic in the mystic arts among other things at the Arcane University, were he met a girl named Sharon Dane, at age ten. Sharon was a laid-back, smart girl and Aaron took to her quickly. Aaron received the nick-name Vereta (derived from the word vertu, meaning a love, taste, or knowledge for fine objects or art, mixed with the word eta, the seventh number in the Greek alphabet) by Sharon. Sharon gave him this nick name because of Aaron's love for knowledge and art. Sharon and Vereta had some bad encounters with necromancers and haven't seen one another since.

--

Personality: Young, stubborn, and a bit hot-headed Aaron Hume won't take anything from anybody. He's defensive, loyal, and intelligent, but isn't overconfident or cocky. He isn't a hero, but his heart is in the right place. He isn't a coward and isn't easily frightened. He will state something when he feels it's appropriate.

Edited by Vereta
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Character Name: Sir William

Character Alias: Willie Sea, William, Willhelm (to be silly), Will

Owner UserID: WillieSea

- - - - - - -

Character Age: Apparent 23 (real 46)

Character Race: Breton

Character Birthsign: the Thief

Character Class Main: Knight

Character Class Secondary: Apprentice Scholar, Journeyman Wizard, Grand Master Assassin

Class BS Abilities/Powers: Shield 1/day for 1 hour. Extra Magicka 50, Resist Magic 50%, Agility +10, Speed +10, Luck +10

Special Abilities: Immune to lightning or shock effects of all kinds. Once a day can release a 500 point damage lightning bolt.

Unusual Abilities: Immune to alcohol, extra sharp eyesight able to notice small details, very lucky, very fast and silent, climbs castle walls

Spells: Dungeon Delver (Night Eye, Life Sense, Chameleion 50%) 1 hour, Heal Self/Other 50 points, Chameleon 100% 30 minutes

Faction and Ranks: Mages Guild: Conjurer, Dark Brotherhood: Listener

Marital status: Single

Children: None

- - - - - - -

Physical Features:

Sex: Male

Height: 6 foot

Weight: 170 lbs

Eye color: Green

Hair color: Yellowish gold

Hair style: Head: Short, straight, combed back. Facial: None

Unusual features: Long thin nose, One slightly crooked tooth

Famed for: Adventurer

Infamous for: Former Master Assassin

- - - - - - -

Equipment:

Armor: Black Leather with chain-link inside.

Clothing: Black silk cloth.

Weapons: Longsword - very light, unbreakable, ever razor sharp

Jewelry: Circlet: Ring of Life: Restore health 1HP per minute, restore fatigue 1pt per minute.

Misc Equipment:

Horse Name and Desc: Black Mare named Night.

Pet Name and Desc: None

Owned lands or property: Various places around Cyrodiil.

Other people in their life: None.

- - - - - - -

Life Stories:

Birth Location: North of Cheydinhal in a farmhouse in the hills.

Story of Youth: Lived with Monks in Monestary where he learned to be a scholar. Then for a while as an apprentice to a master wizard.

Story of Prime: Joined the Dark Brotherhood to search for those responsible for his families deaths.

Story of Middle Age: Takes place in the Tavern Tales. On one of the adventures he was spashed with the waters of youth and hence his new 'apparent' young age. He has the skills and wisdom of a much older person.

Current Status: Back from the beyond. Free of Sithis hold on his soul. Has a new life to live and wants to make a good difference to the world.

Background: William was born to poor farmers. In his 7th year of life, marauders attacked and killed his family. He was playing in the forest at the time, and came home to the carnage of his entire family, his life, dead before him. Just then, a monk traveling on the road nearby came up the road to see if he could stay the night at their farmhouse, not knowing what had happened. Seeing the weeping child, he took William away from the place and raised him in the monastery. William learned much from the monks books, he learned about healing. When he turned 14, he left in search of those responsible for killing his family. He had learned the name of the marauder band that had done this to his family. In his searches, he stayed a while as an apprentice with a great wizard of destruction. This wizard taught him several magical spells. At 17, he left there and had killed several bandit bands and wandering thugs. One night, the dark brotherhood contacted him. He would be an ideal candidate for their order, and he could belong to a family once again. He worked hard and rose in the ranks quickly, soon becoming a hand of a guild hall. But that did not last long; the hall was to be cleansed of the taint of a betrayer. William vanished into the wilds of Tamriel. Being a master of so much, he was never found, and was soon forgotten. Apparently, Sithis had other plans for the rogue. In the wilderness, William one year found the tavern...

Personality: He is no young buck, but he is not old either. He has a strong sense of loyalty for his friends and will never leave them in danger. He is intelligent from his monastery and wizard apprentice learning, he is stealthy in his movements, and is a marksman with the bow and arrow. Long blades are his only other known weapons. He is extremely agile like an acrobat and can walk on gravel without being heard. He's not much of a pickpocket, but he can set traps with skill. His eagle eyes pick out the smallest details or swiftest of movements.

Overview:

He is an assassin. And as in the first stories about him, his 'cover' during that time was a noble, high breed. He is good with words and can normally talk his way out of most situations. He is always watching his back, and he knows most all the various guild signs (being in his actual mid forties he learned a lot and is wise). Not saying he does not do dumb things sometimes. So, when he is in a bar, for example, he knows where the exits are, he sits in a defendable place with a view of any entrances or exits. And he keeps an eye on everyone in the room without looking like he is. He uses stealth and guile to go with his acrobatics skills. He knows the fine art of killing and can take down NPC's quickly and silently. (Normal combat with creatures though.) His favorite weapon is the bow and arrow which he uses with great skill from great distances, with the longsword a close second. And he is adept at throwing knives and stars. He never was able to mix potions, so poisons are out unless he purchases them. His magical skills are limited (except for his primary ability) but he can heal himself some-what. Since he knows the humanoid anatomy, he can use that to apply first aide or to kill others quickly.

Anything you feel a Master Assassin should do or know is what he is. Since he now looks like he is in his late teens or early twenties, he enjoys playing the dumb clumsey part if it gets him what he wants. When he decides that its necessary, he will kill without remorse. He will also defend innocents who he feels are being attacked by evil forces. He will also releive those same forces of their belongings quickly if he can.

He is not much good with difficult traps, but looks forward to some training from Red. He can, however, set up his own tripwire traps to catch the unwarey.

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Red

Name: Unknown

Age: Actual-38 / Physical appearance-20

Race: Imperial

Sign: The Shadow

Alias: Red

Profession: Master Thief/Former Dark Brotherhood Assassin

Mount: Savior, a gelded Appaloosa warhorse with impeccable direction and camp finding skills, attitude and a sugar cube fetish.

Weapons: An ancient Welkynd Bow, found as loot in a ruin. The Obsidian Rose, a unique black bladed sword gifted to her by Raurke which she wears in a Baldric over her shoulder also several throwing knives secreted about her person and a long knife at her back.

Equipment: She is currently wearing Light Dwarven Greaves enchanted to protect her from some amount of damage, Boots and a Leather jerkin over her shirt. 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 an unusual form of Night Eye that does not turn her world blue.

--

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. Some trick of genetics makes her look far younger than her years, a trait she uses well.

She has traded her leathers, buried with her former life, for a pair of Light Dwarven greaves, Iron boots and a curiously enchanted top that seems to offer her some extra protection from normal weapons. On occasion, when scouting a heist, she dresses most subdued. Glitz and glam are only good if you want to be noticed, and she is often trying hard not to be noticed.

She carries several knives stashed around her person but her prize possession, the Dread Blade who's blade never dulls, was buried with her and she has no interest in retrieving it.

--

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 Argonians born to the Shadow as she was. She's never said what happened, nor how she came to leave the Brotherhood...or even if she 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: She has no outstanding magickal powers or weaknesses though she hates the cold. Having been born and raised in Black Marsh, she finds the cold incapacitating. She does however love snow, if only she could have snow and have it be warm.

Note: Red is currently involved with Garulf. A Nord and Dragonhunter from Skyrim and childhood friend of Grond's. They first met when Garulf and his Dragonhunting squad came to the Tavern, long before Red's rebirth. Fair to say they were smitten with each other from that moment. She is endlessly amused by the never ending, friendly rivalry between her love and her friend. Garulf is fiercely loyal to Grond, Red and all those at the Tavern. He's tall for a Nord, burly with brown shoulder length hair he wears pulled back and typically carries a war hammer as his weapon of choice though he's equally skilled in hand to hand. Like Grond he prefers fur greaves and has a vest designed from Dragonhide.

Red was slain on the field before the Hold of Caripea in Skyrim attempting to save her friend, the Dark Rider from an evil talisman. However, many months after her death, a previously unknown daughter who bore a striking resemblance appeared. A cold hearted assassin, Scarlet led several of the Tavern goers to a secret assassin's guild where, while trying to claim power for herself, she was struck down. Near death, she met her mother in the Veil and chose to pass on to Aetherius rather than return, allowing Red to return to life in the body of her daughter.

Not all of her seems to have returned however. There are gaping holes in Red's memory. Things, events and people she should remember and yet can't. The memories are still there, as she sometimes gets glimpses of them but for now, she lives with the loss,

All the magical abilities Red had gained previously from a powerful, magical crystal are gone, dead and buried with her original body. She now appears to be around the age of Twenty, some eighteen years younger than her actual age, slightly shorter and with longer hair.

Screens:

Red and Savior

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th_NewRed03.jpg th_NewRed01.jpg

th_ScreenShot64.jpg th_ScreenShot59.jpg

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Rider

Type: Player Character (Semi Retired)

Character Name: Conall Cearnach

A.K.A.: The Dark Rider, Rider

Age: Unknown, but he is Immortal and assumed at least 5 centuries old and appears in his 30s.

Occupation: Ranger and Soldier for Hire

Birthsign: The Steed

Mount: Legion the original Black Stallion (Fastest horse in Tamriel and Immortal as Rider)

Physical Attributes:

Rider is of a medium height and build. He has piercing blue eyes and mid-length unkempt hair that often sweeps into his eyes. He wears a long coat to conceal the Katana on his back, the Wakazashi on his belt, and the rest of his arsenal. The coat has a hood that pulls forward to conceal his face. He also carries a satchel that contains the essentials of a ranger. He bears a narrow scar near his left eye.

Backstory:

At the age of six, Rider was taken from his home and family and inducted into the mysterious but honorable order of the Blades; his destiny was to live a life in service to the Empire. He grew under the tutelage of the master swordsmen, and at the age of seventeen, he was selected to apprentice a Bladeknight named Amroth.

Amroth was a good man, and a phenomenal warrior; he treated Rider as a son, teaching him the ways of the Bladeknights and all the mysteries of the natural world. Over the years, the two became like brothers and they fought side by side in blade and honor. Then, when Rider was nearly twenty-nine and the two were stationed in Morrowind, Amroth came to him one night; the barracks was silent as the grave. He told him a story about a man who had murdered his own master when he was only a year older than Rider. He had sworn then to avenge his master's death and had received word that the man had finally returned to Morrowind. Knowing that they risked being expelled from their Order, the two embarked on a quest to destroy Amroth's old enemy. Deep in the black woods, they were attacked, learning too late that Amroth's informant was a double agent and had betrayed him. In the end, Amroth was slain and Rider, though wounded, was allowed to leave with his life. The events of that night remain a mystery, but with Amroth's death, the grandmasters expelled him from the Order and Rider was left alone, changed, and cursing his destiny.

The only friend who remained was his black steed, an Akaviri Warhorse, named Legion. Rider tried to put his past behind him, moving into the wilds as a ranger. When there is a need, he still uses his blade to protect the Empire, but he is a free man, and will never serve another blindly. Though some things are known about this man the villagers call the Dark Rider, there is much about him that remains unknown. Some say he no longer dwells in the land of the living, but rather lives somewhere in a balance between living and dead.

Personality:

Rider is a genuine bloke. He is open to friendship with anyone, despite the sometimes seedier sorts he interacts with. He has a good sense of humor and adventure, but can have a quick temper and a broodish side.

Concept Image:

aragorn4.jpg

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GROND

Age: 50

Sign: The Warrior

Alias: Grond hides nothing.

Profession: Retired Knight Errant

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Background: Born on the isle of Solstheim to loving parents, Grond lost his mother before he reached his teen years. She was killed by Reavers, who attacked their home in the night. After her death, Grond spent his time learning the ways of the warrior from his father ( himself a young veteran of many wars, but who lost a leg to a Spriggan ) as well as the spells unique to his race. When he reached adulthood, Grond sailed to Morrowind, and eventually to Cyrodiil, battling those who would seek to harm the innocent. During short-lived jobs as a guard for some city or some royal body, Grond learned to quell his impulses and act as a knight should, with quiet grace and staunch loyalty. But the open world called always to him, and bodyguard jobs confined him, so soon enough Grond would be in the wilderness again, hunting and destroying cruelty and evil wherever it lurked. Often too far away from cities to obtain potions for healing, he learned the distasteful ( to him ) art of alchemy, and so became quite gifted at what he would normally dread. His life has been a series of unconnected adventures through Tamriel's wild lands, but each adventure has been an act of vengeance upon those who took his mother from him. Gone now are the days when Grond wore plate mail and rode a mighty painted steed and protected the weak. He recently helped a fellow with the suspicious name of Dark Rider build a tavern along a busy road, and, though he seeks to live out his years in quiet comfort near the Tavern's blazing fire, still Grond hears the open country, and the evil there, whispering to him of work yet to do.

-In a recent adventure, Grond discovered that his mother had not been murdered. She had been abducted by spirits because of foolishness on his part. This discovery has shocked him, and he has gone to Udolf - but he will soon return.

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Appearance: Grond is a barbarian, somewhat refined by a lifetime spent near cities. He wears fur greaves which he has cut into short pants, leather sandals, and rarely more, due to his Nordish upbringing ( Cyrodiil's weather is extremely warm to him, and he is tired of clothing after half a lifetime of wearing plate mail ). His straw-colored hair is long, and when not in a pony-tail, it resembles a lion's mane. His eyes are blue, his Nord skin has a ruddy cast from the Cyrodiilic sunshine.

He stands 6' 7" and weighs 295 pounds.

His hand-to-hand skills are extraordinary, as is his woodcraft - often he will disappear from the Tavern weaponless, and return to fill the larder with venison - but when he needs it, his only weapon is a silver two-handed hammer.*

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Personality: If Grond wore sleeves, his heart would be on one of them. He is quick to anger, or laughter, or sadness; but not quite so quickly can he escape one of those passions. He is not so quick to forgive. But he is steadfast in word and deed. Retaining lessons taught by his father, and what he lived by as a knight, when Grond says something, it is a promise, and he will do as he says or die in the attempt. He is impulsive, rarely waiting to debate a course of action. He has some wisdom but seldom waits to heed it, though most often his impulses are correct. Whenever they aren't, Grond's strength ( of both body and will ) can carry him through trouble and out of it. His laughter is loud as a gale, and Grond usually runs into battle laughing loudly. His shout vies with the voices of Nord legend*, and at battle's end, Grond sends a victorious bellow to Stendarr, his patron. Grond distrusts magicka and finds those who dabble in it to be strange characters, unworthy of his trust. But unless they point their sticks or hands his way, Grond will befriend even a magician, and once he calls you 'friend' Grond will die for you, so long as he is never betrayed. Because betrayal, lies, and cruelty are Grond's only true enemies.

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Hobbies and Habits: No longer a sapling himself, Grond stays in fighting shape by cutting firewood for the Tavern. He is often gone from the place for days at a time, harvesting ingredients, or simply running, for the joy of just being in the wide world is now enough for Grond. He likes to sleep on the bare ground without a fire ( though he does enjoy watching flames dance, or women, or water ). He has yet to be bested in a drinking ( or a belching ) contest. He is quite talented in the art of alchemy, and can often be seen hovering over his expert equipment, his wide jaw clenched, his tongue out as he concentrates ( a jovial, unexpected site ). But Grond's favorite hobby these days is lying on his back at midnight in a fireless campsite, arms behind his head, watching the wide worlds wheel above him.

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ADDENDA:

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* Grond has been gifted with the Storm Voice, or Thu'um. He forsake the opportunity to learn how to use it - when Kynareth gave him the choice - to go to Skyrim to learn from the greybeards, or to return to the Tavern - he chose to go home, so he neither knows nor really cares when or why the weapon will come to him next.

* He loses more weapons than he keeps. He now has a new Hammer given to him by Arwin.

-We have recently learned that Grond has at least one child, a Redguard boy named K'gosi, who lives with his mother Jelani in Rihad, Hammerfell.

-Grond has gotten a magical dagger, a gift from a desert nomad chieftain named Nikuru. Its power is yet to be defined, though it buffs Grond's stats!!

-Grond has a woman friend named Failan, who is the leader of a small village called Udolf. Failan is a Nord/Imperial mix, with chocolate hair and light brown eyes. She wears white fur armor, and is better with a sword than a bow.

-He lost his old warhorse Mik in a storm. Recently he has gained the trust of a mighty grey stallion, and has named him Mik.

-A young Nord girl Lily, once named Sharon Dane, has stolen Grond's heart, and he looks upon her as daughter.

-Garulf, Grond's best friend in childhood, has been seen floating around Red from time to time. When the friends meet, their endless competitions and boyish bickering is at once charming and dangerous. But Garulf and Grond make an exceedingly effective team. A bit of proof.

GrondBioPic.jpg

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Name: Shamus mac Cennedi

Type: Player Character (Semi Retired)

Age: 32

Sign: The Thief

Profession: Archaeologist/Treasure Hunter/Historian

Physical Appearance:

Shamus is 6'2" with an athletic build not heavily muscled he maintains a balance of strength and flexibility with regular stretching. He has dark brown hair he keeps cropped short and eyes that shift between hazel and green depending on the light. He has good hand to eye coordination and above average stamina.

Background:

Shamus was orphaned at age 4 when a sickness swept through his village killing 1 out of 3 people. He was raised by an old hermit who lived in the mountains outside of town. This is where he learned his love of reading, mysteries, and the lost peoples and ancient lore of Cyrodill. He also learned the skills of a ranger and a love of the outdoors and wild creatures. At 14 the old hermit died and Shamus joined up with a traveling merchant caravan. Here he studied unarmed combat under the tutelage of a foreigner who took to Shamus but would not talk about his past. The skill focused on speed rather than strength and using circular motions to redirect an opponents force leaving him off balance. Shamus was an apt pupil and studied hard, he continues to practice whenever time permits both to hone his skills and endurance. He later applied this system to blades preferring short light weapons that he could move quickly. This has served him extremely well against the average opponent who will find his heavier sword has been redirected past target and cannot recover in time. However this style is weak against a highly skilled opponent who could maintain balance and make use of his extra reach.

At 18 Shamus left the caravan and apprenticed under a reclusive wizard who shared his love of old mysteries. Although this was a very pleasant time for Shamus and honed his puzzle solving skills, he found he had no real aptitude for magic. He did finally master some lower level spells in a variety of schools but could never attain great proficiency. Shamus learned a lot about the older styles of enchantment during this phase including the old Akavari system that tends to be more subtle than modern enchanting practices and less demanding of magicka. He also learned to read several dead languages and hieroglyphs. When reaching 22 Shamus struck out on his own and started hunting lost relics for collectors across Cyrodill. His unusual knowledge and skill set have allowed him to charge well for his services and make a decent living while still allowing him time to indulge in his own private relic hunts.

Personality:

Shamus is easy going and open minded. He enjoys philosophical or intellectually engaging conversations a great deal but tends not to talk about himself or display his emotions. He is intensely loyal and slow to anger, albeit with a hatred of bullying. Once his anger is kindled it burns as a homicidal rage he has difficulty controlling. He tends to always appear relaxed and affable and those who did not know him well would be unlikely to recognize if he was angry or sad. The one tell he can't control being a Y shaped vein that stands out on his forehead when experiencing strong emotion. Shamus has spent the majority of his time isolated from other people and feels most at home alone in the wilderness. While he gets along well with most people he finds large groups emotionally draining and tends to suffer if he goes to long without some time alone to regroup. Having spent so much time in the wilds he feels an affinity with nature and can usually detect thins that are out of balance with the natural order. This ability can sometimes be useful in detecting magical traps.

Weaponry:

Shamus carries a matching Wakizashi and recurve bow, both ancient pieces of and enchanted Akivari set that were discovered in a cache unearthed during his time with the wizard. Even Shamus does not fully know the potential of the weapons as modern mage's cannot interpret the Akavari enchantments. The sword never wears or oxidizes and can inflict damage on magical and elemental creatures. The bow has similar properties but Shamus has found that if he concentrates on his target it appears larger and clearer to him, he is also less likely to miss the mark with this compared to other bows. The bow either rides unstrung and clipped to his girth strap or strung and clipped to his quiver strap. The Wakizashi is carried on his left hip hilt forward with the cutting edge down. His dagger is carried angled hilt forward on his right hip, conveniently positioned for either a left hand cross draw or a right hand forward sweep. The dagger is a newer weapon recovered from a necromancer Shamus stumbled across in an Ayleid ruin. It carries a weak drain health enchantment but is somewhat unique in that the drained health goes directly into the dagger replenishing it's enchantment.

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Echo

Name: Echo

Age: 18

Alias: None

Sign: Thief

Profession: Tainted (Say wha?)

Appearance: Smaller then a door and bigger then a Dwarf. Lucky goggles around his neck at all times. A suit of form fitting Leather platted with random scraps of metal. (Think DBH suit with metal plating)

Background: Abandoned as a baby on an oblivion plane, Echo was saved by an Imperial patrol who had entered a gate attempting to close it. He was taken back to Fort Ava, a Legion stronghold, and remained there in the care of the Legion guards. The name "Echo" was given to him because his laughter as a child could be heard throughout the halls, and not to mention his crying. Echo was constantly being punished for stealing things of value.

At the age of 16, Fort Ava was ordered destroyed, at which point Echo left the care of the Imperials who had taken care of him. Throughout his life with them, Echo had become almost a master of the blade, learned to survive on his own, and more importantly, how to drink like a man.

Echo's first place of refuge was within the walls of Cheydinhall. There he became a helper to the local blacksmith, and leanred all he could about maing and reparing armor. From which, Echo made hist first set of iron armor. Peiced together from scraps he had collected for a year. After which, Echo began adventuring, plundering cave hidouts (when no one was home) and soon enough, he had amassed a horde of random trinkets. His most prised trinket being a pair of goggles that help him see in the dark.

After a year in Cheydinhall, Echo moved once again, this time down to Bravil. A drastic change from the clean streets of Cheydinhall, but fitting for Echo. Making home under some stairs, Echo made no waste in his adventuring, selling some of his loot for coin to buy food. After about a year, Echo, became the target of some rather jealous bums in the city, so Echo was once again, forced to move.

In his wondering for a new home, Echo happened upon a tavern out in the woods. The rest as they say, is history...

Personality: High spirited, being around echo is rarly a dull moment. Often sidetracked by his sparkeling intrest in random trinkets and clutter items, Echo can be quite vicious when his stash of goodies is threatened.

Hobbies and Habbits: One would think that Echo's one and only purpose in life is to collect new trinkets. He once had a stash of several thousand magical rings, though they were all stolen but an unseen foe that has plagued Echo since he was a small child. No one believes him.

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  • 3 weeks later...

http://img56.imagesh...makimenuwt7.jpg What my character appears as in the menu.

http://img412.images...makisidelq1.jpg Side view of her.

http://img443.images...akifrontzd6.jpg Front view of my character.

http://www.tesnexus....-1226789684.jpg Wilson, Tajomaki's clannfear.

http://img381.images...ruuqhrummu8.jpg Auoruuqhrum, Tajomaki's horse.

http://img167.images...triosizesu4.jpg Here's how big the folks of the trio are compared to 'normal' people. :gather:

Tajomaki, the half-breed.

Race: Bosmer-Dunmer halfbreed.

Gender: Female.

Age: 16. (Elf years! >_<)

First Name: Tajomaki.

Surname: None.

Birthsign: The Atronach.

Class: Countrymage (A 'country cousin' of the mage, that is, all their magic is learned via trial and error and experience, rather than by scholarly work and research.)

Tajomaki's In-game abilities:

Permanent 90% resistance to disease and poison.

+10 to alchemy, alteration, conjuration, destruction, illusion, mysticism, restoration.

Atronach Birthsign: +150 Magicka, Stunted Magicka, 50% chance to absorb spells cast at self.

Greater Power: 'Panic'

Fortify Intelligence +50 for 120 seconds on self.

Fortify Willpower +50 for 120 seconds on self.

Fortify Endurance +50 for 120 seconds on self.

Fortify Health +100 for 120 seconds on self.

Fortify Magicka +100 for 120 seconds on self.

Wilson's abilities;

Restore 1 Health every second. Duration of 0. (Ability.)

85 magnitude shield effect. Duration of 0. (Ability.)

Auoruuqhrum's abilities;

Restore 1 Health every second. Duration of 0. (Ability.)

85 magnitude shield effect. Duration of 0. (Ability.)

Trivia: Slightly infamous for disappearing into the forest, never to be found by the guards even. Superstition surrounded her now, some myths saying she wasn't really a Dark Elf, and instead something more powerful, some saying she had unheard of magic on her side.

Appearance: An average height, but thin female half Dunmer. As a result of being a Bosmer-Dunmer halfbreed, her skin adopted a light blue coloration, eyebrows blue and hair black, with faded purple lips. While the color of her eyes have no redeeming qualities superficially, when one looks closer, they appear to have less of an orange tint in the pigments, and another trait of note is that her ears are long as a Bosmer's.

Personality: Many of those who held no bias against Tajomaki describe her as 'Moderate in every way, Tajomaki is not the one to move to radical conclusions or show extremely intense emotions, and not the one for rash decision making. She is, however, often troubled by being rather reserved and quiet - her first instinct is to hoard her knowledge and material possessions, sharing them only when it is necessary or when asked to. One must, however, also credit her quietness to her ability to listen to others without interruption, and observes the world around her.'

Biography:

Her past revolves around her dodging the authorities, general public, fearsome creatures, etc, because of being hated and despised for her characteristics, and this shows perhaps because of her quiet and reserved nature, rooting from the many years of superstitions associated with her. Her heritage is where it all started, for her father is a Bosmer, which also explains her long ears and peculiarly white eyes, and her mother being a dunmer, a combination that was considered downright disgusting by those around her, and so was rejected by the general public. Her previous generation of relatives considered her a disgusting freak because of her racial mixing, and her parents abandoned her near Weye out of fear, because of a small, red and yellow clannfear which followed Tajomaki wherever she went, and had given Tajomaki a pearl for one reason or another. Fortunately for her, however, she was found by a guard, though was quickly given to the first person they found, who then sent her towards person nearest to them.

During her early years of life, she and her clannfear were constantly being juggled from caretaker to caretaker, each one abandoning her as quickly as the previous caretaker, up until she was age six, as Tajomaki had become tired of never staying in the same home for more than a week, and chose to live on the streets of the Imperial City. Although at first, she enjoyed the fact that her life no longer revolved around being shuffled from home to home, when she faced hatred from everyone around her, be it for her racial heritage or clannfear accompanying her, or for simply having a beggar look, she was no longer so happy to be on the streets. The night after she had fled from her home, she crept outside the Imperial City doors, though foolishly tried to sneak through the Chestnut Handy Stables, as she had startled one of the black horses, and it reared up and whinnied loudly, frightening the neighboring horses as well. The stable owners arose to the sound of the horses, and saw Tajomaki and the clannfear flee from the stables, and reported her to the guards, who now tracked Tajomaki and her pet as dangerous individuals, not wanting to risk the possible uprising of some mysterious, unheard of cult.

The next day, after assuring nobody could see or hear her, Tajomaki finally gave the clannfear a name; after giving the matter some thought, she decided to humorously name the clannfear as 'Wilson.' After finding a name for her new friend, Tajomaki and Wilson disappeared into the Cyrodil forest, still dodging guards, and now bandits, and the various native creatures of the land as well. When the guards had given up their search, Tajomaki had become slightly infamous for a brief time; superstition surrounded her disappearance, some saying she wasn't even an elf, others saying unknown magic was on her side. During her time in the seemingly endless land of Cyrodiil, Tajomaki and Wilson met and befriended a lost mare, who was then named Auoruuqhrum, and had found some deep green colored clothing inside the corpse of an ogre near Chorrol, as well.

She was first seen publicly 10 years later, much to the surprise of the guards, people, etc, who had recognized her and Wilson as the lost ones. For a brief few weeks, she had become the center of attention, especially after she was seen using her magic. Wilson, however, struck wariness in the hearts of many who tried to approach her, so her attention was minimal. She and her companions hid for several months, until Tajomaki had become a long forgotten memory in the minds of the general public, before returning to public view once more, surprised by the quiet, relaxed reception of her compared to several years ago, though still was wary of the people around her.

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  • 2 weeks later...

Character Name: Arwin

Character Alias: none

Owner UserID: WillieSea

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Character Age: 27

Character Race: High Elf (Altmer, or the "Cultured People")

Character Birthsign: the Thief

Character Class Main: Marksman

Character Class Secondary: Journeyman Wizard

Class/BirthSign Abilities/Powers:

* Fortified Max Magicka 100

* Weakness to Fire and Shock 25%

* Resist Disease 75

* Agility +10, Speed +10, Luck +10

Special Abilities:

* Regenerate Magicka +1

* Resist Frost 50%

Unusual Abilities:

* Sharp eyesight able to see great distances

* Life Trail - Sense the life force of 'passing' creatures, within 3 minutes of passing.

* very lucky

* very fast and silent moving

Spells:

* Journeyman Lightning Bolt 35 pts

* Journeyman Fireball 35 pts

* Life Sense for 1 minute, 25 yards

* Chameleon 50% for 3 minutes

* Heal Self 20 points

Faction and Ranks:

* Mages Guild: Conjurer

* Archer: Master

* Short Sword and Dagger: Master

* Street Smarts

Marital status: Single

Children: Possible since he is a rogue. 1 confirmed with Jean.

- - - - - - -

Physical Features:

Sex: Male

Height: 6 foot 5 inches

Weight: 190 lbs

Eye color: Blue

Hair color: Golden Blonde

Hair style:

* Head: Slicked back in an oiled fashion

* Facial: None

Unusual features: Long thin face with a slightly crooked nose

Famed for: Archery contests across Summurset Isles.

Infamous for: N/A

- - - - - - -

Current Status: Living with Jean in the Black Powder Shoppe.

- - - - - - -

Equipment:

Armor: Forest Dark Green Leather Armor

* Leather Riverwalking Boots: Walk on water when worn

* Leather Cuirass of Weaponward: Resist normal weapons 10%

* Black Leather Gauntlets with corroded copper studs/spikes: Gain great strength when undead are around. Able to grab/punch even the most ethereal of undead.

* Leather Greaves of Skill: Fortify Light Armor skill 10%

Clothing: Rich Black clothing with silver threads

Weapons:

* Elven Short sword of Voltage - Shock 15 pts, Soul Trap 5 seconds (50 charges)

* Elven Storm Bow - Shock 8 pts in 20' (36 charges)

* Elven Dagger of Depletion - Drain Magicka 40 pts per sec for 10 seconds (60 charges)

* Blue Crystal Dagger - Cuts about anything with nano-filament sharp crystal blade

Jewelry:

* Golden Elven Ruby Circlet: Protection from poison gases.

* Grand Ring of the Elements: Resist Fire, Frost and Lightning for 50%

* Grand Ring of Nighteye: Wear ring to activate

* Rusty Iron band: Allows Invisibility while fighting but gives blurred vision and can cause nausea.

Misc Equipment:

Horse Name and Desc: "Aarow", All Black: Male Warhorse with slight self healing ability.

Pet Name and Desc: N/A

Owned lands or property: None

Other people in their life: None

- - - - - - -

Life Stories:

Birth Location: Summurset Isles, born in Cloudrest.

Story of Youth:

* Born and raised a single child by a rich merchant family, he never wanted for anything as he grew up.

* He learned the magical arts from the finest Elven Mages in Summurset. He would frustrate his masters by only learning what he wanted. He was very interested in lighting magic (the arcing electricity fascinated him), Chameleon (as it helped him escape his father and masters attention), Life Sense (so he knew where they were before entering a room) and healing himself (when he got hurt).

* He was also trained in Archery and is very proficient at it, besting the best of his teachers as he grew up. He can hit a moving target from great distances. Up close, he can hit with such force that the target will be thrown backward or at least stunned, if it survives the targeted attack in the first place. He can also rapidly fire arrows, besting any he has come across in competition.

* He hated his father for trying to force him to take over the family business and when he came of age, he gathered his adventuring gear he had been collecting and took a boat to Cyrodiil.

* He traveled a lot into the snow capped mountains surrounding his home, sometimes being gone for days.

Story of Prime:

* He enjoys the life of an adventurer and has been roaming the land in search of it and finding it everywhere. Fortune smiles on him often.

* He is a bit of a rogue and enjoys the company of others when it suits him. He enjoys tales around a fire with plenty of alcoholic beverages, his favorite being warm fermented apple cider.

* He will often take off cross country on his own when he is depressed and hunt monsters.

* He does not keep much of the wealth he finds in his adventures. He goes wenching, drinking and gives the rest to the poor or underprivileged. He always had a good heart for sharing what he had with others which was unusual for his upbringing.

* Owner of the Black Powder Shoppe in Sutch. A magic store where you can buy just about anything for your adventures. The shops back wall sometimes opens portals to other dimensions allowing shoppers in the 'back door'. The shop is sentient and very protective of its owners.

Story of Middle Age:

N/A

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  • 1 month later...

Character Name: Jean

Character Alias: Jeanie

Owner UserID: WillieSea

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Character Age: 25

Character Race: Breton

Character Birthsign: the Mage

Character Class Main: Wizard

Character Class Secondary: Master Wizard

Class/BirthSign Abilities/Powers:

* Fortified Max Magicka 100

* Resist Magicka 50 pts

* Shield 50 pts for 1 hr per day

* Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, Mysticism +10, Restoration +10

Special Abilities: Regenerate Magicka +1.

Unusual Abilities:

* Able to learn and cast spells with ease

Spells: (not a complete list, just the most used)

--Alteration

* Flame Shield: 30 pts, 30% resist fire, 10 minutes

* Open Hard Lock

* Oppressing Grasp: Increase target encumbrance by 30 for 5 minutes

* Protect Other: Target Gains 30 pt shield for 5 minutes

* Water Breathing: 5 minutes

* Sea Stride: Walk on water for 10 minutes

--Conjuration

Summon Daedroth: 5 minutes

Summon Flame Atronach: 5 minutes

Summon Frost Atronach: 5 minutes

Summon Storm Atronach: 5 minutes

--Destruction

Fireball: 1)30pts 10ft radius, 2)50pts 15ft radius, 3)75pts 20ft radius, 4)100pts 25ft radius

Lightning: 1)30pts 10ft radius, 2)50pts 15ft radius, 3)75pts 20ft radius, 4)100pts 25ft radius

Frost: 1)30pts 10ft radius, 2)50pts 15ft radius, 3)75pts 20ft radius, 4)100pts 25ft radius

Enervation: Fatigue drain, sleep 1)30pts 3 minutes, 2)60pts 5 minutes

Magicka Drain: 1)30pts 5 minutes, 2)60pts 10 minutes, 3)90pts 12 minutes

--Illusion--

* Dominate Humanoid/Creature: Target Up to level 9 fight for caster for 5 minutes

* Voice of Rapture: Increase disposition target up to level 9 for 5 minutes

* Cloak: Conceal caster by 75% for 5 minutes

* Daylight: 60 foot sphere of light for 90 minutes

* Illuminate: 60 foot sphere of light around a target for 90 minutes

* Paralyze: Paralyzes single target for 1 minute

* Terrifying Presence: Greatly increases the chances of a creature fleeing for 5 minutes

--Mysticism--

* Greater Dispel Other: 60% dispel magical effects on others

* Greater Dispel: 75% dispel magical effects on self

* Greater Life Detection: Detect life in 60 foot radius for 10 minutes

* Legendary Spell Reflection: 50% reflect spells for 8 minutes

* Movement Mastery: Manipulate objects up to 40 feet away for 10 minutes.

* Soul Trap: 3 minutes

--Restoration--

* Cure Disease/Paralysis/Poison

* Greater Convalescence: Heal others 40 points per turn for 2 turns

* Heal Greater Wounds: Heal self 40 points per turn for 2 turns

* Major Respite: Self or Target restores 80 points fatigue

* Devour Health: Transfer 40 pts health from target to caster.

*** You get the idea, right? Lots of spells. ***

Faction and Ranks:

* Mages Guild: Master

* Dagger: Expert

Marital status: Single (shacked up with Arwin)

Children: Expecting first child with Arwin

- - - - - - -

Physical Features:

Sex: Female

Height: 5'9"

Weight: 140 lbs

Eye color: Brown

Hair color: Golden Brown

Hair style: Long wavy curls, Ponytail braid or Bun

Unusual features: Wide open smile that shows all her white teeth.

Famed for: Magical aptitude and intelligence

Infamous for: N/A

- - - - - - -

Equipment:

Armor: None

Clothing: Green robe with Wizards hat embroidered with dark gold stars and symbols

* Reflect Damage 20%

* Reflect Magicka 20%

Weapons:

* Ruby Dagger of Death ~ 10% to cause death instantly, Decay 20 pts per hit (60 charges)

Jewelry:

* Grand Ring of the Elements: Resist Fire, Frost and Lightning for 50%

* Grand Ring of Nighteye: Wear ring to activate

* Amulet of the Ruby Heart: Feather 200

Misc Equipment:

Horse Name and Desc: Astro, All Black

Pet Name and Desc: N/A

Owned lands or property: None

Other people in their life: Arwin

- - - - - - -

Life Stories:

Birth Location: Cyrodiil, Imperial City.

Story of Youth:

* Born and raised a single child by a merchant family in the Market District. She spent a lot of time around the Arcane University and would follow the mages around when they left the University. They soon found she was exceptionally gifted in the magical arts and would teach her small spells for fun.

* She was soon admitted to their ranks at the young age of 10 and thirsted for knowledge spending much of her time in the libraries reading books.

Story of Prime:

* She enjoys the life of an adventurer and finally left the University when she met some other adventuring friends. She has traveled all over Colovia, Elsweyr and Valenwood.

Story of Middle Age:

N/A

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Character Name: Sherena

Character Alias: none

Owner UserID: WillieSea

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Character Age: 23

Character Race: Woodelf

Character Birthsign: the Thief

Character Class Main:

Character Class Secondary:

Class/BirthSign Abilities/Powers:

* Command Creature 1/day for 1 hour

* Resist Disease 75%

* Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5, Marksman +10, Sneak +10

* Agility +10, Speed +10, Luck +10

Spells:

* Journeyman Lightning Bolt 35 pts

* Journeyman Fireball 35 pts

* Chameleon 50% for 3 minutes

* Heal Self 20 points

Faction and Ranks:

* Mages Guild: Conjurer

* Long Sword and Dagger: Master

Marital status: Married to William

Children: none

- - - - - - -

Physical Features:

Sex: Female

Height: 5’8"

Weight: 130 lbs

Eye color: Brown

Hair color: Black

Hair style:

* Head: Shoulder length, curled at bottom

Unusual features: Seen as very beautiful

Famed for:

Infamous for:

- - - - - - -

Equipment:

Armor: Black Leather Armor

Weapons:

* Blue Elven long curvy blade of Frost = Frost 40 pts (50 charges)

Horse Name and Desc: “Star", Summoned demon horse

Other people in their life: William

- - - - - - -

Current Status: Gone from this world with William through a dimensional portal.

- - - - - - -

Life Stories:

Birth Location: Valenwood, city of Arenthia

Story of Youth:

* Born and raised a single child by a single mother. Her father was killed by monsters when she was young.

* Was told by a fortune teller that she would marry the chosen one of Akatosh after being saved by the same.

Story of Prime:

* Very faithful and trustworthy companion. She can handle herself very well in a fight.

* Learned the arts of sneaking and the long blade.

* Moves very quickly, agile and easily ducks out of attacks way.

* Shares life with William. Connected with cursed rings so they share any physical effects no matter how far apart they are.

* Able to call a purple flame of some power.

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Profile

Name: Rebbecca.

Race: Half Breed. 'Half Breeds' in this case are the pairing of Imperials and Bosmer. It is her parents' odd pairing that grants Rebbecca the phenomenon of Heterosis.

Birthsign: The Thief.

Class: Explorer. The 'Explorer' profession was designed by ex-thieves, assassins, agents, and other 'shady' folk, as a woodsman version of their former careers. Uses Alchemy, Marksman, Blunt, Sneak, Light Armor, Acrobatics, and Block in-game.

Equipment: Slightly blue shirt, gray pants, brown shoes, leather shield.

Jewelry: Two copper rings, and a jeweled copper amulet.

Weaponry: iron axe, iron bow, iron arrows.

Magic: Heterosis. 75% resistance to disease and poison.

Notes about her items: In-game, Rebbecca's 'clothing' is technically considered light armor. Her shield and 'armor' all have a base armor value of 9. Her weaponry all have a damage value of 24 (the bow and arrows do 24 damage on their own, when combined together they do 48 damage.) �None of her items are currently enchanted.

Pictures

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Rebbecca's entire body in one picture.

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Her face.

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Name: Brynna Cearnach

Age: 27

Race: Breton

Sign: The Steed

Alias: Brynn

Profession: Falconer and Horse-Maiden

Mount: Cloud, a white, leopard-spotted stallion.

Weapons: Elmwood Long Bow and Long Sword, in both of which she is an expert.

--

Appearance: Brynn is of average height at 5'7". Her hair is a deep auburn brown and her eyes a serene sea green. She is slender, with a youthful face and at home in armor or a fine gown, depending where she is. On the road, she often dons Leather greaves and boots, her favorite shirt and Falconer's gauntlets. Around her neck is a large jade pendant once found in a ruin.

--

Background: Brynn is the daughter of Draven Cearnach of the West Weald. She is a lady of noble birth and an accomplished warrior. Her younger brother is Phillip and the Dark Rider her many, many times great grandfather. She is also a master Falconer and is said to have trained Rider himself in the arts, his own falcon, Serenity, in particular. She is well schooled.

--

Personality: She is something of a contradiction. She has spent many years helping to lead her people and fight a war. One moment she may giving orders and the next, feeding a hungry orphan. Brynn has a soft heart and a fierce will and will do whatever is necessary for her survival and that of her people. She was raised a lady, in all the courtly arts, and yet taught the arts of combat as well.

She is no wilting court violet. She is as fearsome a warrior as she is a leader. She does few things impulsively, a lifetime of war has taught her caution and planning.

Brynn's sense of humor is sharp and well honed. Many of the unwary have fallen afoul of her keen wit.

--

Hobbies & Habits: Brynn is an avid archer as well being accomplished in the arts of the Harp and Song.

--

Special Powers/Weaknesses: She has no special powers, nor weakness save one: An unholy love of sweets which her younger brother has used to his advantage many times avoiding trouble in his youth.

Currently: Brynna has left the Tavern to return the West Weald and taken some time to explore on her way home. Rumor has her in Bruma these days.

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Jack

Type: Player Character

Name: John "Calico Jack" Rackham

Age: 29

Race: Imperial

Sign: The Ritual

Alias: Jacko, Calico, Calico Jack, Blackdog, Brig

Profession: Brigand and Privateer

Mount: Galleon, a bay colored, white socked, gelding.

Weapons: Enchanted Cutlass, Dual Pistols, and a fierce set of Throwing Knives

--

Appearance: Calico Jack is about 5'10, average height and build for an Imperial. He has dark mahogany hair that is short and unkempt, and dark brown eyes. He sports a light goatee. His usual garb is a pair of black explorer style trousers, black leather boots, a blue peasant shirt, with a vest tied over the top, and a gold doubloon on a thread around his neck. On nicer occasions, he dons a dark blue brocade shirt.

--

Background: 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.

--

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.

--

Hobbies & Habits: Jack enjoys playing the guitar, 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; a skill at which he is proficient.

--

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.

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  • 3 months later...

Acrobat.jpg

Name: Marelik

Age: 43

Race: Khajiit, Ohmes-Raht breed

Sign: Unknown

Alias: None

Profession: Acrobat and thief

Mount: None

Weapons: Mithril shortsword, steel bow, though Marelik is an excellent martial artist.

--

Appearance: Short, black hair, tatooed face as it is the style of the Ohmes-Raht. Approximately 5"8 and of an athletic, muscular build. He wears a traditional, pure black Khajiiti suit under his leather armor. He wears a brown cloak and rarely uses its hood.

--

Background: Marelik was born in the middle of the Elsweyr desert, in a tribe. His father, Do Zhirr, was a hunter and his mother, Dar Tsani had to take care the family at home, though before she met Do Zhirr, she was an experienced thief. At a young age, Marelik learned from his father the ways of hunting with a bow and the art of moving unseen and unheard. Each time his father would leave the tribe with the other hunters to get food, his mother taught him the secret of lockpicking; something that his father never approved. When his parents fell in love, Do Zhirr ordered Dar Tsani to put en end to her life as a Thief and become her wife to raise the family.

Marelik was more agile than any boys his age. He was always seen climbing trees, organizing races with his friends or jumping from one rock to another. One day, a traveling circus troupe composed only of Khajiitis stopped in the village to gather food and rest for a few days. Later, when everyone was asleep, Marelik decided he had enough of living in a small village in the middle of nowhere and hid inside a box in the circus troupe's caravan; sneaking by the sleeping artists. He knew his parents would never approve his decision, but the mere thought of wandering inside a city and making his own fortune drove him to take this decision.

When the troupe left, he got out of the box in which he was hidden and totally surprised the acrobats and other artists present. At first they were angry but when Marelik showed them his acrobatic moves they decided to take him with them. This is how his adventure started, he was 15 at that time. As soon as he arrived in Dune, he left the troupe without notice. Again, he'd leave a life he liked to experience another. Ah, the joy of the city! Tall buildings, countless people to entertain, rich pockets to be picked, towers to climb. Marelik never missed an opportunity to put his skills to good (and not so good) uses. But his actions eventually earned him a bad reputation and he flew the city before more troubles would subside. He left for Hammerfell, province of the Redguard, on foot. The travels were not easy, but his skills as a marksman, a hunter and a thief served him well.

Now, he left Hammerfell after having stayed there for around 2 years. Why? We don't know. But he's on the move again and this time, it's not because he's being chased off by a mad baron. And why does a lowly-looking thief like him has a rare mithril shortsword?

--

Personality: Marelik, like any thief, is powered by money. He will never go as far as killing people for gold, but he will gladly use "stab someone in the back" if more money is involved. He is unreliable.

--

Hobbies & Habits: Climbing, climbing and more climbing. In a city, he will climb houses and jump from one rooftop to another. Running and swimming are also a favourite habbit of his. He also likes to sneak around at night, looking at what people do. He also loves to hang around market places, picking pockets here and there and outrunning the guards. And finally, he can be seen entertaining patrons by dancing a traditional Khajiit dance or simply showing his moves, which earn him a small income that suffice to pay his room.

--

Special Powers/Weaknesses: No special power for Marelik, except that he sees clearly at night like every other Khajiit. His weakness is being powered by money, which makes him unreliable.

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  • 4 weeks later...

Raurke (Deceased?)

Full Name: Raurke Merrin DuskShadow

Alias: Talos' Raven

Age: 20

Race: Raven Elf

Sign: Steed

Class: Blade Mage

Mount: prefers to walk

Weapons: Glass Rose [sword], Various poisons, Numerous spells, Looks [for the ladies]

Special Abilities: Raurke has an uncanny knowledge of movement, and has developed a magickal technique he calls "Flitting" in which he teleports short distances. He almost always uses this technique in combat, casting a spell, then appearing behind his enemy and slashing them as his spell makes contact. May sometimes close in and grab his adversary by the head and summon a fireball point blank. (a very messy, yet effective finisher that he has used to good effect on his shadow-self.

Appearance: Tall with fair skin and Dark, almost purple hair. Usually seen in flamboyant clothing designed by Slof, or a seemingly standard black robe. Suspiciously missing an arm from lack of feeding, which has been replaced by a necro-prothetic.

Background: Born and raised with his twin sister, Serenity, in the Temple District of the Imperial City, Raurke and Serenity lost their parents when ambushed by bandits on a family outing along the shores of lake Rumare. Currently a mage of no important rank in the mages guild because "I see no reason to advance further" Has secret ties to necromancers, and controls a group numbering around 30.

Raurke:

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Serenity

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Full Name: Serenity Piper DuskShadow

Alias: Seren

Age: 20

Race: Raven Elf

Sign: Steed

Class: Rogue

Mount: prefers to walk

Weapons: Nameless [twin swords]

Special Abilities: Uncanny grace when fighting with her two-sword style, probably through hidden enchantments in the blades.

Appearance: Tall with fair skin and Dark, almost purple hair. Usually seen in lightweight, flexible, and comfortable armor.

Background: Born and raised with her twin brother, Raurke, in the Temple District of the Imperial City, Raurke and Serenity lost their parents when ambushed by bandits on a family outing along the shores of lake Rumare. Currently works with her brother for a smith known as Gadget on the anvil docks.

Edited by charlescrowe
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  • 2 months later...

Name: Elmaquentil of Glimmerwatch, or more simply and preferably, Elm.

Race: A half-elf of High Elven and Breton parentage.

Birthsign: The Apprentice (RBP version)

Age: The Altmer equivalent of nineteen.

Class: Transmuter, and Oracle for hire. Elm is a student of the art of change, but she has a bit of a knack for scrying, and sometimes uses it to make some coin.

Background: Formerly employed by Count Indarys of Cheydinhal as the official Court Oracle. Ambivalence about the ethical aspects of her position led her to quit, and return to the Summerset Isles, where she was promptly betrothed to Bevan Caerew, a wealthy Imperial "outsider"( her mother's words) to shore up her family's waning fortunes. He was murdered, along with most of his family, not long after. While Elm never grew to love Bevan romantically, she certainly did come to like him, and misses him. He was respectful of Elm's wish to be left to her scholarship and arcane research after the marriage, and even showed genuine interest in her findings. When Bevan's younger brother Quinn decided to set out and avenge his brother's murder, Elm agreed to accompany him, partly out of friendship, partly out of outrage at the nature of the crime, and partly out of sheer restless curiosity about the wider world.

Skills: Alteration, Mysticism, Conjuration, Restoration, Alchemy, Armorer, Mercantile.

General Appearance: Golden haired and somewhat golden skinned, with large brown eyes. Her Breton parentage is made evident by her height- she is quite short. Favors

unpretentious and durable clothes for everyday.

Clothing/Armor: Her trusty argyle sweater, rugged pants and bookbelt, worn with comfortable leather walking boots. Somewhere in the depths of her rucksack is a white

wizard's robe, for "looking the part", as her grandfather used to endorse. A pair of ever-slipping Dwemer spectacles is her primary distinguishing physical trait.

Weapons: a simple steel shortsword, for poisoning, and an unremarkable staff of Telekinesis.

Personality: Elm might be one of the few sane members of her family, but she is still somewhat eccentric. She is prone to talking to herself, and often seems distracted, but she has a kind heart, and displays a surprising amount of lucidity in the midst of trouble. Her Altmer heritage gives her a different perspective on time, and that can make her seem distant. However, once she develops a plan, she can be quite impatient to see it come to fruition. Despite her scholarly leanings, she has a deep love for adventure novels and comic books.

icanhasmagic.jpg

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Quinn

Type: Retired Player Character

Character Name: Quinlan Caerew III

A.K.A.: Quinn

Age: 25

Race: Imperial

Occupation: Adventurer

Birthsign: The Lord

Mount: Titan, a dark silver dappled stallion.

Physical Attributes:

Quinn stands about 5’10, 180 lbs, light/medium build. He has green eyes that sort of sparkle when he’s playing around, light brown hair that is mostly short but unkempt and hangs in his face at times. He is sort of an "Irishman" of Tamriel in brogue and manner.

Weapon:

His choice weapon is staff as it’s the only weapon he’s relatively proficient with; he can use any long staff shaped tool in this role as well. He carries a collapsible Dwermer staff which is holstered on his back. In connection to his staff skills he can handle a spear with equal skill. He also uses a crossbow and a knife fairly well, but they are not his strengths.

Backstory:

Quinlan Caerew (pronounced CARE-ew) the III, is the new Lord of Castle Stormwake; an Imperial estate in the Summerset Isles that was, until recently, ruled over by his parents. Quinn was born the second son, the spare heir 6 years after his elder brother Bevan. He was followed 15 years later by a younger sister Lyre (pronounced Leer-e) who, like many of the Caerew women, has the gift of prophecy.

Being the second son, Quinn was often cast aside and even bullied by his father who raised his first son above all others. Despite this competitive upbringing, the brothers developed a close bond and Quinn grew up to be fiercely devoted to his elder brother.

As a nobleman's son, his days were spent in study with tutors and sparring matches with his brother, and his parents tried to shelter him from much of the world. Quinn's curious nature though led him to sneak away from Stormwake whenever he could, so he is more world wise then some might suspect. When he got older, he began to find excuses to be away, for example studying at the local university.

On one such adventure, Quinn rescued an orphaned fox kit being tortured by a group of boys. He nursed it back to health and set it loose, but the fox had bonded to him. He called him Crevan, and the fox became his most trusted companion.

In recent weeks, Quinn's home was attacked while he was away and his family slaughtered. The only survivors were his young sister, aged 7, and Bevan's arranged intended, a young Altmeri hybrid named Elmaquentil of Glimmerwatch. The two took Lyre to a local nunnery where the sisters agreed to care for her. Then Quinn set out to avenge his brother's murder. Elm, who had only begun to truly like her future husband, joined him on his quest. Though at first, their partnership was tumultuous, they quickly discovered a natural ease at working together to solve the puzzles laid before them. Their shared curiosity and sibling type banter helped them become trusted allies.

Personality:

Quinn is a good person at heart, but he is slow to trust new people. He is more likely to react to new people and confide his reasons later to someone he considers a friend. Like many young men, he is still trying to figure out his place in the world, especially since his world has recently been turned on its ear. But in general he is clever and witty and enjoys learning new things. His temper is slow to fire, then burns hot and fast. Very much the medieval middle child, Quinn can be compared character wise to Faramir from LOTR; never good enough for his family and now charged with avenging them.

Concept Pictures:

Henry_Cavill-Tudors_S3.jpg

ConceptQuinn02.jpg

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Full Name: Jheuloh Erzieym.

Alias:

Race: Imperial.

Birthsign: The Thief.

Profession: "Mercenary." His practical skills include: Marksmanship, Light Armor, Blunt, Block, Armorer, Alchemy, and Sneak. Although not properly trained abilities, he has some natural capacity for acrobatics and athletics. Jheuloh is most accomplished at stealth, having a bad habit of unintentionally sneaking up on people when they don't expect it.

Physical Appearance: Jheuloh possesses a thin frame, and has brown hair with brown eyes. His hands are large compared to his arms, and are in possession of long, spidery fingers.

Personality: A person of persistence (sometimes obsessive) with a calm, patient temper and a goofy (most of the time within reason) but polite attitude, Jheuloh has a range of interests and passions which tend to be obscure and out of the way, and prefers to be alone or in small groups. To those whom he does not know, he appears somewhat reserved, though when established as friends, he will divulge almost anything to them and talk about whatever strikes him as interesting.

In Combat: When combat arrives, Jheuloh prefers to start the battle with his bow, and if the opportunity allows, he applies poison to the first arrow he uses. In close-quarter combat, Jheuloh relies upon his axe and shield, and utilizes mobility as his main defense.

Equipment: Mail Armor, Steel War Axe, Steel Bow, Steel Arrows, Silver Amulet, Ruby-Set Silver Rings.

Mount: Meine, a black stallion who was formerly the steed of an Argonian.

Biography: A former Imperial City resident who ended up moving to Anvil. Became a body guard to 'pay the bills' while aspiring to master his alchemy and paintings.

Pictures: (Hidden in spoiler tags to shorten thread-load time.)

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Meine alongside Jheuloh.

gallery_128_52_1215727.png

Edited by Jheuloh
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Psaekorage

Character Name: Rios Asukah

A.K.A.: Psaekorage

Age: Appears to be 17-20

Race: Nord

Occupation: Farmer and occasional dungeon diver.

Birthsign: The Tower

Physical Attributes:

Rios is about 6' 2", Shaggy orange hair, and green eyes.

Combat Abilities:

Rios usually uses his Katanas in close combat, but he aviods close combat for the most part. Instead, he usually uses his various arsenal of enchanted or mechanical devices to distract or disable enemies from a range. These include his Noisemaker arrows, his magnet arrows, and smoke shell to name a few, he can use magic if he needs to. His Demon form prefers magic, and is able to summon multiple daedra and command them.

Backstory:

Rios Asukah was born into an alchemist/magician family in the Clan of RageCyber which specialized in inventing. His father was a drunk, but he only drank so much because it actually helped him think about inventing with another angle. The cocktail he drank had a high alchohol content that stimulated brain function for creativity, but still had all the other effects of alcohol. The father locked himself away whenever he drank alot, as to not put his family at risk. But one day, when Rios was 6, he was playing in hif father's study while his father was drunk because his father forgot to lock the door. The father became enraged and pelted the boy with soul gems, which shattered on him. After Rios recovered from the incident, he was raised as a normal child.

A few years later, when Rios was 16, he went with his friend on a Dungeon dive. Unfortunatley, he crossed into a plane of oblivion through an unknown portal in the cave. After a long time, Rios and his friend had defeated the all the daedra, except the resident king of the plane. Rios knew they would be too weak to beat him, so he suggested that his friend, who was a rather gifted soul trapper, trap the king inside a soul gem while Rios held him down. They agreed on this, and all went well, until the friend cast the soul trap spell, which accidentally trapped the king inside of Rios, who had the equivilant of 4 or so soulgems spead througout his bloodstream because of his accident many years ago. At the time, the king could easily overpower Rios, and take control of his body. So, Rios was exiled from the village and sent to go live a life of solitutde in the mountians of Skyrim.

As time went by, Rios strengthend himself as to not let the Daedric king take control as easily, and also learned to communicate with him. Now, Rios is only taken over in times of dire need, or when he is in extreme danger. This only happenes because the blood flow increases in speed, so the Daedric energy is in more parts of the body faster. For the majority of Rios' life now-a-days, he farms, and rides through the vast mountian range of sky rim on his board, Nazriel. He is also probably Tamriel's top researcher of SoulGems and their effects on living and inanimate objects.

Mount: Rios doesent exactley have a mount, he has a SkyBoard that he built himself. The board contains a system of veins and a 'heart' that is powered by the rider's magicka, the veins are filled with water, and soul gem fragments of an Akatosh Dragon. The SkyBoard can't be rode for a long time usually due to it's requirements of magicka. Rios is able to communicate with the dragon through the channel opened by the magicka. Nazriel, or Naz, has a very strange personality, but he can be quite childish. The board's energy flow system changes in colour depending on the emotional state of the user, and also the amount of energy inside of the board determines the brightness of the glow.

Personality:

Rios is Cheerful, and a pretty closed off person. He is kind of intelligent, but more creative. Temper wise, he tries to keep himself in chains and lets it stew up. Love wise, he's never been in love, or even thought about women alot, When approached by attractive women, he tends to be nervous and studders alot. His Daedric form, Neos, is a trouble maker (in case you couldent have guessed), but he actually has a personality that isint just KILL EVERYTHING. Shocking, I know. The soul of the Akatosh Dragon, Nazriel, has a bit of an attitude.

Photos: Yet to come.

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  • 1 month later...

Name: Arisis

Age: 56 (Looks like 17)

Alias: Ari

Birthsign: Mage

Class: Witch Hunter

Appearance:

Arisis04.png

Background: An orphan abandoned as a small child. She was found, surprisingly, in a tree by a couple of fishermen, Di and Erevan. She was not like all the other Dunmer Di and Erevan have ever seen. She had a knack for getting in loads of trouble and was talented the art of persuasion. She also had perfect memory too, for she would remember everything, even stuff her parents did not tell her before. Long after her parents died, she normally did not look a day older than 17, even if she was 56. Nevertheless, Di and Erevan cared for little Arisis until she was 12, where Necromancers attack her home and dragged off Di and Erevan, never to be seen again.

Arisis was devastated and soon devastation turn to rage. She vowed to avenge the only parents she ever knew and thus started learning the arts of magic, both black and white. She was especially gifted in the art of destruction and excelled in the forbidden studies of Necromancy. She also learned about the Daedra and the art of Conjuration.

At age 15, she was taught marksmanship by a friend known as Eric. He was a hunter who found Arisis trying to kill a deer by chasing it. She was an excellent learner and was soon able to catch her own deer. She also learned Alchemy during the lessons, as hunters usually poison their shots to bring down bears and deer.

After her 16th birthday, she started pilfering abandoned forts and Alyied ruins, not for treasure, but for Necromancers. Soon, her deeds of killing Necromancers reached the ears of the Mages Guild and they offered Arisis a contract which offered money for every Necromancer lair cleared out.

Not long after she was known as "The Witch Hunter" due to her remarkable success. Now not only does she help out the Mages Guild, she also helps out adventurers, scholars, and other people in need of help. But no matter how much she does, she still has one quest left: To find and kill her parents' murderers.

Ari's not as talented in Restoration as others, she knows basic healing, and most of alchemy she knows is poisons.

Personality: Normally serious, she does not trust strangers as well as you would like her to. She is calm and quiet at most times, but she can be like a trip-wire if something goes wrong. When she's not hunting down Necromancers or bears, she's normally found in a library of sorts, reading as much as she can about the dark arts of Necromancy.

Hobbies and Habits: Reading, hunting, practicing magic, getting into fights at the bars, and teaching other students in magic.

Weapons: A long sword with a curved blade, hung on her back along with her bow and arrows; eight small, short daggers coated with a very deadly poison that will kill any living creature within less than a minute, strapped to her right leg; and a bow shaped like a blue dragon.

Edited by Xinimator
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  • 1 month later...

Name: Hayami

Age: 26

Alias: No alias

Birthsign: Warrior

Class: Pirate

Appearance:

gallery_771_67_578253.png

gallery_771_67_507414.png

Background: Hayami is Japanese for “Beautiful Falconâ€, because she much resembles a falcon, swooping in on its prey, as she raids the ships of unsuspecting merchants and beggars.

There’s no much to say about Hayami’s past; it was just like any ordinary childhood, except she had lived in the seas ever since the age of 5. She was a shipmate and the mascot of her father’s ship Shinzookaji Maru for 15 years until the boat crashed during a terrible hurricane that drowned everyone except, miraculously, Hayami. She ended up on a deserted island, where she lived for 3 years until she built her ship, out of bamboo and palm sap, Tonbo Maru. She still goes back to that island whenever the sea gets too rough or the action subsides for a long period of time.

Two years ago, Hayami and her crew were sailing around the Abcean Cape when a strong hurricane formed and dumped rained upon the Tonbo Maru and her crew. To make matters worse, they were being chased by a disguised merchant ship filled with Legion soldiers. As they were being fired upon, Hayami was setting one of the cannons for a return fire when one of the cannon balls from the Legion hit Hayami’s cannon right as it fired. The force of the impact created a terrible explosion that blew half the deck off and blinded Hayami.

If it weren’t for the crew’s support, Hayami’s career would’ve ended right then and there. But Jatu, the ship’s Bos’n and close friend of Hayami, taught her to use her other senses instead and to feel the vibrations of various objects and movements with her feet. Therefore she walks barefoot, despite the splittered and jagged rocks of various shores she walks on, so that she can feel the vibrations within Nirn.

Personality: Hayami is very humorous, light-hearted, and is a bunch of fun to be around, somewhat opposite of most pirates. But don't underestimate her because of her light-heart; she is a fierce fighter with a sailor's mouth and is willing to kill anyone who gets in her way. But only if the need arises.

Hobbies and Habits: Dancing, singing, raiding ships and villages, and always likes to put up a good show with the Legion * i.e., she likes to torture them by making them think they have her cornered and then a split-second later, sail away, waving to the Legion.*

Weapons: Two cutlasses hung on both sides of her belt; a black Swivel pistol strapped to the left side of her belt; and several grenades.

Edited by Xinimator
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  • 3 months later...

Name: Maxwell the Cruel..original, I know.

AKA: Max, Maxwell...

Age: Unknown, 30-50, young for a Dunmer

Race: Dunmer

Class: A sort of stealthy Battle Mage variant..

Clothing: Black died light leather (not the armor kind), a cloak, with varying colors (magically influenced). Sometimes where's black full body robe (to hide fluorescing skin).

Hair: White

Skin: Very light violet, slightly glowing

Height: 6'0''

Weight: 170 lbs

Factions: Associate of the MG

Horse: A powerful white Mare, Emberweave

Martial Info: Adept in Illusion, Destruction, sneak, alteration and Mysticism. Uses only simple blades, never any rarer or more valuable then silver. Does not believe in soul trapping and so never uses enchanted weapons.

Origin of Name: From his days in the Brotherhood, where he was known for quick and effective (but often very spectacular) kills.

Background: Having been born in Anvil he was shunned by his family for his odd appearance. Living off of bread stolen from the mage's guild he befriended Carahil, who instilled in him a strong sense of moral justice and strong hatred of undead/necromancy/summoning. She also taught him magic, something he showed an immense affinity for. At the age of 14 he was approached by a man who offered him a chance to be wealthy, and to have a true family, something he'd never experienced. He took the offer and sealed his fate. He joined the Dark Brotherhood.

After undergoing rigorous training and enjoying the love of his comrades he was exposed to the true nature of the Brotherhood: that of a murderous cult. He met the night mother, and was so terrified by the understanding that he was serving the undead, which he loathed, that he slaughtered the whole of those with him, not one surviving. Ever since then he has been haunted by his past with the brotherhood and to this day is hunted by their assassins. As of now, none have gotten the better of him.

He moved back to Anvil where he has rekindled his relationship with Carahil, living as if she were his mother, and attempting to evade his past. Recently he was attacked by an orc assassin, one that he battled all the way up to this very tavern, where he met a drunken Grond....

Edited by Maxwell the Fool
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~

Aya

~

Gender: Female

Race: Kyndmer (Sky Elf)

Age: ~400 years

Birthsign: The Hunter (known in less politcally-correct times as "The Thief")

Class: Agent

Combat Specializations: Stealth, Archery

Minor Talents: Illusion, Mysticism, and some unexplained healing abilities

Height: 5'

Weight: 104 lbs.

Skin Color: Light-Medium, with a few dark freckles

Eye Color: Odd-Eyed (one eye pale blue, one eye gold)

Hair Color: Near-black

Hair Style: A simple, low ponytail

Primary Home: Star's Rest, a retreat in the peaks of the Jerall Mountains she "inherited" from a now-expired researcher of Ayleid magicks.

Spends her time: Mostly acting as a mercenary for the people of Cyrodiil, and occasionally saving the world. Again. Prone to spending hours outside at night, staring upwards.

Portrait

gallery_1333_105_147577.jpg

Equipment

  • Ranged Weapon: Sky Hunter Bow & Arrows - light-weight ebony wood inlaid with moonstone, the color of which shifts in darkness and hue depending on the sky.

  • Melee Weapon: None that she cares for, but in tight situations she prefers the weight and reach balance of a shortsword.

  • Armor: With the Night Mother's blessing, Aya fashioned for herself a set of enchanted Acolyte Armor; lighter than normal leather, and black as the void. She wears this with flat-footed, knee-high boots made of soft, black suede to help her footsteps remain sure and silent.

  • Shield: None. A shield is only worth carrying to one who is loud or slow of foot. Aya is neither.

Companions

  • Elmaquentil ("Elm") is Aya's best friend who stays with her at Star's Rest, and is always blowing her stealth cover by summoning large daedra or throwing bright lightning bolts at enemies. Elm and Aya are as opposite as Day and Night, but it is perhaps for this reason that they so need and cherish each other.

  • Valeria is Aya's contractual companion. She moves and kills with silent swiftness to match Aya's. Aya calls on Valeria when she needs a quiet second bow enough to tolerate Valeria's constant insults.

  • Elvis is Aya's white wolf friend, gifted to her by Ushnar. One of Elm's experiments had the accidental side-effect of properly restoring Elvis to full furball status; he now sheds all over Star's Rest and Aya's black armor. Elvis mostly loafs at home, but always comes running when called, and has bailed Aya & Elm out of a fair few tight situations.

  • In memory of an awkward but important friendship, Aya remains faithful to only one steed: Shadowmere. However, as Aya much prefers to move alone and on foot, Shadowmere enjoys a lot of free-roam time in the pastures outside of Anvil; Aya frequently visits to sit and keep company with her, or take her on pleasure rides.

History

Four-hundred and some years ago, Aya woke up alone in her cabin to the sounds of anguished screams and hurried shouting clashing with that of freezing rain pelting the wooden rooftops of her village. The voices diminished quickly; a few muddled seconds later, everything was still and quiet, except the continued rain. Hoping she had still been dreaming, a small and shaking Aya emerged from her cabin...

...to find everyone she knew dead, or missing. Bodies on porches, bodies in the road, bodies bodies everywhere... and all the horses were simply gone.

That is what Aya remembers.

~

One year ago, Aya woke up again to the sound of rain pelting the tile roof of the Inn of Ill Omen. The body beside hers was beginning to turn rigid. She examined it with child-like curiosity; her fingers traced the open knife wound, as her mind traced the broken vessels back to the heart and brain of what used to be an old Breton, until an arrogant voice broke her wonder. "So, the deed is done. How do I know this? You will find that the Dark Brotherhood knows a great many things. For you are now part of the family."

~

One month ago, Aya woke to the sound of snow settling softly on the thatched roof above. Beside Aya, Elm was still sleeping soundly; it had taken all of her reserves to cast that final spell, and it would be hours yet before she regained enough to be up and moving about. Aya herself ached with the remembered effort of hauling Elm all the way out of the ruins.

She almost tripped over Elvis as she made her way to her favorite spot in the house; a chair in the upstairs hallway, facing out towards the stars. It was too cold to go outside and listen to them at such an early hour of morning, but this would do. Elvis lazily meandered from the bedroom door and curled up at Aya's feet, and slept again.

Lucien had been wrong. The Night Mother had been wrong. This was her family. She would always belong to the night, but she had never belonged to the darkness.

Elm would chastise her later for brooding so.

~

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Aurorae

Gender:
Female

Race:
Mystic Elf

Age:
39 and holding (a lady never tells)

Marital Status:
Widow

Birthsign:
The Lady

Class:
Adventurer

Height:
4' 11"

Weight:
110

Skin Color:
Medium Cream

Eye Color:
Mixed - One Light Green the other Light Blue

Hair Color:
Charcoal

Hair Style:
Long and loose

Combat Specializations:
Blade and Destruction

Minor Talents:
Armorer, Light Armor (proficient in both), Marksman, Mercantile

Primary Home:
Castle off the Orange Rd north of The Great Forest

Vacation Home:
Eagle's Landing on Topal Bay south of Leyawiin

Major Interests:
Travelling, smelling the roses

Photo

gallery_1192_137_328421.jpg

Aurorea

Armor:
Blessed to have Heaven's Wrath and Heaven's Fury Armors

Weapons:
Primary: Crusader's Sword, Mage's Staff of Destruction and a few good enchanted swords and bows

Personality:
Generally a loner, doesn't make friends easily, but if you are considered a friend she will do anything for a friend.

Background:
There's not much to say. Aurorae was the youngest child of an upper middle class couple. Her father owned a trading company that supplied goods to stores in a number of cities. Aurorae got her love of traveling from accompanying her father and two brothers during the early years when he was building up his trading business. As a retired member of the blades, he taught her the skills of the sword. She remembers there always being old friends of his that would come and visit and there were the usual challenges to test her skill with her older brothers and among her dad's friends.

Her mother was a devout member of the mage's guild, who practiced the healing arts. When not accompanying her dad, Aurorae was a obsessive reader and used those times to learn all she could about the magic arts. Her mom taught her a number of spells to use as defense while they were out gathering herbs and spices for her mom's cabinets. She was so good with her learning and budding abilities that she was offered a chance to study at the Arcane University in the Imperial City. It was here that her life took an ominous turn when one afternoon the arch mage called her into his study and told her that he had bad news, a group of necromancers had attacked her family's home and everyone in her family was killed. Fearing for her life that the necromancers would also be looking for her because of her ties to the university, Aurorae left that night and swore a vow on her family's souls to avenge their deaths. Aurorae moved into the forests, never stayed anywhere very long and went after any necromancers she could find.

Now many years later she has earned the deed to a castle, where she stores the trophies of her travels and adventuring. Even though she has a full staff, her many years alone keeps her sense of confinement and insecurity at a heightened level. She rarely spends much time there, but prefers to stay at her cottage Eagle's Landing down on Topal Bay where the sun and sea warm her soul.

Edited by Arion
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