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Tavern Tales Character Bin


Vereta
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Arles Amelle

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Age: 15

Race: Breton

Birthsign: The Shadow

Birthplace: Chorrol

Primary Class: Thief

Secondary Class: Messenger, spy, novice chef

Guilds and Factions: Thieves Guild

Occupation: Errand boy and messenger for Shadowcrest Vineyard.

Arles is a short and rather thin young man who has been toned by many years of living off of the streets of Bravil. Currently, his soft flesh bears a rich golden tan, the product of many hours trekking back and forth from the Imperial City to Skingrad in the hot sun. Silky blond hair of medium length frames his bright and youthful features, the most distinguished of which are a pair of brilliant blue eyes. It seems as though he's in a constant state of merriment, a broad grin decorating his full lips even when encountering the most simple of things.

He now wears a tailored green outfit made from the finest silks and fabrics, which is a luxury he is not accustomed to. For years, his wardrobe contained coarse linens and dirty pieces of burlap held together with twine. A brown leather pack containing books and scrolls can usually be found slung over his shoulder or tied about his waist, and a simple dagger rests on his belt.

Arles is a very nimble child, he doesn't walk so much as dance and skip down the road. He also enjoys climbing bookshelves and hiding in little nooks, and will often leap from the shadows to startle a friend or passing stranger. While somewhat mischievous, the boy is very easy to get along with.

He can sometimes be seen toting a small potted shrub around. He has fondly named it Jack and often speaks to it like a living friend. This curious hedge will sometimes show up in odd places such as the top shelf of a cupboard or under a bed seemingly without anyone having placed it there.

History

The Amelles were a middle class Breton family living in the peaceful city of Chorrol when young Arles was orphaned at the age of four. Bandits had attacked and murdered his merchant parents as they returned home from one of their regular trips to the Imperial City. Luckily, Arles had been left in the care of a babysitter and had not accompanied his mother and father on that fateful journey.

Arles was sent to live with his distant uncle in Bravil who cared for the boy for a solid eight years. However, on Arles' twelfth birthday, he was kicked to the streets as his uncle claimed that the boy was becoming far too expensive to continue to feed and cloth. The child was forced to learn the art of thievery from the decrepit beggars and fellow waifs in order to survive on the dingy streets of Bravil. His goal was to one day travel to the Imperial City and perhaps find a job as a servant boy for one of the opulent families that lived there.

The orphaned child of the Amelle family eventually gathered up enough gold to journey to the capital city of the Empire and made his way there. Unfortunately, finding an occupation was not as easy as he had once hoped. Arles was once again reduced to thievery and crime. Eventually, however, his natural talents for lurking in the shadows were discovered by a certain Redguard by the name of Armand Christophe. He instructed little Arles to go to the city of Bruma and find a man named Ongar. He would give the child money for stolen goods.

After a long and difficult journey, Arles made it to Bruma and began work for the Guild of Thieves immediately. He stole jewelry and trinkets from the wealthy and soon started to accumulate a decent stack of gold. Through this line of work, he became acquainted with a middle aged Nord by the name of Bjordin Stronghammer, a former mercenary from Skyrim. The two came to like each other very much and shared a cot within an abandoned shack together. Bjordin looked out for little Arles, keeping him safe from physical harm while the boy stole and brought in money on which the two of them could live.

However, the lifestyle of a petty thief was not a pleasing one, and Bjordin disliked the idea of having Arles grow up to be nothing more than a criminal. They gathered their funds together and left Bruma, embarking on a long and difficult journey to the city of Skingrad where they hoped to find jobs on a farm or vineyard. After all, who better to work a field and do manual labor than a strong-bodied Nord and a wiry youth?

After many days of hard travel on foot, they reached County Skingrad. On their first evening there, they rested within the chapel, for the inns and taverns had all of their rooms filled, and upon one particular pew they discovered a hastily scribbled note. It told the tale of a cursed vineyard and a promise to give the land and all of it's facilities to the one who could stop the evil that lurked within the shadows.

Arles and Bjordin managed to do just that, relying heavily upon Arles' unique abilities to hide and strike from the shadows and Bjordin's brute strength. Through cunning, they managed to defeat the terrifying curse and claim the vineyard for themselves. Since then, the two of them have been living lives of great wealth and abundance, selling fine wines that rival that of the Surille Brothers and even Tamika. It is here in his life that we come across Arles, gone from thief to messenger boy through a stroke of extraordinary luck.

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Name: Geneviève Fairhurst, but generally goes by Gene.

Race: Geneviève calls herself a Mau (because of the noise she sometimes makes). She says she looks like a house cat mixed with a human woman, believing maybe that her mother was a Khajiit, and her father to be Bosmer.. as she is somewhat short. But she is not really sure.. her past is a mystery to her.

Gender: Female

Weight and Height: 108 pounds, between 5'"6 and 5'6" in height.

Hair, eye and skin colour: Geneviève has Caramel furtones, ruby red eyes that shine in the dark, and her hair is a mild copper with undertone shades of brown and gold.

Birthsign: The Thief

Age: She does not remember her birthdate but thinks she is somewhere around the age of Twenty-Six. Give or take a year or two.

Class: Arbalester, a combination of close ranges melee combat primarily with a longsword and ranger attacks with a bow or crossbow weapon. Gene prides herself on being able to bring an opponent down well before they enter melee range and as such she favors her bows to her swords.

Skills: Geneviève is learned in the fields of, from her strongest to weakest areas of skill, Marksmanship, Blade skills, Light Armors, Sneak & Stealth pratical applications, and the schools of Illusion and Alteration magicka.

Background: Geneviève's past is shadowed in ambiguity. Gene can no longer remember where she was born, or to whom she was born to but, upon a self inspection one early morning Geneviève found a small scar at the base of her skull that indicated some sort of head trama and as such it has led her to believe something happened to her and caused an injury resulting in her memory loss. Aside from a lack of memory about her family she cannot fully remember her childhood or early years as a youth either but does have scattered memories, such as playing with what she believes are her siblings in a vast forest. One concern she has with this perticular memory is the difference of appearance between her and her 'siblings' as Geneviève appears to be more feline then her siblings do, although they are not completely human or mer either. Despite a general loss of her past she has not let it hold her back in any way and makes it a point of habit to remind herself that she is who she is because of her family, whatever may have happened to them. Rest, their souls do she hopes.

Personality: Geneviève is somewhat of a mess in regards to her self-perception . She has an ambivalence with how she is, with what she is. Being obviously feline and humanoid, she both likes and hates her feline bits and wishes more than anything she was a beautiful, fair skinned elven lass or a milky skinned human girl. Her disdain for herself never seems a moments rest, but stops short of being self-loathing. As upset as she is with her feline aspects she can do nothing about them and sees no point in denying the usefulness they do provide her. Enhanced senses are a great boon for hunting, and with a hobby like theft, they have become invaluable. being unable to remember her past, she does not know what she was like as a child. But as an adult she very much enjoys the outdoors, running through the forests and pleasing her wanderlust to no ends. While not out exploring the vast wilderness of the Imperial Province she spends her nights creeping through dark alley ways, sneaking into homes and shops, and pilfering whatever she can get her paws on that is shiny. While it is her favorite hobby, she cannot feel a small sting in acknowledging that her enjoyment of this pass time is fitting of a creature resembling an overgrown house cat. Nevertheless, despite her general disappointment with her physical being, she cannot change it and makes the best of what she was born with.. for better or worse.

Physical Appearance: Geneviève is of a shorter height, standing somewhere between 5 foot 5 inches and 5 foot 6 inches. Her physical appearance is mostly feline, having cat-like ears resting atop her head and crowned in a wave of flowing Caramel locks of hair like a mane and frame her face. Below her ruby red eyes that shine in the dark and are slit the same as a felines, Geneviève has a very short feline muzzle that is often mistaken as a nose because of it's shortness which somewhat makes her apperance more humanesque, then beast-like - as well as short whiskers within her cheeks. Once, she snipped the whiskers from her face thinking she can better pass as human. The results were painful and cost her her balance for nearly two weeks while they grew back. She never tried that again.

Her hands are finished with sharp black claw-like nails that have a slight red luster to them. Geneviève's hands have always been something of a blemish to her in her own eyes as she many times wishes she was human or elven to better blend in with society. Resembling a giant cat has at times been trying and earned her ridicule, leading to her reclusive nature from society. Her feet very much resemble the hind paw of a feline and she does her best to keep them confined in uncomfortable boots (causing pain and reminding her that no matter how hard she tries, she is not a human woman and does not fit in with socitey.) and hidden away from the eyes of those who would ridicule. Geneviève's body, as feral as it may be, does not have a tail - a blessing she thanks the Nine for every night before sleep as without a tail and with gloves and a cloak, she can pass as human so long as no one takes a closer look. To complete the look, much to her regret, Geneviève is covered from head to toe, and all other nooks and crannies of her body, in a fine tawny fur and soft brown spots.

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Clothing/Armor: coming soon...

Weapons: coming soon...coming soon..

Edited by Dollparts
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  • 2 weeks later...

Name: Elliot L'Etoille

Age: 19

Race: Breton

Sign: The Lady

Profession: Treasure Hunter/ Adventurer

Class: Treasure Hunter

Skills: Blade, Marksman, Illusion, Mysticism

Mount: Pebble, a plain, sturdy paint horse

Weapons: Elven shortsword and bow, a number of knives and daggers

Armour/clothing: a sleeveless leather cuirass and leather boots or comfortable shirt, tan linen pants and doeskin shoes, he always wears a silver ring given to him by his foster father.

Appearance: Elliot is fairly tall with a slim build and nimble gait. He has a youthful face with medium length dirty blonde hair and soft green eyes. His living keeps him in good physical condition and his expression is rarely the same for two minutes in a row.

Background: Elliot was born in the city of Evermor in High Rock, but he was orphaned by plague at the age of six. Fortunately for him, he was taken in by an elderly magician who travelled with a circus, performing extravagant tricks and illusions for the peasantry of High Rock. He spent a number of years with the circus, learning many things from the magician and acting as his assistant, but at fifteen the young boy's life was once again turned upside down by death. With the elderly magician's passing, Elliot was taken in by his erstwhile foster-father's long time acquaintance, the eccentric artist and inventor Raphael Vincellius, with whom he spent the rest of his childhood, learning from him as he had the magician. When Elliot came of age, Raphael decreed that it was time for him to experience the wider world and to, in his words "fill your mind with the experiences, memories and general debris that make a person". And so, with a knife, purse and the clothes he was standing in, Elliot was released into the world.

He tried ordinary jobs- farming, fishing and the like, but given his unusual upbringing, Elliot found it hard to settle into an ordinary life. He had a natural thirst for knowledge, and took to exploring ancient caves and ruins, initially for knowledge, but as he came into more and more contact with the brual sorts that reside in such places (and the shiny things they guarded), he came to crave the thrill of sneaking through a bandit-filled ruin to escape with the glittering prize. To this end he took up treasure hunting, exploring Ayleid ruins and returning with trinkets to sell or to keep.

Personality: Elliot is quite light-hearted, although once he enters a grim mood, it is hard to bring himout of it- when he gets annoyed, he starts dwelling on everything else that annoys him, meaning that slight annoyances can often lead to his being rather depressed for a short time. He is very intelligent and rather witty, and seems to know useless facts or humorous remarks for almost any situation, his mind being the only thing quicker than his feet. Though he has no qualms about pilfering dusty tombs and ruins, he draws the line at taking loot from the living (unless they REALLY deserve it that is...), and though his line of work has forced a fair bit of experience in killing on him, he reserves his blade for life-or-death situations, preferring to settle disputes with words.

Hobbies & Habits: He enjoys reading and drawing and keeps a leatherbound notebook full of sketches with him at all times, a hobby (and talent) picked up from Raphael, he also enjoys performing the tricks and illusions taught to him by his first foster father. He struggles to sit perfectly still, he will almost always be tapping a foot or fiddling with something or other.

Special Powers/Weaknesses: No special powers, his main weakness is a fear of dogs.

Pics:

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After a hard days work

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:facepalm: I know, they're dreadful.

Edited by the-manta
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  • 4 months later...

Carter

Type: Player Character

Character Name: Carter Cadlew

Age: 48

Race: Redguard

Occupation: Retired Legion / Assassin

Birthsign: The Serpent

Mount: Flint, a dapple gray gelding, (Carter's former cavalry mount)

Physical Attributes:

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

Weapons:

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

Backstory:

Carter Cadlew was raised in Cyrodiil by his parents, who immigrated to the hub of Tamriel from their homeland in Hammerfell just after he was born. His father, Reverend Claudis Cadlew, founded a small chapel east of Bravil called Cadlew Chapel where he would preach the teachings of the Nine. Growing up, Carter stood by and watched numerous times as his parents surrendered all they had peacefully to passing bandits and marauders, even goblins, devoutly relying on the Nine to protect them. This stirred in young Carter an unrest that drove him to join the Imperial Legion when he turned 18; dedicating years of his life to protecting the Empire. After he had left home, Cadlew Chapel was overrun by necromancers, and his parents (though they escaped with their lives) decided it was time to move on and abandoned it. For a time they worked as traveling missionaries, until they finally returned to settle down in Hammerfell. Carter remained in the Legion Cavalry until he was 37 when, after nearly twenty years of service, he became disenchanted with the limitations of the law. Believing natural law was the only truly just law, he left his life of service and became an assassin; dispensing justice on his own terms. At 48, Cadlew is still in his prime and takes regular contracts from those who can find him and afford his fee. He has some moderate skill with potion making, but specializes in poisons, rather than curatives.

Personality:

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

Pictures:

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Name: Synette Androgase

Alias: Syn

Race: Breton

Age: 27

Birthsign: The Atronach

Profession: Warrior Monk

Mount: Shane, a dirty white gelding. Not the sharpest knife in the drawer, he is his own worst enemy and has a ridiculous fear of bodies of water, though rain does not bother him…so long as it doesn’t puddle in his path. In which case, he’ll go around.

Class: Monk

Skills: She is an accomplished Alchemist, superb warrior with Staff, Halberd or indeed any long stave like weapon. She is however useless with other weapons. She understands most spoken languages and customs of the modern and ancient Mer.

General Appearance: She is about 5’8â€, lean and muscular from her training with a staff since childhood. She’s told she is very attractive but doesn’t much see it herself, nor care. She has unruly, short dark brown hair cut just above her shoulders. She hacks at it herself to keep it short, safer in a fight she says. Her eyes are a warm, honeyed brown and crinkle when she smiles and Syn has a healthy tan from her years travelling.

Clothing/Armor: The black, split-skirted pants of her order and an attractive, black shirt that leaves one shoulder and arm bare. Not for looks, it allows her complete freedom of movement with her staff.

Weapons: A long, black wooden staff. Enchanted to protect it from being broken or split by most weapons.

Brief History: Synette Androgase was born in a small village in High Rock. Her parents, who live there still, raised her themselves until she was ten when they realized she suffered from stunted magicka. In High Rock, this is a sign of favor with the god Magnus and Synette was apprenticed to the Monks of the Order of Magnus. She visited her family often as she grew within the Order and said her goodbyes to them at the age of twenty when they deemed her well trained enough to begin ‘The Travels’.

In her homeland of High Rock, the Feudal system there often supports those with the coin to buy justice while the less fortunate are left only to dream of justice. Synette and her fellow monks travel seeking to bring justice and protection for those can’t pay for it. It is a solemn ritual for a young monk to spend no less than twenty years travelling the world, helping those in need, before returning to the monastery to become Masters and train the next generation.

Synette’s order worships the god Magnus, He who designed the blueprints for the creation of the mortal plane and gave most of himself to it. They believe the remnants of Magnus reside in the sun, in the stars and in the very magic that permeates their race and gives them protection. Unlike most Bretons, while the Monks carry the innate resistance to Magicka, they themselves are among those unable to make use of magic. They do not carry the ability to cast spells and so turn to other ways to protect the men and mer their creator nearly died to give a world too. As Magnus carried a staff in his travels, so the Monks of her order carry staves and train daily with them.

Synette carries a black Quarterstaff. Her order trains from early childhood with this iconic weapon. There are few who can match their prowess. Hers in particular has been enchanted to resist the damage of most weapons. Synette herself spent months rubbing gold flake into the ends giving it the ability to damage those creatures who would otherwise laugh off a wooden stick.

She travels Cyrodiil now, staff in hand, searching for places where she may be needed.

Personality: Synette is fair minded with a solid moral compass. She is a steadfast friend who makes them easily and rarely judges the moral standing of those she likes, believing that to be between them and their creator, so long as they do not stand between her and those in need of defense. She has a sharp wit, easy smile, and speaks in the comfortable way of the highlands where she was raised.

Special Abilities (if any): Synette carries an innate resistance to magic simply by being Breton as well as the ability to absorb some magicks cast upon her. Like others of her order, she also suffers from stunted Magicka and is incapable of casting spells of any sort.

She has become practiced at the art of Alchemy however and carries small, specially crafted alchemical tools in her pack.

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Name: Nathan

Full Name: Nathaniel Korkash Rahl

Race: High Elf

Birthsign: The Ritual

Profession: Alchemist

Class: Alchemist

Appeared Age: 35

True Age: Unknown

Backround: Though Nathan gives very little of his past away to most, anyone who knows him truly well knows one of the most interesting stories ever told. Or at least that is what Nathan likes to brag. Born some time in the second era, Nathan was a prodigy in the magical arts, becoming a master of destruction magic by the age of 18. By the time he was 25 he had mastered two more schools of magic, Mysticism and Alteration, and become an expert of Illusion and Conjuration. But he had still not discovered his true calling. When Nathan was 50 years old, he was tracked down by an alchemist known only as "The Grandmaster". This man had been watching Nathan since he was small, and told him that if he wished, he could become his next apprentice. For the next hundred years Nathan studied under his teacher, learning everything about the art of Alchemy, and discovering a talent for improvisation. On one occasion, Nathan and his teacher were out gathering herbs when his teacher fell unconscious. Recognizing the effects of a rare poison call "The Viper's Blood", Nathan quickly started searching for the antidote. When finally he found the required ingredients, he realized that for once in all the time he had been studying under his instructor, he had not brought his alchemical equipment with him to the field. Nathan quickly thought of magic, of his choice to study all the schools except Restoration. Was that a choice that he was now going to regret? But if Restoration could not help him, maybe another school could. Using every bit of magicka and will he could muster, Nathan called forth the magic of Alteration, transmuting the air in front of him into the most perfect set of Alchemical Apparatus ever made. He quickly crafted a powerful anti-poison, but it was too late. The Grandmaster was dead, along with any knowledge he had yet to give Nathan.

After the loss of his teacher, Nathan went into solitude. He doesn't say anything to anyone about his time wandering Skyrim, but one can only wonder about his unique clothing and steed. Not to mention his eyes...

General Appearance: Nathan is 6' 4", not overly tall for a high elf, but powerfully built for his profession.

Unique Features: The most notable thing about Nathan are his eyes. From under his dark hood they are clear, glowing an orange-gold. Other then that, Nathan is never seen not wearing his robe and hood, so any other unique physical attributes are hidden.

Gear: Apart from his unique set of Apparatus, Nathan wears a long black robe and hood. He doesn't say wear he found it, but it is not of any fabric known to Cyrodiil. His horse, known as Cogadh Scáth, is a sleek pure black, faster then shadow, with eyes much like his owners. He has a set of extremely powerful destruction spells, and favors the raw power of the elements to more subtle spells.

Credits: I admit that Nathan's first and last name were taken from the book "The Stone of Tears", and his middle name is Black-Fate in Elven (D&D, not Tolkien). Back story is completely original.

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  • 1 month later...

Name: Vinnus Carius

Alias: Vinn

Race: Imperial

Age: 28

Birthsign: The Apprentice

Profession: Ex-Imperial Battlemage

Mount: He has a white horse called Glory. It is a cowardly horse, and flees when it senses danger, even if it is from a pesky Mudcrab.

Class: Warmage

Skills: Destruction, Restoration, Blade, Heavy Armor, Block, Illusion, Conjuration

General Appearance: He is about 5'7", and he is a somewhat muscular man. He has short red hair, and bright grey eyes.

Clothing/Armor: Even though he is no longer part of the Imperial Legion, he still wears his Legion Armor, as well as a little blue hood. At night, however, he never knows what he's wearing, mainly because he gets too drunk to remember.

Weapons: He always carries around a Silver Longsword from his days with the Legion, as well as a small Elven Dagger, which he uses during his many barfights.

Brief History: Vinnus Carius was born in Leyawiin, with his mother and father both members of the Leyawiin City Guard. He was trained to use a blade by his father, although Vinnus much prefered to study magic, which his father disapproved of. At the age of 17, his father gave up with the training, saying that it "wasn't worth the effort", and Vinnus joined the Mage's Guild. During his time there, he studied four diffrent schools of magic: Destruction, Restoration, Illusion, and Conjuration.

He left the Mage's Guild at the age of 21, having learned many things during his studies. He didn't know what he would do with his life, so, with his trainging in Magic and Combat, he joined the Imperial Legion as a Battlemage. He was a member of the Legion for several years, until he was removed from service after he fell asleep at his post outside the Arcane University, allowing a thief to sneak inside and steal Hrormir's Icestaff. After that incident, he became a hard-drinking Adventurer, having nothing else to do for a living.

Personality: He has a very bad temper, and even the slightest thing will make him go off. Aside from that, he a a very kind and loyal man, and will do anything for a friend.

Special Abilities (if any): He can use a very powerful spell that hits everything but himself in 50 feet with incredible force, but you loses much of his strength, and usually has to run from what survives, if anything does. Also, if it counts, he can survive drinking enough alchohol to kill an Orc, with only minor brain damage.

A man and his horse:

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Edited by drakon136
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  • 3 weeks later...

Geldii

Gender: Female

Race: Elf

Age: 19 or 20

Marital Status: Single

Birthsign: The Mage

Class: Adventurer

Height: 4' 10"

Weight: 97

Skin Color: Medium Cream

Eye Color: Blue

Hair Color: Blond

Hair Style: Long in ponytail

Combat Specializations: Marksman and Conjuration

Minor Talents: Armorer, Light Armor, Mercantile

Home: Living with friends at Eagle's Landing south of Leyawiin

Major Interests: Traveling the world looking for adventure

Armor: Mithril

Weapons: Elven Bow and enchanted dagger

Personality: Inquisitive

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Background: Geldii led a very sheltered life. Raised by an over protective father since her mother had died early in her teen years, she knew little of the world and what was around her except for the times she was allowed to accompany her father to market to sell produce and livestock. It was during these trips that she vowed to one day break free of the iron gripe of her father and explore the world in which she lived. It was on one of these trips around her nineteenth or twentith birthday that she was captured by minotaurs and assumed dead by her father.

As luck would have it she was rescued by another adventurer and set free.

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  • 5 months later...

Character: Alistair L'landur

- - - - - - -

Character Age: 25

Character Race: Imperial

Character Birthsign: The Warrior

Character Class Main: Barbarian

Abilities: A silver tongue (mainly just used to charm women)

Marital status: Single

Children: None

Siblings: Sister: Nina

- - - - - - -

Sex: Male

Height: 6†1'

Weight: 165 lbs

Eye color: Darkish Brown

Hair color: Dark Brown

Hair style: Head: Very blunt-cut short hair

Facial: Small bit of fuzz along his jawline, the beard being thicker around his mouth

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Equipment:

Armor: All his armor is leather minus one exception: a light-weight chainmail shirt below his shirt for the real protection. Otherwise, he wears a brown vest for decorative purposes, armguards on both arms with its use apparent with the number of scratches and stitches that decorate it, and boots that serve as legguards as well and is the same color as his pants.

Clothing: A white cloth tunic, slightly tight black pants.

Weapons: Occasionally carries two normal, steel shortswords hidden on his person, otherwise prefers a longsword or a claymore.

Horse Name and Desc: Cesare, a black stallion warhorse with the age of an old man, but the strength and mind of a ten-year old.

- - - - - - -

Life Stories:

Birth Location: Southpoint, Valenwood

Background: Alistair prefers not to dwell in the past, instead preferring to live in the present and look forward to the future. But he does hint on occasion of coming from a “normal-enough†family. Though he does not say anything, his sister will often drop hints about his past life, only to receive a silent death stare from him and a lack of communication from him for the next couple of days.

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Character: Nina L'landur

- - - - - - -

Character Age: 22

Character Race: Imperial

Character Birthsign: The Steed

Character Class Main: Agent

Abilities: Very acrobatic, can run faster than most people

Marital status: Single

Children: None

Siblings: Brother: Alistair

- - - - - - -

Sex: Female

Height: 5†8'

Weight: 136 lbs

Eye color: Root-beer brown

Hair color: Dark Brown

Hair style: Head: Short hair, not arranged in any real fancy way.

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Equipment:

Armor: Her cuirass is of a thin, dark leather type and is enchanted so she could have the protection she wants without hindering her maneuvering or speed. Otherwise wears steel armguards and legguards. Boots are of the same enchanted leather.

Clothing: A dark maroon blouse under the cuirass and darkish-brown leggings

Weapons: Will use anything and everything she can find as a weapon. Otherwise carries around a couple of hidden daggers, throwing knifes, poisoned needles with a vial of poison next to them, and a bow if she thinks there might be more trouble than she can handle head-on.

Horse Name and Desc: Mia, a grey mare that could pose rather well as a twin of Nina, if she was a human herself and “twin†being based on personality.

- - - - - - -

Life Stories:

Birth Location: Southpoint, Valenwood

Background: Unlike her brother she is perfectly content with achieving smaller goals, whether it's nicking a coin off of a person or successfully running from a mob of city guards after trying to break into a museum. Like all thieves, she steals the priceless gems and shiny objects. But unlike thieves, she only does it just so she can prove to everybody that the guards aren't as “high and mighty†as they like them to believe, not for the gold or the fame of having stolen such “hot†merchandise on her hands. But if there is one person who has the ability to keep her from doing something very disastrous, it's her brother. When she's not trying to fight or to flee, she's can be often found drinking to her hearts content and probably chatting someone to death if they are that unlucky.

Edited by Xinimator
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Thom

Type: Non Player Character [NPC] *Retired*

Character Name: Thomas Edward Surrey

Age: 59

Race: Imperial-Nord Hybrid

Occupation: Retired Blade / Monk

Birthsign:Tower

Mount: Firefly, a palamino appaloosa mare

Physical Attributes:

Thomas stands about 6’2, 220 lbs, burly/muscular build. He has brown eyes and long silver hair, drawn back in a ponytail. His standard attire around Weynon Priory would be a simple monk robe, but while adventuring away from the priory he is more apt to dress in a hodgepodge of armor (including some pieces of his old Blades suit) or simple peasant clothes, the old spymaster's way of blending into the surrounding.

Weapons:

Thomas has two weapons he can use interchangeably. A dai-katana from his years of service, and a basic wooden short staff which he favors over his blade as he only kills when he absolutely has no alternative. Both are typically harnessed to his back when traveling for a quick draw when needed.

Backstory:

Thomas Surrey was born in Skyrim to the Imperial Alma Surrey and Nordic Teig BlackWater. Like most Nords, his clan was a hunting clan, and Thomas learned from a young age how to live off the land, defend himself, and how to care for the welfare of others. Up until the age of ten, his childhood was a happy one filled with adventure, clan, and song. It was at that time that Thomas’s grandmother grew deathly ill, and being her only surviving relations, Alma brought young Thomas with her to the Imperial city to live with his grandmother; unbeknownst to them, it would mean the last time Thomas would ever see Skyrim. At the beginning of his eleventh year, Thomas was recruited into the Blades, and left his family for a life of training and service to the Empire. Little is known of his exploits during those years, though he made frequent trips to the Summerset Isles, when he met and became mentor to a young Quinlan Caerew. Nearly five decades later, he reappeared much older and wiser when he was retired from the Order and settled into a short but quiet retirement at Weynon Priory. It wouldn’t be long before the next adventure began and a new life opened to the former Blade turned monk.

Personality:

Thomas is a good man, immensely proud of the years he spent serving the Empire, and always eager to find new ways to carry on that mission, even through his retirement. He is kind, with a calm even temper, always the first to be diplomatic and thoughtful, with a soft spot for underdogs. Well educated, he can be an extraordinary fountain of knowledge for any seeking obscure references. He has an uncanny understanding of people and life in a grander scheme, and can easily become the trusted confidant and counselor to some of the most unlikely characters. He has a warm hearty laugh and is genuinely a friend to everyone. Though he is passed his prime for an Imperial, his Nordic half keeps him spry enough for many more years of adventure and battle.

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Name: Seyen Marshe (Sey)

Race: Imperia/Breton cross

Age: 20

Birthsign: The Apprentice

Class: Mage

Skills: Fairly skilled at all schools of magic, particularly mysticisim and alteration. Also an excellent scholar and writer.

General Appearance: Average height and slight of build, with light brown hair that curls in whichever direction it feels like and cool grey-green eyes. He has a youthful and intelligent face, very much that of a scholar more than a warrior, with soft features anchored by strong straight nose. His face shows his thoughtfulness and can shift through emotions seemingly at random while he sits quietly to think.

Clothing/Armor: Sey does not wear armour, being a mage. Instead he wears a brown waistcoat over a blue-grey collared shirt, tan linen trousers/pants and a pair of doeskin ankle-boots. He also wears a leather bracer on his left forearm, a ring bearing the emblem of Skingrad, and a small sun pendant (a symbol of Magnus) made of highly polished meteoric iron that shines like chrome. The pendant carries a minor reflect spell enchantment. He carries at all times a beaten but very sturdy leather satchel filled with books, scrolls, potions and all the other tools of his trade. What doesn't fit in the satchel will fit in one of the pouches on his belt. He carries with him a green apprentice's robe and a brown travel cloak (although the robe is generally left wherever he is staying). Notably, he owns a pair of round-framed dwemer spectacles which he wears for reading (when not in use they are kept in a sturdy case on his belt).

Weapons: Not much of a one for combat, he prefers to use his magical talents if he needs to defend himself. Just in case, he carries a simple steel shortsword and a silver stiletto (with no handguard) concealed in his bracer. If the situation demands it, he is not above any cheap shot that might save his life.

Brief History: Seyen was born in a small farming settlement in the West Weald. He showed no real interest in the produce of the town, preferring to bury his nose in books procured from passing traders. His parents recognised that there was no future for a boy who couldn’t farm in a village like theirs and, once he was old enough, sent Sey to Skingrad, hoping that there, his academic tendencies could be put to better use. First he found a job in the library of Castle Skingrad. Seyen was delighted to be surrounded by books many and varied (although he suspected the Count had his most interesting books stashed elsewhere, but there was no real challenge to merely sorting, filing and reorganising the books, and he pleaded (successfully) to be allowed to borrow them. When the Count’s steward, Hal-Liurz found Seyen practising from an old spellbook, however, she pursed her lips and vanished into the Lord’s Manor. The young farmers’ boy didn’t quite know what he had done wrong; Hal-Liurz herself had given him permission to borrow a book per week from the library,, and this old spellbook seemed nothing special (only later did he realise the significance of his being able to actually use what was in fact an old and complex tome). She returned some time later to inform him that the Count wished for him to go and join the Mages’ Guild. As far as Seyen could tell from his lowly position, Count Hassildor had never been especially trusting or friendly towards the Guild, despite the regularity with which messengers went between the two, but Hal-Liurz insisted it was no punishment. In fact, she said, The Count promised that if Seyen returned by his thirtieth birthday, a wizard of distinction, without adopting the “undesirable traits†of guild mages, there would be a place for him in Skingrad’s Court.

So Seyen was sent to the local guildhall, where he began studying the schools of magic. He proved his aptitude time and again, and was soon, far sooner than most, sent on to the Arcane University. The University was an amazing place to the young farmers’ boy- such a wealth of knowledge and learning gathered in one place. Just as in the Skingrad Guild Hall, he hastened to devour any task set before him, and was well liked by a number of scholars. Some, though, felt differently. A West Weald farm boy, they said, had no place in the prestigious grounds of the Arcane University. Count Hassildor, they said, had a nerve muscling his servants into the Guild. The venomous whispers stung Seyen deeply, but he was determined not to allow them to ruin his future. He carried on at the University, ignoring the whispers and glares, focussing instead on his studies. Eventually, though, a tipping point was reached.

On a trip outside the University grounds, into the Market District, he was followed by two fellow apprentices. Careful glances over his shoulder alerted him to their purposeful pursuit and wicked smiles. Nonetheless, he carried on. He supposed they meant to intimidate him, and there was no danger of him allowing that. Even if they did indeed try something more serious, Seyen was sure he had a fair chance on taking them on. What he was not prepared for was the help they brought along. As he passed the entrance to a small courtyard, the apprentices began to call to him; first whispering, then yelling, bile of every nature. Before he knew what was happening, rough hands yanked him into the shadows of the courtyard. A flash of green locked his rendered his magic unusable, but even without the silence spell he would not have been able to concentrate long enough to cast. A group of thugs, three he thought, surrounded him, punching and kicking at random while the apprentices jeered and spat. When he awoke, a young watchman was leaning over him, trying to figure out if he was still alive.

After a brief sojourn among the healers, he was escorted back to the University. He stayed long enough only to gather his possessions. Seyen hated to concede the victory to those who looked down on him, but equally was determined to succeed. He could not succeed in the University.

For a short while now Seyen has travelled from place to place working as a free mage and scholar. He lives simply, making small amounts of money with small research expeditions or by selling his knowledge to those who need it. He enjoys his new life, simplicity suits him, and his days are both exciting and challenging; he never knows what the next day will bring.

Special Abilities/Strengths/Weaknesses: Very good with animals. Speaks decent aldmeris (albeit with an imperial accent) and is studying ayleid. A fast reader. Conversely, a poor swimmer and slow runner, and definitely not someone you’d want to rely on in a magic-free fight. Still remembers the spell he began reading in Castle Skingrad, but isn’t sure what it does (me neither, I’m saving it okay!?)

Personality: Whilst he is by no means a righteous warrior, Sey is a thoughtful and conscientious person who, when it is required, is brave and stalwart. Generally, he is a passive individual, who prefers to quietly think, read or talk, and is usually happy to go with the flow, provided said flow does not violate his morals or dignity. Sey’s dignity is very important to him, and it shows in what seems like an unusually high pain threshold. His threshold is, however, totally average, he simply does not allow himself to show his suffering to his enemy. He tries quite hard not to show how he feels around strangers, but among friends he can be quite emotional. Sey’s defining feature and greatest asset is his intelligence; he knows a great deal on many subjects, and his knowledge, wisdom and intelligence have saved his life more times than fireballs.

Image comes later...

Edited by the-manta
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  • 4 weeks later...

Eshe

Type: Player Character

Character Name: Eshe the Quicktooth

Age: 24

Race: Khajiit

Subspecies: Dagi-raht

Occupation: Warrior

Birthsign: The Thief

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

Physical Attributes:

Eshe stands about 5’8, 140 lbs, a lean muscular build. She has goldish green eyes and silvery fur, striped and spotted black in the patterns of her tribe. She sports a short spiky mane of silver white hair. Her typical style of dress is a light tribal type armor though as she grows accustomed to life in Cyrodiil and the ways of the Tavern her tastes will evolve to more of an adventurer's garb with tribal accents.

Weapons:

Eshe is proficient with the spear, which she can manufacture from natural materials when needed, however she finds that weapon too heavy for anything beyond hunting. In battle she may use a spear while mounted so keeps one handy in her saddle wrappings, but on her own, she prefers hand to claw combat. She is a master of Whispering Claw, a Khajiiti martial art form that centers on speed, balance, and patience. She uses her natural acrobatic skills and feline qualities to render her enemies defeated in honorable combat.

Backstory:

Eshe was born and grew up in the Tenmar Forests of Elsweyr. Raised by her mother, she never really knew her father Do'Fumbe, a personal guard to the Khajiiti Mane, having only met him once when she was seven, and only then when he came to see what sort of child he had sired. It was Do'Fumbe who gave her the added name "Quicktooth" for the biting words the girl child had for her father who had abandoned their clan to serve the Mane. Her father's esteem in the clan, and Eshe's natural prowess for combat made her an ideal candidate for becoming a warrior in her clan. She began the study of Whispering Claw at the age of seven as well, a parting gift from the father she would never see again. His legacy lived on in Eshe, who fought as hard and well as any of her male counterparts and often won her the favor of her elders in the combat temple where she was trained.

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

At 24, Eshe is as close to a "commander" as tribal structure allows in her family clan. She leads small hunting and war parties made up of her brothers, uncles, and cousins; it is a highly esteemed position for a female Khajiiti let alone one so young, and it is not a responsibility she takes lightly. It was during the advance of one such war party, that Eshe and Duna entered a mysterious gate to an unknown realm and became trapped far from Elsweyr. It's only after meeting Quinn and Seyen in the dungeons of Ember City that they are able to return to Tamriel and her debt to Quinn, keeps her in Cyrodiil so that she might repay him for his actions.

Personality:

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

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  • 4 months later...

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Malori Cordaz

Age: 18

Race: Bosmer

Profession: Bard

Height: 4'9"

Slight build. small, but not to be underestimated.

Weaponry: Silver Rose (courtesy of Raurke Duskshadow via soulbinding ritual

The Reaper's Spine, an ancient iron scimitar forged by the first Revenant Court to shepherd the dead to the afterlife

Malori lived a simple life, a nice room at Luther's Boarding House, decent earnings as a bard, traveling from city to city sharing stories and singing songs. All that changed after a 3-month stay in a wretched prison cell in some god-forsaken hole in the ground, surrounded by evil undead, and rooming with a mysterious one-armed elf of indescernable origin. Now she's on the journey of her life, hearing a disembodied voice, using unnatural powers that aren't hers, and fighting an evil hoarde of necromancers and a society of the living dead called the "Revenant Court". With the aid of a mysterious symbiotic relationship with the soul of Raurke Duskshadow, she can only hope she doesn't end up like many of the heroes and heroines she told stories of.

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