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Tavern Tales Skyrim: Character Bin


DarkRider
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Tavern Tales Skyrim

Character Bin

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This thread is the home for former Tavern Tales Skryim characters that are no longer actively in play, or being used in any way in the current Tavern Tales. Characters here may be deceased, inactive, 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.

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  • 1 year later...

Grond

 

Type: Non Player Character (Until Grond Returns to Claim Him)

Character Name: Grond

Age: 28

Race: Nord

 

Occupation: Blacksmith, Brewer, Mercenary

Guardian Stone: The Lady

Mount: Mik, a blue roan stallion

Physical Attributes: Stands 6' 10" Weighs 350 lbs. Eyes: light blue Hair: dark blond, still growing his beard, medium length hair with braids on one side. Blue war tattoo covers the left side of his face.

Weapons: Two-handed steel warhammer, ancient Nord Bow, Orcish dagger, horned steel helmet. Grond crafted his own armor, and the steel warhammer as well. When not armed, Grond wears the only thing he has spent money on that doesn't contribute to dealing death, or getting him drunk. A handsome buckskin outfit bought from a shop in Solitude.

Backstory: A blacksmith's son, Grond was born in a small settlement in the Eastmarch, near Skyrim's border with Morrowind, in the foothills of the Veloth Mountains. His mother died during his birth. Otherwise Grond had an unremarkable childhood, with the exception of his times at a forge. He learned the craft from his father Borgond; the two would sit at the wheel or stand at the forge most of each day, silent, save for short grunted hints from Borgond.

When he was 19, Grond left his home and spent some time with a band of marauders, waylaying Dunmer caravans crossing the Veloth range into or out of Morrowind. It was during this time that he put the 'war-stripe', as he calls it, on his face. Eventually he grew bored of that work, and soon left the mountains. He found himself in the Ratways of Riften, where he learned much about lockpicking from certain members of one shadowy organization or another. He had some lucrative work there, until he was arrested. But Ingun Black-Briar took a fancy to him, and had him freed on his promise that he would marry her. Once freed, Grond ran from Riften as if being chased naked by a Dragon.

Personality: Grond has a barbaric zest for brawling, and killing. He follows no particular code, but if it jingles heavily in a purse, Grond is on its side. He follows the winds of war where they lead him. He is brash, and fair, and his heart leans to the righteous side of a fight. He is fairly amicable, easily angered, quick to act. He is capable, yet has a tunnel vision which often puts him in great peril. He is driven by a zest for battle and the spoils which go to the victor. He is simple, has no use for caution, prefers following his betters to leading unreliable men. Politics make him yawn. He loves Skyrim and will continue to run along her ridges, no matter who wears her crown.

Special Abilities: Expert Lockpicking, Expert Smithing

Additional Images:

 
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Haunt

Type:

Main Player Character.

Character Name:

He keeps his true name a closely guarded secret, he only reveals his true identity to someone he trusts with his life. It's his way of telling them he has absolute trust in them, and of keeping his true identity safe. He goes by the alias of "Haunt."

Age:

He says 20, though with an undertone of deceit in his voice.

Race:

Believed to be a Breton.

Occupation:

He refers to himself as a "Messenger of Fate."

Guardian Stone:

The Atronach.

Physical Attributes:

Haunt has pale skin, blue eyes as cold as Skyrim's ice and black, medium length hair that he keeps tidy. He is tall and thin. While he is young he says he says he feels like he has the experience of over a hundred lifetimes, saying his life has been a "twisted shadow darker than the depths of the void." He looks like a normal human, besides the unusual glint in his eyes that suggests he is hiding something about himself. He is quick to state that he is not a vampire should he be questioned about his nature.

Equipment:

Haunt prefers to use a bow and magic to take down his enemies from afar, using his bow when his magicka has run out, and using his magic to heal any wounds he recieve, which he rarely does. He prefers to mix light armour with robes, to conceal himself and provide himself with practical protection and warmth.

Background:

Haunt has a past shrouded in shadow. He says he comes from the Isle of Balfiera, where since his childhood he was studying the Direnni Tower for years, trying to solve it's many dark mysteries. He speculates that his time there may have drove him half mad. Apparently he's in Skyrim because "Fate has bigger plans in store for him."

Personality:

Haunt is intuitive, cunning and observant. He can figure things out quickly and knows how to react to unexpected circumstances. He can spot when someone is lieing and when someone is up to something they shouldn't be. Whether or not he confronts them depends on how it will effect him. Haunt is slow to trust others, and looks out for his own needs up to the point where he makes friends with someone, which he generally does with anyone who he sees as being skilled. Should he be insulted by someone, no matter how skilled they be, he will not hesitate to take any opportunity to bring them down a leg. He is interested in the arcane, mysteries and Fate, which he obsesses with. A devout follower of Azura, he is looking for anyone with what he calls the "spark." He is cautious of others and will seem to be treating everyone like he is testing them at first, because he is as he is always analysing the abilities of others. In conversation he is witty and sly, almost always smirking at the people around him trying to figure him out. He only reveals who he truly is with those he completely trusts.

Special Abilities:

Extremely accurate with a bow. Fast reflexes. Very agile. Naturally talented in the Arcane. Can read the fate of an individual, though his interpretations are always obscure riddles.

Images:

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Edited by Mannimagnus
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Red

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Character Type: Non Player Character (Until WhoGuru Returns to Claim Her)

Character Name: Red

Age: 24

Race: Imperial

Occupation: Bard

Guardian Stone: The Shadow

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

Physical Attributes: 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 wears a hodgepodge of light armors and clothes some baring curiously enchanted properties that afford her some extra protection from normal weapons. On occasion, when scouting a mark, 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. Her tool belt is equipped with a length of rope, picks and probes, and various small pouches with other useful items 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.

Weapons: A unique blade she found while spelunking in Bleak Wood Barrows; it appears to have been a daedric blade, but was refit and restored by the dwemer. She also carries several short knives secreted about her person for close combats.

Background: Red has little to say about her past...but hopefully she'll enlighten us further upon her return.

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 waif 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 traveler all her life, so she says. She can't pass up a bit of challenge and being told something is impossible is like dangling a carrot in front of a starving horse.

Special Abilities: She has no outstanding magickal powers or weaknesses though she hates the cold to a degree of incapacitation. She does however love snow, if only she could have snow and have it be warm. 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 bard's best friend for it teaches patience, timing and creativity.

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  • 1 month later...

Akash

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Category: Primary Player Character.

Alias(es): Dragon Face.

Race: Argonian.

Age: 40.

Guardian Stone: The Lord Stone.

Profession(s): Blacksmith, Hunter, Mercenary, Writer.

Special Ability/Abilities: Skilled at interacting with dogs.

Physical Appearance: Akash sports a moderate frame supporting a head with an exceptionally long snout relative to the argonians of Skyrim, earning him the nickname "Dragon Face" from Glynis. Asides from a long snout, his head is about as plain as it gets for an argonian, as he lacks horns, brow spikes, and feathering, which has the side effect of enabling him to wear helms with ease. His scales are mostly dark brown, but orange covers his throat and borders his icy blue eyes.

Personality & Hobbies: Akash will tell you his opinion regardless of its popularity with others, and doesn't usually turn his nose up to a one on one brawl, although he does not actively look for them. Akash gracefully accepts defeat, rarely loses his temper, and abstains from drinking to drunkenness. He prefers social interaction to isolation in most situations, except when writing fictionalized counterparts of his experiences in Skyrim, which are recorded in a pocket journal first. He is facetious on most occasions, and is persistent in achieving goals, but "knows when to fold em". When not traveling, doing business, or writing, Akash is off hunting, most times without company, but always with Sindri.

Equipment: In battle he dons steel armor, and his weapon of choice is a mace. When hunting or working, Akash wears ordinary looking clothing with gloves and boots, but when in a casual or formal (and most importantly, non-public) situation, he wears a blue robe with a gold diamond ring & amulet.

Pet(s): Akash's pet is a 5 year old dog named "Sindri." He is Akash's hunting dog, war dog, and constant companion.

Mount: Sigrid, a 10 year old pinto mare.

Biography: Akash was hatched in Morrowind while his family was on the way to Skyrim, and his childhood was about as ordinary as it could be for a wealthy argonian family living nearby Falkreath. He learned the art of blacksmithing, horseriding, hunting, and combat, in that order. In 4E 171, Akash's innate talent for writing and interacting with dogs was revealed, and although his family helped him advance the former, Akash developed his dog-handling skills on his own, training strays in Falkreath with the promise of food, and spending time learning from a breeder how to train not-starving dogs. His parents objected to the former, as there would sometimes be whole packs of strays waiting at the door to his home. Most of Akash's childhood friends were nords, who he wrestled and brawled with, and bretons, who introduced Akash to the concept of fiction writing (up until meeting his breton friends, Akash did all his recreational writing in a series of pocket journals, which he is still in possession of.)

Once he came of age to 'leave the nest' in 4E 181, Akash purchased his first steed and war-dog (the latter of which living until 4E 189), and spent several days packing his bags in preparation for the "journey abroad" as he so termed it, seeking prestige and profit as a blacksmith, mercenary, hunter, and writer. When he finally did make the move to go out into the world, the series of events in which Akash met his closest allies occurred, those allies being Glynis and Berach, in that order. He met Glynis while in Riverwood in 4E 182, noticing that the high elf was being harassed by a mob who presumed her to be a member of the Thalmor, Akash broke up the crowd swinging his mace about, and during his stay in Riverwood, was befriended by the wandering high elf. In 4E 194, the pair met Berach, the breton, while looking out into the forests surrounding Windhelm, they noticed a Breton exiting the forest with a pack of wolves peacefully interacting with him. The wolves did not remain long, but long enough for Glynis and Akash to be awestruck at the sight.

Berach was initially wary of Akash and Glynis during their stay in Windhelm, for they had seen something he tries to keep secret, but eventually realized that they were of no harm, and opened up to them, and was convinced of the benefits of group travel. Thus the pair became a trio, and after resolving the ordeal of replacing Glynis's steed, their business in Windhelm was over. In 4E 197, Akash's horse was run down by a sabre cat, and unfortunately for them, the sabre cat had killed the horse before they could save it. The nearest location was Markarth, and so they went there to amend Akash's horseless status, and at Markarth Akash adopted his then four year old steed Sigrid. In 4E 198, after having several near fatal encounters when hunting, he adopted his war-dog, Sindri, who at the time was but only a few months old.

Edited by Jheuloh
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  • 2 weeks later...

Glynis

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Category: Secondary Player Character.

Alias(es): Hides-In-Trees.

Race: High Elf.

Age: 102.

Guardian Stone: The Atronach.

Profession(s): Enchanter, Merchant.

Special Ability/Abilities: Skilled at interacting with horses.

Physical Appearance: Her physique is standard high elf fare, and the shades of green & yellow in her skin, eyes, and hair make Glynis better camouflaged in forested areas than most individuals. This has earned her the nickname "Hides-In-Trees" from Akash.

Personality & Hobbies: Glynis has a tendency towards brashness in all senses of the word and being stubborn, but can control herself when she truly needs to, and does not engage in brawling, although she will happily engage in a drinking contest. She prefers the company of others over a solitary existence, and often is the first to greet a newcomer. She will also likely be the one individual who stands by a shamed or shunned friend's side long after others have abandoned them. Glynis keeps a pocket journal with her at all times, documenting memorable social encounters she has observed or taken part in, and writing down ideas for improving her ability to enchant.

Equipment: Dark colored robes, and a staff of destruction.

Pet(s):

Mount: Aatos, an 13 year old palomino gelding.

Biography: Glynis was born and raised in the Summerset Isles on the mountain Eton Nir, near Cloudrest. Most of her childhood was spent following her parents as they traded with people in Cloudrest and smaller settlements in the mountain, admiring the architecture and playing with friends she had made in her travels. Her childhood was mostly uneventful except for the days she spent learning the ways of enchanting and casting spells from her teacher, and as a teenager, began writing down her encounters and ideas in a pocket journal. When she turned 25 in 4E 126, Glynis left the Summerset Isles for Cyrodiil, following the practice of dissidents before her who simply left rather than actively challenge the lifestyle practiced by Summerset Isle's residents. She set sail for Cyrodiil, and lived there until 4E 169, and leaving for Skyrim in response to the political turmoil associated with Emperor Titus Mede II ascending to the throne.

During the later years when the political troubles of Cyrodiil met Skyrim, Glynis found herself short on cash as more and more people refused to do business with her in mistaken association with the Thalmor, and in 4E 175, she made various false identities to hide her real form & stay on the move to avoid being questioned on the matter of who she really was. Her pocket journal went without new additions for a long while, and during that time-frame, Glynis made the decision to plant her foot down when trouble arrived rather than simply leave the scene as she had in the past, and call Skyrim her permanent home. The period of leaving her pocket journal empty was broken the day she met Akash the argonian in 4E 182, who defended her from an enraged mob near Riverwood which wasn't intimidated by her display of fire. Astonished by the act of kindness after growing accustomed to instant hostility from others, Glynis wrote down the encounter during the night, and spoke with the comparatively young argonian the day after. Although she first intended to leave Riverwood as soon as possible, she saw the argonian working at the forge, and thus she had the idea of forming a trading party with Akash.

Glynis persuaded him to let her join him on the note of being able to raise the value of their wares, and also raising their wealth by sharing their acquired gold. To her surprise, the argonian took up the offer, taking note that asides from complementing one another in the marketplace, Glynis's display of fire suggested a talent for destruction magic would be valuable on Akash's mercenary adventures. Before going anywhere, however, Akash did Glynis the favor of purchasing a horse, and she was delighted to be able to ride again, for she had ridden horses in Cyrodiil, but had to leave her last one behind when she left for Skyrim. The pair left Riverwood to travel in search of trade and mercenary employment, and when they were in Windhelm during 4E 194, they met Berach the breton, watching him leave the forest with a pack of wolves peacefully interacting with him. During their stay in Windhelm, Glynis was the first to reach out to Berach, taking note of his skill in alchemy and discussing with him her understanding of hiding one's true-self from the world.

Shortly after forming a trio with Berach, Glynis's horse had succumbed to illness, although luck would favor them, however, for in the months following the death of Glynis's horse, a then four year old palomino gelding was available for purchase. Glynis called him Aatos, and soon after the trio left Windhelm, having done their business there. From 4E 195 onward, Glynis forsake alternate identities altogether, and whenever she visited a place where she had befriended a person under a false identity, she informed them of her true nature.

Edited by Jheuloh
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[color:red]Character Name: Zrikt

[color:red]Character Type: Secondary character

[color:red]Character Age: Not quite as old as time itself.

[color:red]Character Race: Daedra

[color:red]Character Description: Zrikt stands roughly 7 feet tall (discluding horns). For the most part, he resembles a very tall Bosmer, though the elvish aspects of his face (pointed ears, almond-shaped eyes, ridged forehead) are thoroughly de-emphasised. His height, coupled with his wiry muscles, gives him the appearance of unnatural thinness. His body is not adorned with any decoration or clothing (aside from, perhaps, the obligatory, fur loin-garment). In places his bones are developed beyond those of a normal humanoid, most notably on his head, back, fingers and toes: he has short claws in the place of nails, antlers sprouting from his forehead, and from his spine armour-like plates of bone are formed along his upper back. His eyes are an unremarkable dark brown.

Zrikt's behaviour is baffling to many, mostly because he is not driven by human impulses or desires. He habitually creates mischief and chaos for their own sake; in this way he validates himself. He is equally pleased by his own acts of creation, though these are rarer, as he has no need for shelter, clothing, or food. Unlike most daedra, Zrikt fears death: in dying, he is cast back to oblivion, and closer to the reach of Hircine, his enemy and master.

In combat, Zrikt tends to fight hand-to-hand, with horns and teeth thrown into the mix. He may also fight with enchanted spears, carved from sticks. Centuries in Hircine's realm have made him constantly wary; as such he is always trying to outmaneuver potential threats. He goes to great effort to go unnoticed by the Princes of Oblivion, especially Hircine. To this end he avoids moonlight, or being observed by wild animals. He flees from werebeasts outright.

[color:red]Abilities:

Highly resistant to common weapons: He cannot be cut by iron or steel.

Observant.

Telekinetic: he can easily manipulate many smaller objects without needing gesture or incantation, but more massive objects are all but completely beyond his control (for example, he could open a door if it wasn't too heavy, but cannot use telekinesis to disarm of force choke someone).

Enchanter.

Ferocious fighter.

Sneaky.

[color:red]Weaknesses:

Fears death, or otherwise returning to oblivion.

Tied to mundus by conjuration; he requires a summoner.

Weak against elemental magic, enchanted weapons and fire.

Limited martial discipline.

[color:red]Background: During the creation of Mundus in the Dawn Era, mighty spirits were destroyed or crippled, and many lesser spirits were formed. Zrikt was formed from an eddy of power in the wake of far greater births, existing only as a formless, bodiless whisper. Nameless, and unable to affect the physical world in any way, he wandered creation as a mindless observer.

Thus Zrikt remained for time beyond counting, until he happened to drift through a living creature; a progenitor to many animal species of Tamriel. He found that he could affect the creature's intentions, and thus indirectly affect the world. In this he discovered his first emotion: delight. Frustration and anger followed, as he explored the limits of his influence to find that he was rendered powerless in the face of the creature's primal urges, to eat and hunt and flee, to nurture and protect, to hate and kill. All these sensations and desires were incomprehensible to Zrikt, and he quit the creature's mind in disgust.

The experience pronounced a great change in him. Suddenly, he could affect the world, and in doing so, the world affected him. He drifted from creature to creature, delighting in the chaos he could create, the ripples of cause and effect he could set in motion. He lusted for more control, more power to vandalise the world. Slowly he gained more influence as he came to understand these animals' alien senses and imperatives.

Eventually he found the mind of a human(oid); an ancestor to the races of mer. This new creature's mind was unlike any Zrikt had encountered before. He had found a being with self awareness. In it he found treasures he had never imagined: language, culture, faith, crime, revenge, justice, shame, honour. In time he learned that this elf had a name. He also found that it had a name for him: it was aware of him.

Time passed again beyond counting, but now Zrikt had a purpose. He needed more influence. He needed to crystallise his identity, to discover his name. He had no tongue to speak one, nor ears to hear one. He roamed the earth, preying on malleable minds to feed his addiction to mischief.

In the latter half of the Second Era, a Wild Hunt was called. Over a thousand Bosmer performed the ritual, submitting themselves to the power of Y'ffre. Transformed, they stampeded across the land, leaving ruin and death in their wake. When the task was done, the horde of monsters found themselves in a dense forest. The ritual of the Wild Hunt ended with the monsters turning on one another. For months the horrible beasts fought, every one for itself. Few fled, and when it was over, the forest floor was littered with the corpses of unspeakable terrors, and a black cloud of carrion nearly blocked the skies.

Amid this destruction, one beast stood victorious, feasting on its fallen foes. Its form had stabilised as an unnaturally tall, antlered humanoid, possessed of terrifying strength and speed.

Hircine, Daedric prince of the hunt, had watched the mad battle with keen interest, and was delighted by the clear, sole victor. He sent his followers and minions to catch it, and take it to the plane of the Hunting Grounds, so that he may personally hunt it. They were unsuccessful; all were either killed or driven off. Hircine was further intrigued, and set about manifesting himself in Mundus, to personally test this beast.

Appearing as a fleet-footed elk, Hircine played the role of the prey, tempting and fleeing from the beast. He found it had some cunning, but its mad fury made it easy to outwit. It was much as He expected, and He was inspired to create a worthy beast for His own hunt. Abandoning the forest and the chase, he began to hunt for a guileful mind for his creation.

Of course, it was Zrikt he found. Zrikt had been terrorising a small Valenwood settlement, who's residents had come to know him as a spirit of madness. He observed with interest as they committed crimes against one another of their own accord, absolving themselves of guilt by blaming him for their actions. He was unaware that his antics had drawn the attentions of other spirits. When Hircine pinned him to the earth with an enchanted spear, it was the first time a physical object had affected, let alone harmed him. He has feared and hated Hircine ever since.

Hircine trapped Zrikt in the beast's mind, and forced the two to fight until one was destroyed. Zrikt was victorious, and claimed the prize of a powerful body of his own, at the cost of his freedom to wander unseen, unaffected by the world; all exactly as Hircine had planned.

For hundreds of years Zrikt was trapped in Hircine's realm, forced to hunt and be hunted. Between attempts at escape, he went about eliminating his body's mortal needs, such as to sleep or eat, which he saw as an affront to his own nature. Over time, he became far more Daedra than beast.

When Uriel Septim was murdered, and the dragon fires failed, Zrikt saw a chance for escape from Hircine. From a fallen branch he carved a staff of summoning. Its enchantment was designed to bind Zrikt himself, but was subtly flawed to work to Zrkit's advantage; Though he could not subvert the enchantment's nature of mastery over him, he could allow himself far more freedom than any mortal-made spell. One essential difference was that dismissal would only work if Zrikt consented.

Fleeing to Mundus, pursued by hunters, Zrikt hid the staff before being caught and dragged back to Oblivion. He resumed his life in Hircine's wilderness; fleeing, hunting, killing, surviving, and waiting for his staff to be uncovered, so he could be called to Mundus. There, he was sure, he could win back his freedom.

Edited by ResolveThatChord
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Berach

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Category: Secondary Player Character.

Alias(es):

Race: Breton.

Age: 47.

Guardian Stone: The Atronach.

Profession(s): Alchemist, Merchant.

Special Ability/Abilities: Allied with a pack of wolves as a product of his days as a werewolf; to this day he is still on good terms with them.

Physical Appearance: Berach is of an average build for a breton, and sports short, black colored hair with and van dyke facial hair. His eyes are brown colored. A scar runs down his right cheek which was inflicted upon him by a dagger wielded by a member of the Silver Hand.

Personality & Hobbies: Berach speaks with a formal, sometimes business-like quality to newcomers, although as he gets to know them better, his vocabulary loosens up. Berach tends to be the one who makes proposals to his companions or to others, but in most casual situations he prefers not to stir anything up and for the most part keeps to himself. When he does interact with others, Berach avoid having his opinions show through or affect his decision making for the sake of diplomacy, although he will discuss his views in private. When at his 'home base' and with free time on his hands, Berach makes illustrations of anything of interest to him, mostly illustrations of ideas for potions and poisons, or pictures of ingredients and/or their owner(s), and of the wolf pack he has secretly allied with.

Once a month, he will venture out into the wilds, almost always alone, to visit the wolf pack he has allied with and see what has happened to them in his absence.

Equipment: Berach wears light colored robes with a similarly colored hood, and wields a staff of illusion.

Pet(s):

Mount: Lahja, a 7 year old bay mare.

Biography: (To be completed!)

Edited by Jheuloh
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