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    Freyja

    Supreme Ruler of Cats
    Name: Freyja ( once called Alle'Di, but she changed her name as soon as she learned to speak the common language of Tamriel )

    Race: Khajiit

    Class: Thief/Assassin

    Affiliations: Thieves' Guild + Contacts in Dark Brotherhood

    Gender: Female

    Age: 22

    Looks: She has bright blue eyes that almost seem to glow in the dark. Her fur is a very dark gray, and her nose and mouth are slightly lighter. She has black stripes running up her nose and down her head into her spine, and she has a reddish tint in her fur.

    History: Freyja was born in a desolate camp in Elsweyr to two Khajiit alchemists. She spent her whole childhood with her parents learning the merchant's trade and training in alchemy. By the time she was thirteen, she could brew a deadly paralysis poison that was quite well known in her region of Elsweyr. Khajiit would always come asking for that special poison of hers to help with a swift kill. And Freyja would always squeeze the best prices out of them.

    Around the time she was fourteen, Freyja and her family started a trade caravan that went through all of Tamriel. As they visited each country, Freyja would learn small things from locals. In their first stop, Valenwood, Freyja trained with an elite archer for the duration of the time her family was there. This continued in each land until she was seventeen, training with an expert, and meeting her family at the border to the next place. However, when they were crossing from Morrowind to Skyrim, they were ambushed by a group of bandits that managed to kill the rest of Freyja's family before she could get to her weapons to kill them. Not knowing quite what to do, Freyja kept going on into Skyrim, where she was ambushed by Imperials.

    Shortly after escaping from Helgen, which was destroyed, Freyja made her way to Riften to join up with the Thieves' Guild. There she stayed, training with the masters and moving up into the ranks until she was made a Nightingale. Soon after, Freyja joined the Dark Brotherhood, but stayed a simple novice, only there for simple contracts and easy money, having no desire to get too close to them. She kept this all on until she was twenty two.

    Currently Freyja is simply roaming around, stealing for the Thieves' Guild and killing for the Brotherhood. When she notices anything out of place or strange, Freyja takes it as an opportunity to make some gold off of loot. She checks in on major cities often to hear strange rumors and help the locals-anything-as long as it led to an adventure.

    Personality: Freyja seems like a bad person, and technically she is, but she is a pretty nice person. She tends to manipulate people, even if she doesn't mean to, it's natural to her. She has a thing for gold, and will do anything for it, no matter the level of morality. There is one thing, however, that really gets to her. Like all Khajiit, Freyja is extremely proud of her race and feels a strong commitment to them. She would let any Khajiit into her home and let them use her money and eat her food, be it a criminal or a noble.
    Likes: Gold, quiet, and mead, darkness
    Dislikes: Ale, loud noises, the sun, overly populated areas
    Skills~
    Master- Sneak, Archery, Conjuring, Speech
    Expert- One Handed, Alchemy, Enchanting

    Outfit: She wears a Nightingale hood and Guild Master Armor, gauntlets, and boots.

    Fighting Style: She normally sneaks into battle with her bow, and uses an ebony dagger and Mehrune's Razor when spotted. She also summons creatures when things start to get out of hand.
     

    Navare

    Savage Spirit
    Name: Marcus Delevega
    Race: Breton
    Class: Spellsword
    Gender: Male
    Age: 22

    General Appearance: Medium length dark brown hair which flows down around his face, Icy blue eyes, short goatee beard. Reasonably tall for a breton, quite thin but athletic build.

    Personality: Generally a nice person, although quite shy. Finds it hard to take anything really serious, and generally uses sarcasm when uncomfortable and/or annoyed. He is an extremely loyal friend, but to get him to trust you and call you a friend is no easy task. He hates overly confident people, and will often show his dislike towards someone through sarcasm. He has never told anyone about his past, and probably never will.

    Clothing/Armour: Wears a hood almost all the time, in a rather poor effort to cover the large black tattoo covering the right side of his face. Wears armoured mage robes, with ebony padding on his left shoulder, knees, elbows and wrists.

    Weapons: Wields a sword in his right hand, and a spell in the left. Proficient in conjuration, illusion and restoration magic.

    Backstory/History: He was born and raised in Cyrodiil, to a Breton mother and Nord father. He was brought up with strict religious views on the nine divines, but has gone slightly astray of that path.

    He lived a peaceful life, always interested in magic and learning more, no matter how simple or how difficult the spell. Sadly his father disagreed with this, hence why he is so proficient with a sword. He can't say he is annoyed with this though, as his sword arm has served in well in later life.

    He also has a fascination with daedra, and loves to study the various forms, such as vampires, werewolves etc. Sadly yet another thing his parents disagreed with. He left Cyrodiil for Skyrim when he was in 18, in the simple hope of gaining more knowledge, and hopefully falling in love. He still loves his parents to bits, even if they do not get along, and would love to return home to see them someday.

    The next 4 years of his life remain a mystery, although one can say whatever happened in this time changed him, as he is now a harder, less trusting person.

    Alliances: Hates the Thalmor, again due to something in his shady past. Has respect for the empire, mostly from his upbringing. Apart from that he would probably join anyone, although he currently sees no reason to do so.
     

    Welandril

    New Member
    Name: Alecian Vaelendil.
    Race: High Elf (Altmer).
    Class: Sorcerer.
    Gender: Female.
    Birthplace: Somewhere in Alinor, the capitol of the Summerset Isle.
    Current Residence: Travelling, but main home in Alinor, inherited from parents before they died. Job/Occupation: Illusion enchanter, Illusionist, General petty jobs, e.g. lumer work, mining, anything that suits her current location. For instance, if she was in Elsweyr, she might pick plants etc.
    Skills:
    Apprentice: Illusion, one handed.
    Novice: Restoration, Alchemy, Alteration.
    Sexuality: Heterosexual.
    Looks: 6'3, Long redish hair, Orange/Yellow eyes, High cheekbones, Slim jawline, Long pointed
    chin, Slanted almond eyes, Longish ears, Flat nose.
    Clothing: Usually wears green robes, they're a family heirloom and she prizes them dearly. They're made with the finest Altmer silk, with delicate and elegant embroidery. She carries a small iron dagger, incase she's too exhausted to cast any spells. She wears small green embroidered shoes, with log pointed tips, and sometimes wears a hood, with the same pattern as her robes.
    Personality: Alecian is generally kind to others, she doesn't really have many quarrels with people. She practices the ancient art of magic, she's not very skilled at the moment, however her favourite school of magic is Illusion. She usually practices in her Inn room, casting invisibility spells, but usually failing and having something go wrong like her body being invisible, but her head is visible. She's a young apprentice, at the age of 16, he's not very experienced. She would love to just stick to Illusion spells, since her mother and father were both masters of Illusion. She's a young growing young lady, what troubles will she encountered as a growing sorceress?
    Misc: She likes kind people, but if she sees someone being mistreated, she'll usually punish their mistreater. She loves music, any bard that she encounters she questions and questions. She hates the orsimer (Orc) race, as they slaughtered her family while she was young, suspiciously they didn't touch any other people in the village, just her parents. She thinks that this is a clue to her parent's murderers, was it just some mindless thugs committing a dastardly crime, or something deeper?
    Alliances: She sides with the Thalmor, taking deep pride in her elven heritage, however, she will not join the Thalmor forces, because she simply does not believe in slaughtering innocents for glory, power, and for prejudiced terms towards other races. She respects nearly all the races, except for orcs, however, she will encounter a polite orc from time to time. She does not believe in the Altmer pantheon of the divines. Instead she prefers the Daedra, seeming as though they offer more beneficial factors towards her, and she also has a secret passion for Namira the daedric prince/princess.
     

    EpicVakarian

    Calibration-Master General
    Name: Beth Signysdaughter
    Race: Half-Nord, Half-Imperial. Introduces herself as a Nord.
    Class: Spellsword, but more mage-oriented
    Gender: Female
    Age: 24
    Religion: Devout worshipper of Talos and Kynareth
    Proficient in: Destruction, Conjuration, Illusion, One-handed

    Appearance: Beth is considered by all to be very beautiful, though she does not think so herself. She is quite thin, with a delicate build at 5'2" while still being fairly curvaceous. She has lightly tanned skin, and long auburn hair which reaches down past her shoulders and onto her upper back. It never looks unclean, even after a 2 week-long trek across the deserts of Elsweyr and the dense populace of Cyrodiil. As a memento of her latest trip, there are exotic flowers in her hair, picked from the forests of Valenwood. She has deep, piercing green eyes, which many of the younger male students of the College of Winterhold have spent hours staring into. She has a tattoo of a dragon on her left cheek, mainly to cover up the scar under her left eye.

    Personality: Beth is an extremely modest woman, having had self-esteem problems from an early age. This also means she is quite shy, and mature. She has learnt to be kind to everyone she meets, largely due to her history. This has led to her reputation in Winterhold as one of the kindest, most selfless and most lovable people in the remains of the town, even if she does originate in the College.

    Clothes/Weapons: She doesn't like to wear armour, but neither does she like to wear robes. This means she stands out clearly in the College grounds. She wears a sleeveless top with a pair of shorts, wearing kneesocks and some thin but appropriate shoes to cover her legs. She has a small arsenal of longswords and greatswords at her disposal, yet she never takes any on adventures, instead preferring to wield her father's old blade when she needs it. For the majority of the time, however, she wields fire spells, mainly as they help keep her warm while also defending her.

    Bio: Beth was born in Ivarstead to a Nord mother and an Imperial father, and was raised under a rebellious household. Neither parents had any love for the Aldmeri Dominion and their restrictions on worship of Talos, so they continued to worship Talos in a small shrine in their basement. However, someone in Ivarstead discovered this, and informed the Thalmor. A squad of justiciars was sent. Beth's parents were both killed, the family home was burnt to cinders, and Beth, aged just 9, managed to escape with a cut under her left eye, which has left a scar for her whole life. She fled to Shor's Stone, and found a healer who managed to mend the cut, but it was too late to completely remove it. Beth decided to go to Winterhold, and the Mages' College. She had always had a talent with magic but had been unable to nurture it properly due to her mother's strong belief in the typical Nordic glory in hand-to-hand combat. She now traveled to Winterhold, and barely made it. Tolfdir found her on the outskirts of Winterhold, covered in snow and ice. Only her fire spells had kept her warm enough to survive. She was then taken in by the College as an apprentice, though very young compared to her classmates, and so she had to be taught independently by Savos Aren, who was eventually considered by Beth to be a foster parent. At the age of 23, she travelled to Valenwood to aid the Bosmer in resisting the Aldmeri Dominion's oppression, resulting in Beth having a strong tan despite living in the coldest part of Tamriel. On her way back, she was caught by the Empire, and taken to Helgen to be executed, where she escaped with Ralof. Now, she is ready to take on the Thalmor and avenge her family, and every other family that has been torn apart by the Aldmeri Dominion.

    Alliance: Strong bond with Ulfric Stormcloak, and a sworn soldier to his cause, due to Ulfric's aims of getting rid of the Empire and then destroying the Aldmeri Dominion. However, she is not racist as many of the Stormcloaks appear to be; indeed she has often comtemplated leaving the cause because of some of her comrades' racist views, but she always decides that defeating the Thalmor and freeing Skyrim is more important than the needs of the (relatively) sparse foreigners in Skyrim.

    Extra info: Since the attack by the Thalmor on her family, she has been unwilling to engage in direct combat until absolutely necessary, preferring to fight from afar with her ranged spells and only using close-range spells and her sword when she has no other choice.
    Since Alduin razed Helgen (when Ralof saved Beth's life many times) and since Beth joined the Stormcloaks, being a shield-sister to Ralof of Riverwood, Beth has fallen in love with Ralof. She doesn't know if Ralof has noticed or if he feels the same, but near Ralof, she becomes nervous, and often overly talkative. Ralof is one of the few people in Skyrim that have never been cruel or hurtful to Beth in any way, along with Savos Aren and her father, and so every day that Beth is near Ralof, she hopes that she will pluck up the courage to confess her feelings to Ralof, to the point of wearing an amulet of Mara along with her 20-year-old Talos amulet.



    Well that was a lot of writing, but that's my character :p
     

    Padfoot

    Professional Thief, Hunter, and Explorer
    "I am so clever that sometimes I don't understand a single word of what I am saying."
    GENERAL
    Real Name Unknown
    Aliases Padfoot, Sneakfoot, Pronto
    Age 23
    Birth Date Unkwown
    Birth Place Falkreath, Skyrim
    Race Bosmer, "Wood Elf"
    Gender Male
    Height 6'0
    Weight 180 lbs.
    Affiliations None, though is known throughout the Thieves Guild and the Dark Brotherhood for his work.
    Religion Atheist, though he knows that Gods do exist, he chooses not to believe in their involvements with living beings after death. "They're trying to play you." He says, "They get you to live your life in worship of them, to treat them like these higher beings when they aren't. Sure, they have power, and they are not human - but when you die, you die, and that's that. You go nowhere else, unless a Necromancer gets a hold of you, now that sucks."
    Class Explorer
    "Padfoot" has accomplished many things in his short life. Born an unknown, very little is known of his early years as a child, how and whom he was raised, and how he's acquired such an impressive skill-set. What is known of him is that the people that do know of him refer to him as "Padfoot", or "Sneakfoot", due to his expert ability at keeping a low profile, both on the job and off it. He has also been referred to as "Pronto", due to his skill at completing a task given to him in rapid time, whether it be to steal, discover, or even kill. He is most widely a treasure hunter and thief, collecting specific items and giving them to clients for large sums of money, however it is not completely rare for a client to ask him to take somebody out. He will get the job done, but the Dark Brotherhood is most often the people to seek out, specifically because they think of a killing as honorable, and as a religion. "Padfoot" it all for money, and many steer away due to thinking he may be hesitant on taking the job, though he never is. These 3 expertises are the very reason Padfoot is labeled an "Explorer." He is all over Skyrim, though never ventures outside those borders, which may also be the reason why many suspect he was born there. He knows the area all too well.
    APPEARANCE
    Hair Dark Brown, naturally longer and straight, braided in the back. Goatee.
    Eyes Horizontal (not tilted downwards, like some Bosmer), jet black.
    Skin Complexion A light-khaki color
    Build Skinny, minimal muscle tone, not stocky at all, very long arms.
    Scars None
    7215-1-1327853973.jpg
    Padfoot is almost always wearing a hood, very rarely will he show his full face out in the open. Due his love of Hunting as a Hobby, he most often wears fur armor as a preference to show off the game he captures, which most often consists of Hare and Sabre-Cats. He travels a lot, and this skill helps him save money on food.
    PERSONALITY
    Socialness
    Padfoot is a surprisingly social and enthusiastic Bosmer. It's ironic for a person who acts so low-key and private to outsiders to be so energetic and fun to the people who actually get to speak to him. Padfoot loves good jokes, and loves to make other people laugh with his very universal sense of humor and his excessive sarcasm. He loves to sit back and smoke a pipe and have some mead with his clients as they discuss possible jobs. "A lot of people ask me why I keep such a low profile when they get to talking to me. I say to them well, two-thirds of the stuff I do is illegal, and the other third may involve me breaking into some houses or digging up some burial crypts. Then they come to ask me why I keep my real name hidden. Well, I'm not hiding it in all honesty, I just can't remember it. My sweet darling of a mother's been calling me Padfoot ever since I stole the neighbors boots right from his feet while he was sleeping. Looking back, I think my name sounded something horrendus, something starting with an S... or a Q... Quigley maybe?"

    Likes
    Money, Jokes, Sarcasm, Hunting, Travelling, Drinking, Smoking, Nice clothes, Lovely houses, Zeal, Humility

    COMBAT

    Style
    What is known is that Padfoot is deathly quiet and never misses an arrow, and mastering those two aspects makes him more than capable at completing the tasks assigned.

    Skills

    Master

    Sneak
    Stealth is how Padfoot got his nicknames. He was born with a natural ability to be silent and remain undetected when he wants and needs to, and he has applied this natural skill to his current profession.

    Archery
    Padfoot always had a love for hunting ever since he was little, and most often prefers to take out targets at a safe distance. He had been practicing his shot for many many years, and has became deadly accurate with the bow as a result. He loves to study how deadly certain shot placements are, from the foot to the neck - try your best not to let yourself be the next test subject.

    Speech
    If you had to give one word to describe Padfoot's personality, outside of his job, the word would be "Talker." Padfoot loves to talk. He loves to joke, he loves to intrigue, and he loves to tell stories. He has a way with saying things in such a nice, convincing manner, that he could manipulate and bargain with anyone. There have been times were Padfoot was in some trouble that he's gotten out of just by talking. It's another one of his natural gifts. He's so personal.

    Expert

    One-handed
    Padfoot has come to enjoy having daggers as back-up, an easy back-up in case bows are for some reason not preferred. Being light, easily concealable, and good for skinning animals and slitting throats, the daggers were certainly a requirement for Padfoot's lifestyle.

    Lockpicking
    Padfoot can pick most locks quite quickly, but he isn't the best. There have been times were he could not get into certain doors, most often in Burial Tombs. There have been one or two cases were he had to forfeit the job because he couldn't get into a door in one of the crypts, but he has continued to try and get better at the skill.

    Pickpocket
    The ability to steal something off of a person is more of an enjoyment perk rather than a necessity. He's the type of person that steals things off of people he knows and gives it back just to surprise people and make himself laugh. He's never had to actually use it for anything other than his pure enjoyment, but he likes being able to do it so successfully.

    Adept

    Light Armour
    Armour in and of itself is truly unneeded in Padfoot's case. The only real reason he's an adept in it is because he's comfortable wearing it because he wears it so much on the job. Padfoot is always silently takes out any possible threats and is thus away from possible harm, he has never taken any real damage from anybody, but the armor is just in case.

    Novice

    Heavy Armour/Block
    Heavy Armour is too heavy and noisy for Padfoot's liking, and Shields are way too unnecessary because Padfoot never has to defend himself. The targets never know he's there.

    Two-handed
    The only time Padfoot ever held onto a two-handed weapon was when he took out a bandit camp a couple of miles north-west of Whiterun. He took an Orcish Greatsword off the ground in hopes of bringing it back to town for some coin, and he strained to just pick it up, simply carrying it was a burden, he couldn't dream of fighting with it. Though he did make some good money off it, Padfoot ultimately decided it was a waste of his energy to carry every two-handed weapon he sees to the nearest town.

    Smithing/Alchemy
    If you were to give Padfoot a hammer and put him front of an anvil, you would see him start to excessively bang the hammer down to make a cool new tune. Padfoot is ignorant in the art of smithing and has no desire to learn the practice, it is no wonder he is a novice at it. The same thing goes for Alchemy, he'll look at the pretty colors of the potions in the vials, but doing science is boring to him. "Let's go hunting instead."

    Illusion/Conjuration/Destruction/Restoration/Alteration/Enchanting -
    "Here's what I'll say on the subject of magic - it is a skill that requires knowledge and patience. The knowledge to know how to cast the spells and the patience to read books and study what the spells are and how to learn them in the first place. I lack both knowledge and patience, and when I say lack, I mean I have zero, none. I was put on this world being somewhat exceptional at a certain set of skills, I believe it is everyone's duty to discover what skills they are exceptional at, and to improve on them until they master them, and then turn it into a living. Magic belongs to smart, patient people. Let the smart, patient people figure that out and grow up to become Mages, it is my place to sit back and marvel at other people's skills, because that's what they're here to do, and it's truly magnificent once you begin to notice that."

    GEAR
     

    Nocte Aeterna

    Sir Not-Appearing-in-This-Film
    General Information

    Name: Aldaril
    Race: Altmer (High Elf)
    Gender: Male
    Age: 149 (during the events of Skyrim)
    Date of Birth: 11th of Last Seed, 4E 52
    Place of Birth: Cloudrest, Summerset Isle
    Height: 6’7” (201 cm)
    Weight: 175 lbs (79.4 kg)
    Occupation: Scholar, Historian
    Affiliations: College of Winterhold (formerly; left the institution following the Great Collapse in 4E 122); independent ever since
    Religion: Apathetic/Agnostic

    Appearance

    Eye Color: Amber
    Hair Color: White
    Complexion: Dark tan hue (nearly akin to an olive)
    Physique: Tall, dignified, and imposing, but wiry and somewhat frail.
    Clothing: A slightly darker pigmentation of Expert-level mage robes and hood.
    Other Info: Aldaril’s skin has the consistency and youthfulness of a typical 30-year-old, due to his slower elven aging.

    Personality

    Core Traits/Values: Intelligence, ambition, erudition, diligence.
    Pros: Trustworthy, efficient, intelligent, inquisitive, passionate.
    Cons: Eccentric, short-tempered, easily offended, sarcastic.
    Likes: Reading, writing, going off on tangents, honing his arcane prowess, solitary walks.
    Dislikes: Loud people (Nords in particular), water, close-range combat, Stormcloaks, the Thalmor.
    Notable Quotes: “My actions are unfortunately heavily judged here in Skyrim, and it’s rather disconcerting. This passive-aggressive form of prejudice has been tormenting me for decades. I can hardly walk through any sort of fortified settlement these days without contemplating the swift incineration of every third or so native I lock eyes with.”

    Combat Overview

    Overview: Aldaril, having essentially devoted his life to the arcane, is a pure warlock through and through, with his preferences rooted in defensive spell-casting.
    Weapon Arm: Aldaril is ambidexterous (he writes with both hands, and often interchanges them when writing long documents), but on the rare occasion he uses a staff, it is usually situated in his right hand.
    Weapon(s): Staff of Chain Lightning (rarely)
    Combat Preference: Long-range

    Major Skills

    Conjuration (Master): Colleagues have often joked that Aldaril could conjure up an entire civilization. Humor aside, this claim might be closer to the truth than one might think. Atromancy is Aldaril’s magnum opus in terms of magic; he excels at the art, and can summon all three elemental atronachs (though not all at once) for an extended period of time. With Aetherius essentially on his shoulders, Aldaril can prove to be quite the gamemaster.

    Alteration (Master): Believe it or not, Aldaril has seen some pretty damn gruesome fighting in the past, and he’s actually landed himself in a few of said battles. And despite being nearly on the front lines, he came out relatively unscathed on several occasions, with few if any scratches or blemishes. Alteration has become a mainstay in Aldaril’s arsenal, having mastered the Flesh spells. He’s currently working on paralysis, though very few mages can master such.

    Destruction (Expert): Yep, Aldaril’s quite the pyro/storm enthusiast. He alternates between tossing fireballs and chain lightning bolts, and sometimes even dual-casting them. His impressive offensive spell prowess has sometimes allowed him to stagger his enemies with mere spell-casting, but Destruction is not his favorite branch of magic.

    Minor Skills

    Restoration (Adept): Though he may not like to admit it, Aldaril is sometimes prone to taking a few lumps in combat. When this happens, he enlists the help of Close Wounds. He sometimes (begrudgingly) will also heal allies.

    Enchanting (Adept): Making trinkets and other knickknacks glow is a favorite pastime of Al’s. He especially likes to buff his amulets and rings with magicka fortifications.

    Speech (Apprentice): Though by no means an orator, Aldaril has been known to win arguments and debates a few times in his life. His style is not rooted in swaying or allurement, but rather in the art of conversing itself. However, his tendency to ramble can sometimes get the best of him.

    Equipment:

    - Staff of Chain Lightning (rarely)
    - Expert Robes of Conjuration
    - Expert Hood
    - Pleated Shoes
     
    Name: Marcus Jot
    Race: Imperial
    Gender: Male
    Age: 18
    Occupation: just arrived in skyrim, but is on his way to join the legion
    Residence: homeless
    Height: 5'8
    Weight: 200 Ibs.
    Hair color: brown
    Preferred weapon: sword
    Spells: none
    Favorite food: chicken
    Likes: gold, swords, horses, mead and chicken
    Dislikes: stormcloaks and brenuin
    Friends: Hadvar, Alvor, Faendal and Belethor
    Wealth: not lower class, but doesnt have any money because he just arrived
     

    Miryks

    New Member
    Name: Rodann

    Race: Nord

    Class: Bladesman, Archer, Blacksmith

    Weapons: Ebony Sword, Ebony Bow

    Skills: One-Handed, Block, Smithing, Enchanting, Light Armor, Sneak, (Apprentice) Restoration

    Gender: Male

    Age: 28

    Looks: Tall, 6'3", muscular but slender build. Long, dark hair, and a dark beard. Mostly equipped in expertly crafted leather armour and a hood, hiding his long hair. Has several noticeable scars from battles with human's and animal's alike.

    Biography: Rodann was born just outside of Windhelm, his father a skilled Nord Blacksmith. He never knew his birth mother, but was drawn as a child to a local elf merchant in Windhelm, named Gaereth, who tried to pique his interest in the arcane arts. He did not care much for spells outside of restoration healing. She also taught him enchanting in the way of Magicka Resistance, due to his unwillingness to jump into the other schools of magic. She called his connection to the world of magic, "one of awareness and defense". She became a mother figure to him, until one fateful evening when a group of drunken Nords attacked her and sent her to her death. He was 15, and in a rage retaliated, killing one of the Nords, a nobleman, in the process. Immediately after, he fled the area, severing all ties to his former life, never saying goodbye to his father. He became a wanderer, owning only what he found (or stole) and learned to fight out of necessity for his own survival. Among his favorite items to find (or steal) were books, raw materials for smithing, and soul gems.

    Personality: Rodann found peace outside of the holds, within nature, and matured into a calm and collected adult, yet always aware. He is not quick to draw his sword, and would rather make deals than fight. However, he is highly skilled in battle and will strike quickly when necessary. He values life above all else, and it will never serve as a commodity. His internal struggle continues, mainly that he could not save Gaereth, and that his own kind could not only perpetuate and allow the prejudice that he saw as a child, but aslo allow it to go as far as it did. In that sense he feels alone, and connected to no race in particular, aside from the fact the he knows his father is a good and honest Nord.

    Misc: Rodann found many books in his adventures and is very much a Nord in that he loves the history and the legends, but he is different in how he looks at the history. No war should ever be fought over such trivial disagreements. His understanding of history and advancement in Smithing were both unique in that he had to complete his training on his own, so his take on things are often unconventional, whether for bad or good. He dreams to one day, when he is ready, walk the 7000 steps, and to speak with the Grey Beards and hear firsthand their perspective on the state of all things in Skyrim.
     
    Name: Grendis
    Race: Dunmer
    Sex: Male
    Age: 25
    Likes: Mead, fighting and beef
    Dislikes: Rowdy Nords, bears and bandits
    Misc: He has no real job. He wanders around Skyrim, clearing dungeons and looting for money. He is saving up to buy a plot of land so he can build his own house
     

    Gunnbjorn

    Formerly known as Arillious
    Gunnbjorn Skull-Splitter
    _______________________________________________________
    Gunnbjorn Skull-Splitter is a wandering Nord Warrior often seen throughout Skyrim. Gunnbjorn is a freakishly large, even for his race, and is often steered clear of. He earned his surname Skull-Splitter for being known to split the skulls of fallen or dead enemies with a small hatchet as signature.
    Character and Appearance
    _______________________________________________________
    Gunnbjorn Skull-Splitter is well known for his size, cruelty, and prowess in battle. Gunnbjorn is extremely tall (over seven feet). "He has a cruel body, with shoulders so wide it could be compared to a Frost Troll, and arms as thick as the trunks of small trees." Gunnbjorn weighs approximately 340 pounds, with nearly all of it muscle, making him nearly inhumanely strong. His strength allows him to wield a six-foot, two-handed Battleaxe with just one hand, giving him enormous reach when he chooses. His strength is so pure that he's been known to cut men in half with one single slash.
    In battle he wears the heaviest, thickest combination of scaled and plate armor in all of Skyrim. Wrapped around the armor is a mixture of wolf and bear fur, both for warmth during the cold winter nights, and for intimidation in battle. He wears a unique, steel-horned helmet.
    Gunnbjorn is known for his extreme violence in battle, he is a brutal man with excellent warrior instinct. But he is quiet and of little words, and is very solitary, never leaving Skyrim and very rarely sighted.
    gunnbjorn-dark-jpg.3828
    History
    _______________________________________________________
    Gunnbjorn's history is dark and filled with blood. He was born in Skyrim, where exactly is unsure. He lived with his parents and older sister in seclusion up in the mountains. His abnormally large stature showed even as a young boy, and it was no doubt that he was going to grow up to be a great Warrior, his father's concern was putting Gunnbjorn on the right path, and teaching him to use his natural skill for good, and for honor and loyalty.
    At the young age of 12, Gunnbjorn would walk a quarter-mile down to the nearby village to buy groceries, he would return to find his home pillaged and ransacked by Bandits. His mother and sister had been stripped and tied up against the front pillars of the house, dead. His father's limbs were scattered across the front yard. The corpses were already charred from the house set on fire.
    It is believed that after that, Gunnbjorn fled into the woods, and became his long life as a wanderer. It is also rumored that he went off to join the Dark Brotherhood, for witnessing the slaughter of his family and his home forever gave him a pit of rage and a need for revenge. It truly corrupted him, and is what gave him the pleasure of killing. Within the next year, the same Bandits that happened to be living in a cave a mile away from Gunnbjorn's home were found completely slaughtered.
    Profile
    _______________________________________________________
    Full Name: Gunnbjorn Skull-Splitter
    Race: Nord
    Age: Unknown (late twenties, early thirties).
    Height: 7'3"
    Weight: 340 lbs
    Birth Place: Skyrim
    Birth Date: Unknown
    Allegiance: Dark Brotherhood
     

    IndurDawnD3ath

    The Legendary Conundrum
    Gender: Male
    Name: Cindur
    Race: Dark Elf
    Personality: Pyromaniac, Freaks out during fights. Calm and collective otherwise.
    Fighting Style: Charges in whilst on fire. Uses fire magic, and fights in melee with an enchanted stahlrim dagger that drains magicka with each hit.
    Backround: Grew up on the Island of Solstheim, until his family and ancestral home was burned alive at a very young age, because of a family rivalry with the Redorans. He has become obsessed with fire ever since that day. At the age of 10 he burned down his village in a diabolical rage. At the age of 15 he moved to Skyrim and found himself in the College of Winterhold, where he studied for a year. After the first year, he was expelled from the college for being to reckless. So at the age of 16 he was alone in Winterhold and had nowhere to go. And nobody to help him. Until................
     

    Banten

    Member
    Yortos

    race: imperial
    gender: male

    appearance: Yortos has a bald head but a large black beard, on his forehead is a red circle with a dot in the middle of it.
    Yortos wears leather armor over his torso but his arms are uncovered.

    Who is Yortos?: Yortos was born on the streets of the imperial city where he had to steal in order to survive but one day the guards got enough of the young thief and threw him in jail. An older prisoner gave the boy a book and learned him how to read. This book changed his life and when the young boy was freed he started working for the imperial city library, here he learned about the world and its people. But the life of a librarian was too boring for Yortos and he decided to start traveling around Tamriel during his travels he has learned how to use a wooden battestaff. But in Hammerfell a strange thing happened, Yortos got a vision there a vision that he was meant to go to skyrim for reasons unknown and so here he is.
     

    EpicVakarian

    Calibration-Master General
    (This will be my character for a possible Game of Thrones based RP which won't be part of the canon of ASOIAF, so don't judge it on Skyrim lore :p)

    Name: Isabel Stark
    Race: Human
    Class: Warrior
    Gender: Female
    Age: 27
    Religion: The Old Gods of the Forest
    Proficiencies: One handed swords, shield, archery

    Appearance: Quite small. 5'4" tall, quite thin but still strong, especially for a woman at this time. Very long red hair; reaches down to her waist, but shorter fringe; only down to the bridge of her nose. She ties it back in combat so as not to restrict her ability. Has the Stark family crest tattooed on the back of her neck. Piercing light blue eyes.

    Personality: Hates Lannisters, especially Joffrey after putting her father Eddard to death. She vowed to kill Joffrey and Cersei after this, but left Jaime, Tywin and Tyrion out of the vow due to the fact that they had had nothing to do with the event. Later on, she adapted this vow to include Walder Frey in the death list. She is modest, but proud. She can lead an army just as well as she can take care of her brothers. Unwilling to be married until all threats are gone, including the Lannisters. The only Lannister she is willing to let survive is Tyrion, due to his kindness to her sister Sansa and his disgust at his family's actions in the War.

    Equipment: Wears thin armour and a thick cloak outside of battle, in fitting with the traditions of the Starks and the Northerners. In battle, she wears thin but robust plate armour to protect her from most piercing attacks while not restricting her movement. She wields a sword named 'North' in her right hand, and a shield in her left in battle. Out of battle, she still wears North on her waist, "just in case".

    History: She was born to Lord Eddard Stark and Lady Catelyn Stark in Winterfell, Eddard's third son. Born in 285AL, Robb Stark and Jon Snow were barely walking when she was born. She was always more like Arya than Sansa; she didn't want to be a lady, she wanted to be an honourable woman who fought in battle, much like Brienne of Tarth. Eddard accepted this and sent her to training with Robb and Jon. Because of this, she was just as skilled at swordplay as either, and was very close to both of her older brothers. When Eddard, Sansa and Arya went to King's Landing, she stayed behind with Robb, Bran, Rickon and Maester Luwin. However, once Eddard's wrongful execution at the hands of Joffrey came about and Robb went to war, she decided she would go with him. She urged Maester Luwin to help Bran and Rickon as much as possible, in case no Stark ever returned to Winterfell. She sat on Robb's councils and acted as one of his closest advisers. When Walder Frey asked for their uncle Edmure Tully to marry a Frey girl as repayment for Robb's earlier betrayal, and for them to join him, Isabel urged Robb not to go with Edmure, to send someone in his stead. She said that Walder Frey was a petty man, who would want revenge, and she was afraid he would betray the Starks. Robb ignored her, saying that "a man would have less than no honour if he killed a man for revenge at a wedding." However, Isabel was right. Robb and Catelyn were killed, Robb's unborn child and his wife with them. She, fortunately, had elected to stay out of the Twins, guarding the outside instead. When the Frey soldiers began to turn on the Starks, she fled, realising she could do nothing to help. She crossed Arya and the Hound, Sandor Clegane on her way out of the Stark camp. She managed to convince them to come with her and not to walk into a trap, and they fled from the Freys together. She knew that her family was effectively destroyed; Winterfell had been burnt by the Ironborn, the Greyjoys, which she believed meant that Bran and Rickon were dead. No legitimate sons of Eddard were left alive, and for all she knew, Jon could even be dead by now, too. She, Arya and the Hound escaped past the Neck, hoping to reach the Wall, and aid in the fight against the White Walkers.

    Alliance: Arya Stark, Sandor Clegane. She now supports Stannis Baratheon's claim to the Seven Kingdoms.

    Extra Info: Harbours an extreme hatred of a selection of people, and recites their names before sleeping, having learnt this habit from Arya. The names she recite are: Joffrey Baratheon/Lannister, Cersei Lannister, Jaime Lannister, Tywin Lannister, Walder Frey, Roose Bolton, and Ilyn Payne. Even so, she believes that all of this hatred should be put on hold until the White Walkers are no longer a threat. Since she received the raven from Maester Aemon of the Wall, she now believes that the biggest threat to Westeros, Essos and all the free lands are what lies beyond the Wall, not what lies within its reaches.


    EDIT: There is now a much more detailed version below
     

    Farthlion

    I swear to drunk, I'm not Talos.
    ***CREDIT TO REXTORET who allowed me to shamelessly steal his blank CC form.***

    Kjan Strong-Hammer
    INFO

    » NAME Kjan Strong-Hammer
    » ALIAS None
    » AGE 19
    » BIRTH SIGN The Lover
    » RACE Nord
    » BIRTH DATE Sun's Dawn 17, 4E 182
    » BIRTH PLACE Winterhold
    » CLASS Close Combat Thief - Utilizes melee-style combat, but carries thief attributes.
    » GENDER Female
    » HEIGHT 5’6
    » WEIGHT 130
    » BMI 21.0
    » BUILD A runner’s build – strong legs, but not as much upper body strength in comparison.
    » LATERALITY Right-handed
    » SEXUALITY Heterosexual
    » MARITAL STATUS Single
    » PROPERTIES None
    » AFFILIATION Treva's Watch Bandits/Rift Hold Bandits
    » AFFLICTIONS Due to a case of ataxia as a young child, Kjan’s upper body muscles never developed properly. Consequently these muscle are very weak and somewhat uncoordinated.
    » RELIGION A firm believer in Talos
    » HABITS Kjan has the bad habit of attempting to steal things, and making very poor decisions about when she attempts to steal things. She also loves to gamble.
    » HOBBIES Kjan’s primary hobby is to run long distances, something that is quite easy to do in Skyrim. Many instances of running away from guards have helped build up a natural reserve of stamina and endurance.


    PERSONALITY

    » POSITIVE TRAITS Street-smart, fast thinking, strong minded, and the potential to be a good friend
    » NEGATIVE TRAITS Skeptical, untrusting, greedy and stubborn
    » LIKES Money, valuables, running, winning, and animals
    » DISLIKES Guards, nosy people, bards, losing, and alcoholic beverages
    » FEARS Water – she does not know how to swim
    » ASPIRATIONS Kjan’s greatest wish isn’t to repay the debt she owes. It’s to accelerate to when the time to pay it is up, so that Kjan may move on with her life.

    APPEARANCE

    » HAIR LENGTH Unevenly cut, just below the shoulder. Normally Kjan prefers to tie her hair up when traveling or initiating a fight. When relaxed and not expecting to break a sweat, Kjan takes it down.
    » HAIR COLOR Brown
    » FACIAL HAIR None
    » EYE COLOR Blue
    » SKIN COLOR Light tan
    » SCARS A small scar on her left palm from tripping on a stone and landing on a piece of metal when she was young.
    » ATTIRE [CASUAL] When not in armor, Kjan will wear a simple green dress. This appearance is a way for her to easily gain a stranger’s trust before robbing them.


    RELATIONS

    » Thalmor [DISLIKES] – As someone who was raised to worship Talos, Kjan maintains a great hatred toward the Thalmor.

    » Imperial Legion [DISLIKES] – Similar to her reasons for not having such a great relationship with the Thalmor, Kjan also does not care for the Imperials. She considers them cowards for bending at the will of the High Elves.

    » Stormcloaks [LIKES] – Kjan doesn’t believe in the overall Stormcloak cause, but they have enough of a common interest in Talos for her to be somewhat fond of them.

    »Falmer [DISLIKES] – While she hasn’t encountered any herself, Kjan has heard many stories about the Falmer and is quick to judge.

    » Forsworn [NEUTRAL] – Not being too fond of the hold guards in Markarth, Kjan doesn’t have much of a problem if the Forsworn are wreaking havoc in the Reach.

    » The Thieves Guild [ENEMIES] – After killing one of their members, the Thieves Guild is not fond of her, and Kjan is not fond of the Thieves Guild.

    » The Companions [NEUTRAL] – Kjan really has no opinion on the group due to having no history with the group.

    » Mages College [NEUTRAL] – Similar to The Companions, Kjan knows the Mages’ College is there, but lacks enough history to give an opinion of the group.

    » The Dark Brotherhood [NEUTRAL] – Despite the countless crimes she has been caught in the act of committing, Kjan has never been sought out by an assassin from the Dark Brotherhood. Therefore Kjan couldn't care less about the group.


    SKILLS/COMBAT DIAGNOSTICS

    MASTER
    » Speed - Kjan's greatest strength is her speed. It's unmatched and allows her to gain an equal ground against stronger opponents, where she is weakest.
    » Stamina - Being an avid runner, Kjan has been able to build up an unusually large natural reserve of stamina.
    EXPERT
    » One-handed swords - Being given her first sword at a young age, Kjan had plenty of time and opportunities to attempt to excel at her weapon of choice. While she is very young for having such sword skills, she has had an unusual amount of time to train and experience to have trained against.
    » Light Armor - Kjan knows how to choose and wear her armor well to fit her style of fighting.
    ADEPT
    » Lock picking - Growing up with a bunch of bandits allows one to pick up a few things, one of them being picking locks.
    » Speech - Kjan's a fairly well spoken woman when she chooses to speak.
    APPRENTICE
    » Alchemy - Kjan is somewhat familiar with ingredients and their effects from having to help treat plenty of injuries during her time in Treva's Watch.
    » Blocking (with a sword) - While she is not very good at it due to her lack of strength, Kjan can put up a block or two with her swords during a fight.
    NOVICE
    » Sneaking - Kjan tries to be sneaky, but most of the time she is terrible at it.
    » Pick pocketing - Kjan sometimes also succeeds at this action, but it usually is futile.

    » FIGHTING STYLE – Not having a lot of strength, Kjan had to figure out how to fight against some of the more powerful opponents she came across. It was then that Kjan figured out she had to utilize her speed and stamina. Often, she would dodge attacks and wait for an opening, but at other times she would have to create one. Kjan's strongest muscles were in her legs, so she figured out that using them to trip or kick an unsuspecting opponent helped her a lot.The lack of upper body strength also forced the young thief to have to learn to take advantage of gravity and momentum. With all of her attacks, Kjan has to either get a running start, or use her own body weight and gravity to stab into an opponent.

    » ATTRIBUTES

    » Health – Denotes vitality and the amount of damage able to be taken.
    » Magicka – Denotes amount of magicka and the magical capacity to cast spells.
    » Stamina – Denotes amount of physical energy and the ability to perform strenuous activities.
    » Strength – Denotes physical strength and the ability to deal damage with melee attacks and block melee attacks.
    » Endurance – Denotes physical toughness, the ability to withstand pain, illness, and fatigue.
    » Agility – Denotes balance, coordination, reflex, speed, and steadiness in combat.
    » Intelligence – Denotes ability to learn, reason, plan, solve problems, strategize, ability to comprehend complex ideas and general mental capability.
    » Will – Denotes magical strength, the general ability to cast spells and magicka regeneration.
    » Spirit – Denotes mental toughness, willpower and the ability to keep fighting past fatigue, injuries and one’s own limitations.

    Health ■■■■■□□□□□
    Magicka □□□□□□□
    Stamina ■■■■
    Strength ■□□□
    Endurance ■■■■□□□
    Agility ■■■■■■■■■■
    Intelligence ■■■■■
    Will □□□□□□□
    Spirit ■■■■■□□□



    HISTORY

    » BIRTH – Fenren Strong-Hammer met Val at the College of Winterhold in the year of 4E 180. Strong-Hammer, a mercenary, had just finished a job for one of the mages at the college and now was returning for his payment. Upon his arrival he met Val, a Nord from Cyrodiil studying Illusion magic, and the two immediately hit it off. Despite Fenren’s unpredictable job which sent him across all of the holds in Skyrim, the couple was able to maintain a relationship.

    On Sun's Dawn 17, 4E 182, Val gave birth to a healthy baby girl named Kjan. The event came with the request that the couple go to Cyrodiil, where her family lived, to raise their daughter. Fenren denied the request angrily, and stormed off to the place his childhood friend had taken refuge years before: Treva’s Watch.

    » CHILDHOOD – Due to Fenren’s connections with one of the leaders of the bandit group living within Treva’s Watch, Kjan and her father were welcomed and treated well. While her father was very focused on his duties within the group, he was a surprisingly dedicated father. The man filled the void that Kjan’s mother left out, being attentive and caring when it came to all of his daughter’s needs.

    Kjan was raised at a young age to worship Talos. Her father was quick to tell anyone that questioned his choice in beliefs, that he was more than certain his faith in the deity had saved him while he was just a young, foolish mercenary. Because her father rarely ever seemed so serious, Kjan simply believed him.

    When Kjan reached 3, the group of bandits found some uses for her. Given that the young girl was now able to speak, walk, and follow directions, they began to use her as a setup for ambushes. Often, Kjan would pretend to be lost or in some type of trouble, gaining a traveler’s trust and eventually leading them down the path and into an ambush. For Kjan, it was all a good game. A game in which she was rewarded with books, toys, and paper in which she could draw on.

    Around the same time as she began participating in these bandit activities, Kjan contracted a severe case of ataxia, which was very poorly treated. This sickness did permanent damage to the development of her upper body muscles, causing her strength and coordination to be damaged as an adult.

    When Kjan was not busy setting up ambushes and spending time with her father, she spent most of her time with her best friend, Jon. Even though Jon was 2 years older than her, they were the only children around, and consequently, they had to spend a lot of time together.

    When Kjan turned 8, the two children began to have an even more active part within the group of outlaws. Instead of pretending to fight with wooden swords over fake treasure, the two were given real weapons. Jon received 2 one-handed swords while Kjan was given two daggers. Even though they were undersized compared to the one-handed weapons Jon had received, the steel daggers were heavy for the young girl with weak muscles, making it tough for her to wield more than one as the two children would practice fighting. With their new weapons, the two children were told they were now expected to fight if the fort were under attack.

    » TEENAGE YEARS – PRESENT – As Kjan grew older she began to notice that she was treated differently than the other bandits. More specifically, it became apparent that she was a female among males. Many of the men in the group of bandits would be hesitant to allow her to fight, with her in attacks or against her during training sessions. They saw her as a liability – someone who lacked the strength to be able to last in the world they lived in. The unavoidable fact that these men also hadn’t been around women in quite some time lingered. While Kjan didn’t exactly meet the standards of beauty expressed in much of Skyrim (living with bandits had made her naturally a bit rugged), Kjan wasn’t necessary ugly either – and this was enough to gain unwanted glances from some men. Such events naturally caused Kjan to be untrusting and wary. Never did she let her guard down or turn her back to anyone. It may have seemed unnecessary and paranoid, but it was how Kjan learned to live. This mentality continued to carry throughout the rest of her life.

    Kjan grew into a very competitive young woman. Often, she would gamble – hating the feeling of losing, but loving the thrill of a win. The gambles were simple most of the time; how many travelers would they encounter today? Could someone beat her in a running contest? Who could eat the most cheese before getting sick? Even small fights that she would pick were fair game for earning coin.

    Being both younger and naturally weaker than the men in Treva's Watch, Kjan learned to fight using her greatest strength - her legs. Often she would use a combination of speed, brutal kicks, and footwork to overcome her opponents. While using her legs for actual physical attacking was something that worked well against new enemies, foes like Jon - whom she had trained against countless times - were able to use it as an opening. Nonetheless, Kjan's speed was exceptional, truly acting as her one unmatched weapon.

    At age 18 Kjan’s life took an unexpected turn. At first there was just panic throughout the group of outlaws, but then there was anger. Kjan quickly found out through word of mouth that Jon’s father, one of the more senior members of the group, had taken off with every septim and treasure that they had collected over a 20 year span. Years of work, blood, and carefully calculated raids and ambushes simply disappeared overnight.

    The bandits weren’t stupid. They knew that if they didn’t locate Jon’s father soon, he would forever be out of their grasp. For two weeks, a party headed by Kjan’s father attempted to discover and follow any leads. Two weeks, and they came back empty handed and more bitter than ever. Anger blinded the group of outlaws. Someone had to pay the price for what had happened, and if it couldn’t be the traitor himself, it would be the next best thing. When Kjan heard that the group had plans to take their aggressions out on Jon, she wasn’t sure what to think. Fenren had raised his daughter well, instilling the belief that her greatest loyalty was to the group. However, at the same time Kjan felt the overwhelming sense that what was happening was wrong.

    Without much prior thought, she turned to the Bandit Chief’s right-hand man, Fenren Strong-Hammer. The man took sympathy in his daughter’s words as Kjan explained the confusion she had been experiencing. While he understood that she felt it was unfair, it was also how things worked. If enough bandits in the group came to the same conclusion, there was no stopping them. It was a strange, corrupt way that the outlaws governed themselves, but it worked.

    In a an attempt to desperately save her only friend, Kjan proposed an idea – one she regretted. Kjan would return the spoils that Jon’s father had stolen. She would collect the same sum of septims for the bandits in exchange for Jon’s life to be spared. Most of the bandits in the group liked the idea, while others were skeptical that Kjan would ever return. In order to fix this problem, they’d give her a time limit. Kjan hated herself for getting into such a mess. She wasn’t built to be a thief, and it would be next to impossible to gather so many septims in just 5 years. While the bandits had been able to collect the coin in 20 years, Kjan was a single person. It would be at least 4 times as difficult.

    With one last farewell to her friend before she left, Jon presented Kjan with the two swords he received when he was 10. They both knew the chances of him coming out of the situation alive were slim. Although they refused to say it, they would most likely not see each other alive. Without so much as a hug or goodbye to her father, Kjan left Treva’s Watch knowing that the seconds – lost moments that she would never be able to have back – were ticking by.

    KJAN'S SWORDS
    jtig.png
    Kjan carries two smaller than average Nordic Swords that were given to her by her friend Jon before leaving Treva's Watch. These are her only weapons she chooses to carry.
     

    Domino

    Member
    Name: Veramir
    Race: Altmer
    Age: 76 (looks mid 20's)
    Birth Sign: The Lord
    Class: Warlock
    Gender: Male
    Appearance: Veramir has the typical Altmer appearance, with the tall, slightly skinny build, with bronze skin and green eyes. He has long, golden hair that goes to his shoulders. His face is weathered from lots of battles and has a couple of small scars across his face. He wears special gloves that power his spells as well as special mage's clothing that's enchanted to help with his Magicka reserves. His head is always hooded and his face is mostly covered as to protect against the cold.
    Personality: Veramir is a very focused person. He will spend days on some research material, trying to see what makes it tick. As such, he doesn't have many social skills, often mocking and getting frustrated at people when they don't understand him or what he's done. He can be short-tempered at times, often striking out at people, but can quickly become remorseful when he's realized what he's done. He's very quirky, often conducting strange experiments that he spends days on. He can be very loyal if you've somehow gotten him to trust you, and will protect his friends with his life. That being said, he can be very suspicious and quite paranoid, and for good reasons. Being an Altmer in a land primarily populated by humans, one wrong phrase could cause him to be buried in some out-of-the-way place.
    Bio: Veramir was born on Alinor (Summerset Isle for you other provincials), on the 8th of the Second Seed, under the sign of the Lord. His parents were staunch followers and soldiers in the Aldmeri Dominion, often traveling with the high ranked Justciars to visit the other provinces. Naturally he was raised to follow the Dominion and it's ways in hopes that he grow to honor their family. He had just finished training and was getting assigned when he heard that war was declared on the Empire.

    Veramir had never been to the Empire and had only heard snippets, so naturally he was curious. He wanted to see what it was like and study it's people. Fortunately he was given a chance. Soon the entire Dominion was buzzing with the news and they began shipping out soldiers to fight the Empire. Veramir was one of the first to go out. There, on the main island of Tamriel, he fought everything and everyone with the power of the Aldmeri behind him. He was there when the Dominion finally manged to catch the Imperial City. He was elated and overjoyed that the war was over. Or so it seemed. His happiness sooned turned to dread when he found out that the Dominion was not only on planning to take Cyrodil, but also the rest of the provinces. He was even more disgusted when he saw what some of the soldiers were doing with the survivors. He grew resentful and angry. The Great War had worn him down and tired him out. He was sick of fighting, sick of being with the Dominion. So one day, he just left. He left the Imperial City and never looked back.

    He eventually went to Skyrim where he thought he would be safe from the Dominion and attempted to live a life there. However, he sooned learned that it was going to be harder than he thought, what with the Nords still angry at his people for what they did to them. and now with the dragons returning and vampire attacks increasing, Veramir soon realized that his adventure had only just begun.
     

    NinjaStarGod

    New Member
    Here's my guy

    Name: Nys
    Race: Imperial
    Age: 21
    Gender: Male
    Side of War: Imperial Empire

    Appearance: He is a man whom is 6'2 foot & slightly bulk. He has black short hair with a scar on his right eye.
    Likes: Mining,Archery, Heavy Armour & Talos
    Dislikes: The Thalmor, Swords & Light Armour
    Armour: Heavy Imperial Armour, Amulet of Talos & Silver ring

    Weapon: Imperial Bow & Imperial Sheild

    Quick Backstory: Nys grew up in Dragon's Bridge with his uncle and grandfather. His father served in the imperial legion until he died during the a fight with some thalmor because he wore a Talos amulet. Nys joined the fight against the stromcloaks at the age of 15 and was 20 when he joined the final march on windhelm. A stormcloak managed to stab him in the eye, leaving a scar their. After the death of Ulfric, Nys began training new Imperial soilders.
     

    EpicVakarian

    Calibration-Master General
    This is a republished version of my GoT character to add more detail.

    NAME Isabel Stark
    AGE 20
    NAME DAY The first hour of the first day of 285AL
    BIRTH PLACE Winterfell
    ORIGIN Daughter of Eddard and Catelyn Stark
    CLASS Knight - sword and shield in planned combat, but usually just a sword
    GENDER Female
    HEIGHT 5'4"
    WEIGHT 9st, 8lb
    LATERALITY Right-handed
    SEXUALITY Heterosexual
    MARITAL STATUS Refuses to be married until the war is over
    HEALTH Her left biceps and triceps were sliced open in battle, which means her left arm isn't as strong as the right and she can't use a shield as well as she could
    AFFILIATION Arya Stark and the Hound, Sandor Clegane. Supports Stannis Baratheon
    AFFLICTIONS None
    RELIGION The God of Death

    APPEARANCE
    HAIR Dark red/auburn. Flows down to her waist but is cut to a fringe at the front so as to keep her eyes free for combat
    EYE COLOUR Light blue
    SKIN COLOUR Has a very slight tan, but otherwise very pale
    BUILD Small but strong. Quite thin, quite short, which means she is easily underestimated
    SCARS A band around her upper left arm, where a Lannister soldier took her by surprise
    PERSONALITY
    POSITIVE TRAITS Modest, proud, extremely focused, kind, mature
    NEGATIVE TRAITS Sarcastic, skeptical, very angry
    LIKES Killing Lannisters, reminiscing about her now-dead family
    DISLIKES Warmth, talking, arrogance, immaturity, politics, sneaking, anything that takes longer than it should
    FEARS Losing her sister Arya, and finding that her other siblings are dead
    ASPIRATIONS To destroy the Lannisters, put someone on the Iron Throne that will be kind and true, and return to Winterfell and begin the Stark family anew
    QUIRKS Recites the names of the men and women she vows to kill some day before going to sleep, much like Arya
    COMBAT SKILLS
    MASTER One-handed swords, block, light armour
    EXPERT Heavy armour, archery
    ADEPT Two-handed
    APPRENTICE & NOVICE Everything else
    GEAR
    ARMOUR In battle she wears light, thin plate armour. Any other time she will wear a thin dress made from the fur of a lion, dyed black. This is both to show the Lannisters what will happen to them and in remembrance of her family.
    WEAPONS Wields her sword North, crafted of Valyrian steel. In battle, uses a round shield with the Stark direwolf printed on it.
    OTHER GEAR A variety of herbs and spices; both for healing and culinary purposes.
    RELATIONS
    LANNISTERS [ENEMIES] - Due to the murder of her father Eddard, the arrogance of Joffrey and his mistreatment of her sister Sansa, along with the events of the wedding between Edmure Tully and Roslin Frey, Isabel wants all but one of the Lannisters dead ten times over.
    FREYS [ENEMIES] - With Walder Frey having formed an alliance with the Lannisters and causing the Red Wedding, the Freys are a close second in the list of families Isabel wants wiped from the face of Westeros.
    TYRION LANNISTER [NEUTRAL] - The only Lannister Isabel doesn't want to kill, because of his kindness towards Sansa and Jon Snow, and his apparent disgust at what his father had done to help along the Red Wedding.
    ANY REMAINING STARKS [ALLIES] - Even though Isabel doesn't know how many of her family are still alive, whether Bran and Rickon are still alive, whether Jon is still alive, she still allies herself with Arya and hopes to find them.
    TYRELLS [DISLIKES] - Because they were allied with Renly but so quickly changed allegiance to the Lannisters after his death, Isabel doesn't trust them, even though they seem to have no true love for the Lannisters.
    NIGHT'S WATCH [LIKES] - Because of her uncle Benjen and her half-brother Jon Snow being in the Night's Watch, she thinks of them as a retreat. She knows, unlike most Southerners, that the Night's Watch is the only reason the people of Westeros are still alive.
    STANNIS BARATHEON [SUPPORTS BUT DOESN'T TRUST] - She recognises Stannis as the true heir to the Iron Throne but she doesn't trust him because of the Red Woman's control over him and his faith in the Lord of Light.
    DAENERYS TARGARYEN [NEUTRAL] - She knows the Targaryens are not who they once were. Daenerys is different - freeing the slaves of Essos with the aid of her dragons and her Unsullied rather than attacking Westeros. But she still believes that at some time soon, Westeros will have to unite against the last Targaryen.
    HISTORY
    Isabel Stark was born to Eddard 'Ned' Stark and Catelyn Stark less than an hour into 285AL, when Robb and Jon Snow were barely toddlers. She looked much more like Ned than Cat, like Jon had, and Arya would later. She was raised much like Sansa and Arya were later, but she was more like Arya than Sansa, and disliked this treatment. Once it came to Isabel's 8th name day, she asked to be with Robb and Jon instead of being raised as a woman. She told Eddard that she wanted to be a knight, to serve as a soldier of either Winterfell or King's Landing. Eddard had reluctantly accepted and sent her to training with Robb and Jon. The three of them became very close, and learnt to fight together. As a result, they all had a very similar style of swordplay. However, they were different. Jon Snow preferred to use footwork to outdo his enemy, then attack while they were off-balance. Robb liked to face a man head-on, in as fair a fight as was possible. Isabel liked to use a mixture; when at all possible, she would use her quick reactions and quicker mind to defend herself and attack the enemy. When that was not possible, she would use Jon's style and dodged any attacks rather than blocking them, using her reactions in a different way. Robb and Jon teased her often for not making her mind up, but Isabel was defiant and kept that method of fighting to this day.
    Soon before Robert Baratheon and his court came to Winterfell, the direwolf cubs were found. Three male, three female and another male, a runt. One was given to each child and the runt was given to Jon. Isabel called her direwolf Snow, and trained her well.
    When King Robert Baratheon came to Winterfell, taking her father, Arya and Sansa with him, she stayed behind in Winterfell with Robb, Bran, Rickon and Maester Luwin, hoping to help raise Bran and Rickon while also defending Winterfell. She was sad to see Jon go, and vowed to come and see him soon. But once Eddard's head had been wrongfully taken, she went to war alongside Robb. She became one of his closest advisers, and sat on every war council he hosted. She participated in the battle that took Jaime Lannister captive, which gave her the scar around her arm. Robb, knowing how much she hated the Lannisters, told her to stay away from the Kingslayer at all times.
    When Robb decided he needed Walder Frey's help to take Casterly Rock, she advised him against going ahead with the wedding between Edmure Tully and Roslin Frey. She told him that the Freys do not forgive easily, and that they would just as easily betray the Starks. She was right. Robb was killed, Catelyn was killed and the Northern separatists were scattered, ending their rebellion. Fortunately, Isabel had elected to stay outside of the Twins. Once the Freys turned on them, she fled with Snow, and found Arya and the Hound driving a carriage into the Stark camp. She told Arya what had happened, and the three of them fled together. They fled past the Neck, and back into the North. Isabel presented her plan. She wanted to go to the Wall and find Jon. She and Arya had been closest to him, and she wanted to know if he was still alive. Also, she had received word that Maester Aemon of Castle Black was sending out warnings, saying that the White Walkers were returning and that the Night's Watch needed aid. Isabel saw all these reasons to mean that the only place she could go was the Wall; she needed to help and she needed to get help. So together, Isabel, Arya and the Hound travelled north, past the ruins of Winterfell, hoping that they would get to the Wall in time.
    PICTURES
    Here are some pictures of what Isabel wears in each situation.
    1. In the cold North
    TESV 2013-07-29 20-11-26-25-bmp.jpg
    2. In the warmer South, the dress she wears to warn the Lannisters of her coming fury with a forged wolf's head as a shoulder piece.
    TESV 2013-07-29 20-05-57-68-bmp.jpg
    3. The light but protective armour that she wears in battle, with Snow in the background
    TESV 2013-07-31 12-43-07-61-bmp.jpg
     

    EpicVakarian

    Calibration-Master General
    BASIC
    NAME Rianele Ashsmith
    AGE 17
    RACE Breton
    BIRTH PLACE Daggerfall
    ORIGIN Breton mother, her father was half Breton and half Redguard.
    CLASS Spellsword
    GENDER Female
    HEIGHT 5'2"
    WEIGHT 7st, 4lb
    LATERALITY Right-handed
    SEXUALITY Heterosexual
    MARITAL STATUS Searching
    HEALTH In fine condition
    AFFILIATIONS Stormcloaks, Blades
    AFFLICTIONS None
    RELIGION Talos, Kynareth, Stendarr

    APPEARANCE
    HAIR Shoulder-length hair, swept over the brow. Kept in place by a braid that wraps under the base of her skull.
    HAIR COLOUR Dark brown with a hint of red.
    EYE COLOUR Deep blue.
    BUILD Very small, skinny. Barely grown into full adulthood.
    SKIN Very dark, tanned skin, but still white.
    SCARS When escaping Helgen soon after reaching Skyrim, she got a fairly conspicuous scar across her left cheek, reaching from her ear to the corner of her mouth.
    PERSONALITY
    POSITIVE TRAITS Kind, maybe too kind. Loving, hopeful and caring.
    NEGATIVE TRAITS Naive, very young and uninformed in the workings of the world.
    LIKES Talking, training, magic.
    DISLIKES Killing, causing pain. She would much prefer for all the races of the world to get along, again being too naive to know otherwise. Hates criminals and bandits more than anything.
    FEARS Losing her family, her friends. Spiders and skeevers terrify her. She doesn't like being in darkness.
    ASPIRATIONS To free Tamriel from the Thalmor's oppression.
    QUIRKS Gets nervous shivers when she is alone in a dark place.
    COMBAT SKILLS
    MASTER One-handed, destruction, conjuration
    EXPERT Restoration, Alteration, Block, Light armour.
    ADEPT Archery, Lockpicking, Enchanting, Sneak, Illusion
    APPRENTICE Speech, Pickpocket
    GEAR
    ARMOUR Thin leather trousers with oiled boots made for her by her father from dwarven metal. A leather-backed chainmail cuirass that leaves her stomach open, as well as her back. She wears a steel pauldron on her right shoulder, and wraps leather around the left. A small bandage is wrapped around her right arm where a wolf cut her. She has leather gauntlets around her wrists but no protection on her hands; the better to use her destruction magic. She also has an extremely thin piece of red cloth wrapped around her neck. She wears this combination when in the warmer south of Skyrim; when in the north, she wears thick woollen clothes.
    WEAPONS A longsword, one-handed; again crafted by her father specifically for her. It is enchanted with fire, and is wielded in her right hand, while her left hand casts destruction and conjuration spells (mainly).
    OTHER Her tiger, Sand, was her pet since it was a cub - raised by Ria in the jungles of Daggerfall, where her family lived with a small village. It loves her as a mother and followed her to Skyrim, fighting with her when she has need.
    RELATIONS
    STORMCLOAKS [ALLIES] - She fights for Ulfric's cause but once the war is over completely, she will refuse to fight for him again.
    COLLEGE OF WINTERHOLD [LIKES] - The reason Ria came to Skyrim, and the reason she wants to fight to save them.
    COMPANIONS [RESPECTS] - Ria respects the Companions greatly due to their great honour and valour. However, she does not wish to fight with them due to their no-magic policy.
    THIEVES' GUILD [DISLIKES] - She sees the thieves of Skyrim as profiteers; exploiting Skyrim's great downfalls for personal gain instead of helping to remove those downfalls.
    EMPIRE [DISLIKES] - She cannot forgive the Empire the signing of the White-Gold Concordat as it led to the oppression of most of Skyrim, at the very start.
    ALDMERI DOMINION [DISLIKES EXTREMELY] - She hates the elves for their so-called 'purity' and unwillingness to share Tamriel with worshippers of Talos. She does not wish them dead, but she doesn't want them in power like they currently are.
    BANDITS [HATES] - After her experience with bandits and raiders, there is no type of person that Ria hates more than them.
    HISTORY
    Rianele Ashsmith, born to her mother Lysanna Yeoming and her father Peryval Ashsmith, she was raised in a small jungle village in Daggerfall, near the coast. Their village owned a parcel of land that reached about 3 square leagues, stretching from the coast to about a mile back into the jungle. They were also situated very near to one of the major cities in High Rock. This meant that the village had plenty of things to do - fishing, lying on the beach, hunting in the jungle, cutting down trees for wood to build new houses for the young children who would later take up those houses. Her father was the smith of the village; their house resided in a clearing, so that the smoke and heat did not burn down the trees. Ria was very close to her mother and father. She often visited her father's parents; his Breton father and Redguard mother. They were extremely old and among the richest in the village. But one day, when Ria was barely 8, her grandparents died. They left their money to her parents and their large house to Ria, to be held by the village chief until Ria came of age.
    Ria began to visit the village teacher at the age of 11, along with all the other villagers around her age. She became close friends with the chief's son, Uthyn Kinghart. They often visited the beach together, and never left each other's side. Before long, this relationship evolved into love. They still sat on the beach together every day to watch the sunset over the vast ocean.
    At the age of 14, Ria went out into the jungle, and found a female tiger, lying dead among the undergrowth. She only found it because of the solitary cub's cries for help. She took the cub, which was barely a week old; its eyes were still clamped shut. She took it back to her parents and asked if she could keep it. Her father laughed and nodded, but her mother frowned. They came to an agreement: Ria would feed it herself, train it herself and would have no help from her parents. If it died, they said, it died. But Ria raised the cub well, and called it Sand, after her father's stories of his early life in Hammerfell. It served her well; protecting her from any bullies or worse, helping her hunt, and passively teaching her how to hunt even better than she already did.
    It came to be that Ria and Uthyn would be married, on Ria's 16th birthday, being as Uthyn was the elder by a 18 months. But a few weeks before the wedding, a band of raiders attacked the village. They didn't harm many people, only scaring them. But they found Ria and Uthyn together on the beach, watching the sunset yet again. They grabbed them both and separated them, then forced Ria to watch as Uthyn's throat was sliced open, the blood spilling out of his neck, onto the sand and into the sea. This awoke the magic inside her, the magic all Bretons have but most choose not to use. She used her first instance of magic to shock the hearts of every raider in the village, to force them to feel what she had just felt as she watched her betrothed murdered in front of her. She then set the hearts on fire, and watched as every single raider tore at their chests, screaming, before eventually dying. She stayed on the beach, sat over Uthyn's body, weeping hysterically. Weeping at the death of her friend, weeping at the immense pain she had caused. She had not meant to cause that, even if she had intended to kill them. After an hour, her father and the chief found her. The chief joined in her remorse at his son's death, and her father simply hugged her, with no words at hand to comfort her.
    A year later, Ria found herself on her 17th birthday, still unaware of how to use her immense magical power at will. She now owned her grandparents' old house, and filled it with her belongings, but she couldn't help feeling that Uthyn should be there with her. She decided that she would travel to Skyrim. She needed a break from all the reminders of her loss, and Skyrim had one of the best schools for magic in Tamriel; the College of Winterhold.
    Upon telling her parents of her wishes, they reluctantly accepted. Her mother told her that Mirabelle Ervine, the highest ranked mage at the College apart from the Arch-mage, was a childhood friend of hers. She said that 'that should help you along in getting into that school, anyway'. So she asked the chief to hold the house as he had done for nearly 10 years before, and made her last preparations. Her father had been hard at work in preparation for her leaving, and now she found why. He presented her with a selection of gifts. A sword, which Ria enchanted with fire and called 'Dragonsfire'. A necklace, made of gold, embedded with two intertwining lines of silver. And an outfit; an outfit to suit the dense, muggy jungles of High Rock as well as the mountains and snow of Skyrim. She said her goodbyes, trying not to cry, knowing she would never see her village again for at least three years, and left, with Sand hot on her heels.
    When she reached the west border of Skyrim, she could not find a way through. Extremely steep rocky hills blocked her path; hills that, she later found out, belonged to Markarth and the Reach. So she travelled through the far north of Cyrodiil and into Morrowind, that desolate, volcanic land. She finally found a way into Skyrim, a month and a half after setting out, with the path into Darkwater Crossing. But immediately after entering the small mining town, she was captured by a group of Imperials. She knew she was destined for the chopping block and gave up. She spent 95% of her days asleep, dreaming of her village, of Uthyn and her parents.
    Then one day she woke up to see three new faces in the carriage with her. She was taken to Helgen with Ralof, Lokir and Ulfric, and nearly killed. But Alduin attacked. Ria and Ralof escaped, with Sand and her gear mercifully unharmed. They escaped to the keep, where Ria obtained her scar; Alduin's attacks shook the keep just when she needed to block a vital attack. The Imperial swordsman sliced her cheek open, but it was just a glancing blow. Still enough to leave a long scar, though.
    They fled to Riverwood, where they rested for a while, then set off to Windhelm. Ralof told her that she should join up with the Stormcloaks, but she kept putting off her answer, unwilling to cause any pain. But one day, they came across a shrine to Talos, hidden behind a small cliff. Corpses littered the ground; corpses of average people, and the odd priest. But one corpse was different. One corpse was Altmer, wearing a set of robes with the sigil of the Aldmeri Dominion. Realising what this mean, Ria gave her answer to Ralof at that moment. She would join up with Ulfric and drive out the Thalmor, removing their oppression from Tamriel, but no more. Then she would return home and live out the rest of her days in peace. Ralof laughed and said he might join her.
    The pair reached Windhelm, battered and bruised, with Sand gasping for breath. They joined up with Ulfric and became part of a unit together, a unit in which they would have more freedom; freedom to go out and adventure every so often, and take time off. Ria used this time off from training to train with the College, who had accepted her after Mirabelle realised who Ria's mother was and after Ria had given her explanation of what had happened with the raiders well over twenty times.
    She began to unlock her power truly. She could not pull off something as extreme as with the raiders at will; that would happen upon extreme emotional triggers, the College had discovered. But she at least had magical power to rival and often better most of the longer-studying students.
    And it is here we find her; as a Stormcloak, as a powerful mage, and as a naive 17-year-old girl still.
     

    Odin-bane

    New Member
    Name: Earl Odin
    Race Reguard
    Age- 40
    Birth place- Castle Odin-Bane Northern Hammerfell
    Origin- Hammerfell
    Class -Knight
    Gender- Male
    Height- 6'1
    Marital status- Married
    Religion-Teachings of Stendar
    Afflictions- none
    Home: House in the Pale

    Appearance:
    Hair-Jet Black Afro and Mustache
    Eye color- dark brown
    Skin- Dark Brown
    Sars- Right cheek family scar

    Personality:
    •Good traits- Honor bound, trustworthy, loyal, brave and Optimistic
    •Bad traits- Silent type
    Fears- None
    Combat skills
    Mastered- One hand, heavy armor and Block
    Expert- two hand, Restoration
    Adept- Marskmenship, speech

    Gear:
    •Armor- steel plate armor
    • Weapons- Odin Bane Blade, Steel great sword
    •Shield- Spell-Drinker

    Relations-
    Imperial Legate
    Thane of all holds
    Smypathy for the stormcloacks
    Friends with the Companion
    Friends with the Vigil of Stendar
    Hates the Thalmor

    Bio- Earl grew up in northern hammerfell in Castle Odin-Bane. There he lived with his Father, younger bother Roger and his many uncles, aunts an cousins. Earls father was the leader of the clan and gladly rose up to fight the Aldameri Domion during their campaign of Hammerfell during the great war. one stormy night the castle was sacked the battle lasted for days till only a hand full of the clan remained including Earl an his brother Roger. Their father died during the last day of the fight but before he parished he gave Earl the Odin-Bane Blade said to be fueld by the souls of his anscestors.Earl an Roger escaped to skyrim nd then spilt ways. Roger went to the college of winterhold to study enchanting. Earl went to join the imperial legion where he rose to legate ranks but then left to adventure an battle new foes. He eventually went on slay many great evils an begain his quest to become a great knight and then eventually take revenge on the Thalmor..............One day.
     

    Majir-Dar

    Confused Khajiit
    Name: Majir-Dar
    Race: Khajiit
    Bread: Dagi
    Gender: Male
    Age: 19
    Specializes in: Being a Dagi, Majir-Dar has a natural talent for acrobatics and is a talented alchemist. He can use illusion and destruction magic to great effect but prefers to avoid killing when possible. When magic and stealth fails he uses his poisons and elven dagger to great effect.
    Appearance: Majir-Dar is about 4 foot tall and weighs 90 pounds. His fur is well groomed with brown fur and orange lines across his arms and legs. His claws are also well trimmed but made more for climbing than fighting. He wears copper rings in his shoulder length black mane, while leaving his ears untouched. His left eye is blind and his right eye is yellow brown. Majir-Dar also has a scar running across his thigh to his foot and a slight scar below his blind eye. His legs are toned from all of his running and jumping and his upper body is muscular (not to say he's Hercules or something) from all the climbing. He doesn't wear armor but he does wear common clothes. His shirt is a forest green with sleeves that end at the shoulder (though not enough to constraint movement), his pants are brown, and he doesn't wear shoes.
    Majir-Dar: Majir-Dar was birthed in the Summerset Isles. His father was a renowned jeweler and his mother was an expert acrobat. Majir-Dar's name was actually just Majir at birth. He attained the title later in life. While his father took multiple business trips to Valenwood and Elswer, and Majir's mother performed and gave training to anyone willing to learn and watch. Early in Majir's life he fell from a tower and a tree branch cut his leg to the bone and his left eye was cut by another branch on his way down. Luckily a priest took pity on him and treated his wounds before they got too bad. His leg healed completely but he was blinded in his left eye. The next day his mother gave Majir copper hair rings (if they can be call that) at an attempt to lessen his pain. Majir's life was ordinary for awhile after that. He would study his magic, practice his acrobatics, and sneak around town. Majir was in luck when it came to magic, living in the Summerset Isles did have some uses. He lived right beside a fairly adept mage and alchemist, his name was Kardmen. Kardmen would teach Majir-Dar as long as he got a fine ring every month from Majir's father. When Majir reached 16 he had already matched Kardmen in magical talent. Kardmen and and Majir attributed this to Majir being a Dagi. Nonetheless Kardmen respected Majir's natural affinity to magicka and granted him the title of Dar, that you see in Majir's name. Majir-Dar had to master alchemy out of natural curiosity, not natural talent. Majir-Dar constantly wants to know each ingredient's effects on the body. When Majir-Dar was 17 his father overdosed on skooma on a business trip to Elsewer, and his mother died of Witbane a month later. He left Summerset Isles soon after his mothers death to go home to Elsewer. At 18 he had married to a beautiful Dagi Khajiit named, Aahin and settled down and had a happy life. However, this was not to be, his wife died of Ataxia and he fell into a depression that nearly killed him. On his 19 birthday, he decided to go explore and record his exploits in a journal.
    Personality: Majir-Dar is a shy, cautious Khajiit and can barely talk to people he doesn't know, but is also naturally curious. Majir-Dar doesn't act wholly as a Khajiit, his time in the Summerset Isles had a lot more to do with his personality than his parents. Majir-Dar isn't promiscuous like most Khajiit and gender means little to nothing to him, but he gets a strange satisfaction from letting other people believe he is promiscuous. He feels that he had already had the love of his life and there's no need to search anymore. Majir-Dar hates being bested but isn't quick to anger. He feels confident in his skills and knows when to run away. When going into battle he always prepares a back up plan, an escape route, and takes plenty of poisons and potions with him. He doesn't like to kill but will if he has to. He's afraid of what he can't see and so has adapted an unusually keen eyesight and reflexes. When scared Majir-Dar likes to climb the nearest, highest thing to get a birds eye view of his surroundings.

    Sample Writing: Majir-Dar looked up at the dark skies and the bright green auroras, his fur and body helped Majir-Dar keep warm. He had spent only a month in Skyrim and was still adjusting to the sights, sounds, and feel of the land. He was looking for an inn and had been told that there was a place to rest up ahead. Of course the same man that gave him directions was also the same man to kick him out of a city the Nords call Windhelm. The inn was supposed to be called Nightgate and he was supposed to be inside by now. Just as he was about to head back and risk sneaking into the city, the road split and he saw the familiar architecture of the Nords. Majir walked into the warm building and took in his surroundings, he saw a Nord at the counter, a Nord at a table, and an Orc near the fireplace. Majir walked up to the counter and rented a room. He decided that he would rest here for the night and head to Riften in the morning. Just as Majir-Dar was laying his head down on the bed to rest, he heard the familiar sound of the door opening and closing. He wandered outside his room to see who had entered. It appeared to be three Nords in steel armor and maces at the side. They were robbing the man at the counter when Majir-Dar cast the frenzy spell on their leader. The barkeep, Orc, and Nord raced to the cellar for shelter. The The leader swung his mace in an uppercut to the man on the left, knocking him out, while the man on the right was trying to hold the leader down. The leader managed to get the man off of him and smash the mans head in against the table. Majir-Dar thought that now was his time to intervene and cast the calm spell on the leader. "Wha, why would I...", the leader looked around the room but didn't see anyone. Majir-Dar rested on his perch above the bandit and coated his dagger with a paralysis poison. The bandit finally started walking, however nervously, to the door. This is when Majir-Dar pounced on the man, Majir-Dar wrapped his body around the Nord and managed to nick the mans wrist with his dagger before he was thrown off. Majir-Dar decided he wouldn't stay around and get questioned by the people in the cellar.
     

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