((Apologies for the thickness ahead, I simply couldn’t help myself
))
Name: Baroth Talsgor
Alias(es): Mr. Rotten, Hodlin Graves, Madinille Liras, Greswald Brimborn, Aldvir Hjarksson, Gelien Hermingfel, Lyrwith Masnoth, Kjargrom War-Gale.
Race: Atmoran/ Nede (Pre-Nord)
Class: Revenant Knight/ Dark Paladin
Gender: Male
Sexuality: Pansexual
Religion: Worships only those he has a pact with, though it mostly involves Molag Bal, Hircine, Arkay, Peryite, and Hermaeus Mora.
Affliction: Baroth has a rare condition known as
Vycanthropy-- A cross of the Vampiric and Lycanthrope species, bonded by a blood-poisoning curse, that allows him to transform into a hybrid of the two, an abominable night-spawn. To enter this powerful state, his body undergoes a gruesome transformation, running the risk of crippling himself, or becoming trapped in that form entirely. Alternatively, he’s capable of a half-form that’s not quite as taxing and allows for maneuverability, but is not nearly as powerful. Passive benefits permit a hazy version of night-vision, erratic reflexes, forced hand-talons, slightly enhanced strength, and blood-sense for creatures weaker than humans. There are also several health issues, including an acute allergy to silver and belladonna, long-term blood-poisoning and occasional schizophrenic/ demented episodes, and unpredictable, often lethal blackouts. Despite Baroth making reprimands through divine pacts and blood rituals, the disease appears terminal and incurable, spreading like a cancer.
Physical appearance/ speech: Baroth is a broad-shouldered man of a sturdy build, weighing about 215lbs and standing at 5’10”. His pony-tailed hair and 3-inch beard are dirt-blonde and well-groomed, streaked gray and often trimmed. His physique tells of a wrinkled, wary discipline, hiding layers of toned muscle, stretch marks, and scars. His eyes are a serene baby-blue, inviting as his father’s were, yet only under-toning his ambitions. Sharp, archaic facial features and an undertone Nedic accent betray his place in the modern era, a product of his disease as well as his Atmoran heritage. This also enables him to pass for a Breton as well as a Nord.
Personality: Baroth is, for all intents and purposes, a troubled man walking a fine line to satisfy his dream of restoring the human race to its former glory, its birthright. Though he deals with the depraved entities of Nirn, forging contracts with devils and snakes alike, he considers himself a champion of the mortal species and wishes to not only restore absolute order to the world, but to reclaim the divine powers that so rightfully belong to the mortal race.
However, this epiphany is born of his own warped reflection of an unnaturally elongated life, one spent in blood-riddled sacrilege, and suffered clarity. And while he sees a majority of the mortal race as harmless cattle, he can separate the larger threats from the herd, and tends to underestimates them. Where forethought and pragmatism drive him to discover and consolidate, his phantom ego and unchecked primal impulses leave him vulnerable to the unseen and unpredictable.
Baroth isn't completely apathetic, however, as he's fashioned an inner-circle of genuine friends and comrades through these later years. He's joined them in several battles, adventures, and journeys, and he'd gladly defend any of them with his life. But, in his mind, all else pales in comparison to his prophetic duty the mortal race.
Weapons: Hidden on his person is a slingshot capable of a twenty-foot launch, as well as several push-knives for backup. Most notably, he employs a steel cusped falchion blade with a serrated edge to achieve cleaner cuts, strapped low at his side for angular draws.
Armour: Baroth is currently donning his emissary garb: a hooded tunic with leather and light iron-plated reinforcement, as well as a matching cloak. This provides plenty of blind-spots for his weaponry, while remaining low-profile enough to support his diplomatic sentiment. He also carries a buckler shield, tri-weaved with steel and dipped in mammoth’s blood, making it harder to break as well as heavier to wield.
Misc.Gear: Packs an extra change of clothes (tunic, trousers, boots, undergarments, etc), as well as dried rations, maps detailing legal territories, and short novels. He keeps the medallions of his gods close at hand, in case of short-hand prayer and ritual.
Known Spells: Baroth is mostly practiced in soul and blood magick, but stronger spells require strenuous, ritualistic preparations; while weaker spells can drain the clarity and vigor of his targets, trick them into a hypnotic and suggestible state, and permit a small area of undismissable fog, they also require a fair amount of focus. He is notorious for reanimating his victims in battle and effectively using his blood magick in lieu with his condition for chaotic results, though it drains him considerably. Alternatively, he is versed in some minor alteration and destruction spells with low strength and cost. (i.e. faint lighting, jolting shocks, fabricated speech, etc)).
Fighting Style: As a seasoned warrior and night-spawn, Baroth is equally comfortable causing mayhem in the midst of battle, as he is raining hail down from a distance, as he is ominously hunting his prey one by one. He engages with one weapon and a shield traditionally, using a combination of soul and blood magic to weaken his foes. He’s also intimate with the crossbow, any variety of reaching melee weapons, as well as several forms (often dead and forgotten) of hand-to-hand combat. Generally, he kills his opponents outright with furious strokes and controlled flurries, but if someone tempts him, he’s swift in disabling them with a razor’s edge. From there, death is sure to follow.
Dialogue Color: Intrigue Purple
Background: Born to the ancient land of Atmora, Baroth had to struggle for most of his young life in the chaotic country of wild men. In the wake of a civil war, the boy was left with nothing and clawed through bloodshed to face the bitter end of all warriors. But as he lay dying, a disembodied voice echoed in his skull, asking if he wanted to live forever. His fear of death blinded him to the lifetime of unholy sacrilege ahead, as he resigned to die as a man, and return as a Son of Coldharbour.
As he entered the new world and left his brethren behind for good, he’d spend decades exploring a young, untamed Tamriel, and many more filling his master’s diabolical plots. He became entangled in the living cultures, sciences, and histories of the world, adopting commonplace names and titles; most notably, that of a knightly, trustworthy servant and emissary. Somewhere in between, he met and slayed a lycanthrope, suffering its contagious bite. Much to his dismay, his master confessed to luring the beast to Baroth and advised he make a pact with the Great Huntsman, and accept this new cocktail of power. With little choice, a naive Baroth played into the larger game, accepting the risk that came with it; a breed of warrior easily manipulated by both/ either of the Daedric Princes, essentially incapable of disloyalty.
In the Second era, as his master was occupied with the Planemeld, Baroth intended to cash in on his plans of misdirection, inciting a coupe within the ranks. However high the stakes had been, and whatever he’d truly hoped to achieve, it was all for naught. His plot was discovered by the Corruptor, and he was hauled off to Coldharbour for two-hundred years of "correction and repentance". When he emerged, Baroth had been ‘reborn’ as a leashed hound with poisoned blood, a cur kept tightly at his master's side. But not all was undone. Beneath his skin, the man’s revelations had only festered and bloomed seeds of prophecy in his mind. He’d settle for a pawn no longer, but a self-proclaimed prophet, and there was much work to be done.
In closing a couple of annual contracts with northern merchants, Baroth rapidly became aware of the “change in leadership” Skyrim had undergone, as well as the accompanying issues. So, with permission from his master, Baroth has proceeded into the province to investigate, fully intending to uncover and subdue the source of the newfound disturbance in Skyrim.