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    conchvegas

    Aravis, deadly archer
    Name: Mage Killer
    Race: Orc
    Class: Warrior
    Gender: Male
    Battle style: Favors two handed weapons, great swords and battle axes. Heavy Armor. Use archery and destruction magic as standbys.
    Looks: 6'6'', 240 Ibs. Brownish, red skin. Bald with horny eyebrows and bluish white eyes, with a jagged scar dropping from his left eye. Has big black beard.
    Personality: Honorable with a kind streak despite his appearance. Has a tendency to fly into a rage during battle, but blood lust settles soon after. Is loyal and values quality companionship.
    Bio: Was nick named Mage Killer after a Dark Elf mage assassin murdered his brother. Travelled to Skyrim after hearing about the exploits of the Companions with the intention of joining and eventually finding the Dark Brotherhood and destroying them. Is neutral about the war between the Stormcloaks and Imperials but may pick a side later after learning more. Is interested in apprenticing as a smith and curious about magic to the extent of learning about enchanting to upgrade armor and weapons, which precludes a visit to Collage at some point. Doesn't hold a grudge against mages so long as they're not assassins or corrupt.
     
    BASIC
    Name - Jy Bloodscale
    Race – Argonian (Werewolf)
    Age - 17
    Class - Assassin
    Hometown - Windhelm Docks
    Laterality - Right Handed
    Sexuality - Bisexual
    Relationship Status - Single
    Affiliations - Dark Brotherhood (Member), Veezara (Love Interest), Scouts-Many-Marshes (Step-Brother).
    Property - N/A
    Alignment - Neutral... Sort of.
    Religion - Follower of the Daedra, specifically Hircine, being a werewolf himself.

    APPEARANCE
    Hair – Two horns coming out the back of his head.
    Eyes - Orange, with snake-like pupils.
    Clothing - Elven Armour or Dark Brotherhood Armour.
    Jewellery - Has a ring that increases his sneak, but that’s it.
    Weapons – Two Dwarven swords, and also has throwing knives strapped to his thighs and arms.

    SKILLS
    Primary – One Handed, Sneak, Alchemy and Light Armour
    Secondary – Lock picking, Pickpocket, Smithing and Restoration.
    Battle Tactics – He is claimed to be a flash of red and yellow on the battle field. While he prefers cloak and dagger, he is capable of hand to hand combat. He also uses throwing knives for a ranged kill, as he is terrible with a bow.

    PERSONALITY
    Positive Traits – Charming, Seems Innocent, Witty and Funny.
    Negative Traits – Rash, Timid but hides it, hates to lose.
    Likes – Killing, His horse Coco, Swimming and Running.
    Dislikes - Thalmor, Stormcloaks and Imperials. Over-Confident people. Magic.
    Aspirations – Hook up with Veezara, and master his beast form.

    BIOGRAPHY
    If Jy had to describe Skyrim in one word, it would be cold. And not because of the snow. When Jy first came to Skyrim, he kept hearing a particular phrase whispered to him by the other Argonians he came across.
    “Watch out, egg-brother. The only thing colder than Skyrim is the Nords themselves.”
    Jy thought they were crazy. Jy was wrong.
    He worked on the docks as a kid, with his older step-brother, Scouts-Many-Marshes, helping him out.
    He barely saw the assassin.
    He clung to the shadows of the docks, eyeing up a drunken Nord. Jy was unloading some potions from a boat. The assassin jumped out and slit the Nord’s throat with a quick move of his blade.
    The other Nord embedded an axe in the assassins thigh. He crumpled to the ground and the Nord stood over him, goading.
    As the drunk bought up his axe, Jy’s flying dagger hit him in the chest. He passed one of the potions to the assassin, who he had just realised was an Argonian.
    “I’m Jy Bloodscale.” Jy whispered to him, as he sat down beside him.
    “Veezara, and thanks,” Veezara muttered back, wincing from the pain.
    Jy simply nodded and slipped back inside the Argonian Assemblage, hearing Veezara's parting words.
    “Consider joining us, Jy.”
    Jy dreamed of the green scaled assassin that night.


     

    NinjaStarGod

    New Member
    Here's a character I've been working on for a while, enjoy.
    Drysccer Allias
    Gender:Male
    Religion: Follower of Julianos
    Age: 40
    Race:Breton
    Place of Birth: Daggerfall
    Likes: Knowledge, Reading, Studying, His Familiar
    Dislikes:Bandits, Brutes, Slackers, Racism
    Fears: Necrophobia
    Known as: Kage no bōrei (Ghost Shadow)
    Class:Battlemage
    Birth Sign: Shadow
    Family: Father(deceased), Mother(deceased), Grandfather, Wife, his Son.
    Hobby's:Writing, Reading, Creating Spell-books
    Philosophy :Philosophy-of-Fighting:-Morals-and-Motivations
    Quote's: " A Man's path is his alone to choose", "Why do we challenge our existence?",
    " A shadow is only as deadly as it's owner", " Fleeing from the light only leads to Darkness" "Conjure your courage"
    Appearance

    Tall shallow figure with dirty brown hair and a extremely pale complexion.He has a short rough edged beard and has dull silver eyes, which compare with his complexion. He has a slightly muscled figure:mainly on his upper-half. His dirty brown hair is long and uncut, a face covered in dirt and blood mixed together. Scar's covering his left eye in the shape of a lighting bolt. He wears a tore black mage's attire with worn down scaled bracers and hardened leather boots with the straps missing. His face is covered by a shrouded cowl allowing to hide his identity form his foes. A silver sapphire necklace is worn around his neck with a glowing purple aura.
    Back-story

    Drysccer was born in a place where poverty was common, at an early age he began to do jobs to earn gold for his family. At the Age of 11, his parents were murdered by a bunch of bandits raiding the city, thus he was sent to live with his closest living relative: His Grandfather. His Grandfather was distant from his family, this was because he was a mage who once worked at the collage of Winterhold as a professor in conjuration. When Drysccer arrived at his Grandfather's he was greeting by an unusual looking wolf that was like a
    spirit;His Grandfather began to explain that the "Wolf" was actually a familiar and it was a gift from him to Drysccer to keep as a pet. Years after this event, Drysccer was offered a place of study at the collage, this meant him journeying though the lands to reach Skyrim. Drysccer was confident at this because of the level of knowledge him having in Conjuration was at Adept, however he lacked in the other schools at magic being a novice in those area's. Never the less He set out on horseback to Skyrim. He journeyed through rocky terrain until he reached Falkreath, where he rested for three nights at the local tavern avoiding alcohol. Just as he left the town a guard caught up to him and asked him where he was going. After talking to the guard, he smiled and wished him well on his duty's. He followed the path until he caught a glimpse of a shrine in his eyes. Upon closer inspection he wasn't able to determine which God the shrine was too,so he continued. After another four days he arrived at a desolated Winterhold, destroyed by the great collapse with only the collage remaining: standing as a beacon of hope for the users of magic. He entered the collage and began to study. Twenty years pass and a thirty-nine year old Drysccer had learnt to master the powers of conjuration and Illusion schools, not only that he had settled down and started a family with a Dark elf from the collage, whom had given birth to his first born child, A baby boy. The boy had mixed culture and looked more human than elf...But that's another story for another time. To provide for his family, Drysccer became a merchant who traveled to and from Windhelm to sell his produces. One day whilst traveling he was attacked by bandits and captured, his resilience was met with a scar covering his left eye and torn clothing. The bandit's fortunately left him along unguarded in a locked room. Using his powers of illusion he turned himself into a ghostly shadow and escaped with a cowl covering his face in case they try to follow him. By the time he returned to Winterhold, Word spread of his escape giving him the nickname Kage no bōrei (also known as the Ghost Shadow).
    Skills:
    Conjuration: Drysccer's main skill for combat. He use's this skill to call creatures to aid him battle. Despite his lack of combat experience, he uses bound weapons; the weapon is usually a bound sword emitting his aura colour. He also use's this skill outside of combat to call his pet familiar his Grandfather gave him.(Skill Level 95)
    Illusion: Drysccer learnt the skill of illusion during his time spent at the collage of Winterhold. He use's this skill mainly to go "incognito" and escape or hide from people. This school of magic is how he became known as
    Kage no bōrei.(Skill Level 100)
    Restoration: Drysccer mainly use's restoration to heal his wounds. The healing spell's he knows are Healing Hands and Fast-Heal.(Skill Level 53)
    Destruction: He tends to use destruction magic the least as the school of magic because he see's it as a dishonorable death for his foe's(as well as seeing the school as reckless).He uses frost magic as a non-combat oriented skill and instead uses it for his leisure,such as ice fishing and sculpture making.(Skill Level 40)
    Light Armour: Drysccer has the inside of his clothing with leather so that he takes less damage from attacks when he's on the road to Windhelm. He tends to wear light Armour most of the time because he finds it comfortable.(Skill Level 67)
     

    Gregor Moon Fang

    Champion of Azura
    20rr11t.jpg


    Name: Dian'Mie (pronounced Dee-ahn-may)

    Race: Redguard

    Gender: Male

    Class: Mercenary

    Faction: Sun Fang Clan

    Appearance: He stands at around 6'3'', with light brown skin. Muscular frame. He has reddish brown hair styled into a tied dread mohawk with a set of cornrows on the sides of the head, reaching just below the shoulders. He has a set of brown eyes that seem to place fear into those that do not know him. His face is that of a young man who has seen his share of battles, the evidence seen in the scar under his right eye. He wears the traditional red tear face paint in honor of his fallen clan.

    Age: 23

    Diseases: The founders of the Sun Fang Clan have learned and passed down the techniques of body resistance and thus are immune to any diseases.

    Proficient Skills: Able to handle any weapon with 100% efficiency, a sharpshooter archer, superb smithing skills, heightened senses

    Personality: A kind person at heart but not afraid to put someone in their place. He loves talking to people. Difficult to anger, but dangerous when angered. Always does what is necessary, whether it is just or not.

    Religious views: His clan worships the Redguard Goddess Leki, daughter of Tall Papa, whom his clan has been in servitude to for generations.

    Equipment: Dian'Mie wears cured black and brown leather armor over a set of light chainmail tempered with ebony, with a black hood cloth bearing a pattern of a panther head silhouette, fangs out, enveloped in the sun and a light brown fur-lined cloak draped over his large shoulders. He fights using two ebony and silver broadswords, used as a reminder of his time with his blacksmith mentor Master Ku, known as the greatest blacksmith in Hammerfell, often said to rival Eorland Grey-Mane of Skyrim himself. He also uses a modified ebony bow that can cause any arrow thrown from its string to set its living targets on fire.

    Likes: His friends, reading, good music, his weapons, treasure

    Dislikes: Spiders, being ordered around, nasty tasting food, cold temperatures, bandits

    Bio: Dian'Mie is a member of the fabled Sun Fang clan, a well-known tribe that lives just outside the City of Gilane in Hammerfell. He was seen by his clan leaders as a prodigy, developing great battle instincts and being able to best his mother and father in combat as young as 10 years old. When he was 17, he went out on a hunt with his father and got lost while he was chasing an elk. While wandering aimlessly, he was met by a girl by the name of Qiana, the apprentice of the Keeper of the Moon Fang clan. Upon finding out they had a lot in common, they quickly became friends even though they were not aware that their respective tribes were mortal enemies. Throughout the years, they secretly trained with each other, teaching each other techniques such as Dian'Mie teaching Qiana how to use a bow and Qiana teaching Dian'Mie how to utilize Restoration. On Dian'Mie's 21st birthday, the tribe elders enshrined him as an official warrior of the clan as he had come of age. As par tradition, Dian'Mie was set to travel around Tamriel for a year to hone his techniques as the Yokudans had done before them. None too eager to begin his journey, Dian'Mie sets off to make a name for himself and to bring honor to his clan.
     
    Last edited:

    Wolfie

    Active Member
    Full Name: Siltani Auslo.

    Age in Years: As a sixty-two year old Altmer, Siltani holds the aged appearance of a human in the mid-twenties. Remember that Altmer live significantly longer than every other race, including other Mer, due to racial blessing of long-life gifted to them by Phynmaster, who taught the Altmer how to naturally life a hundred years longer. Despite the current belief that this is a proven fact, the complete lifespan of an average Altmer s unknown and will likely continue it be.

    Gender: Female.

    Place of Birth: Alinor, the main city of the Summerset Isles and not to be confused with the renamed homeland of the Altmer. Humans are still rarely allowed upon it's ports; this is a welcome change, however, as the city and shores of the Isles were once completely forbidden from foreign presence. It is a city where the sunlight is as tangible as flesh. The walls are like living crystal, catching and holding the sun's blessed rays until it sets, bathing the streets in blood-red light, leaving one grateful for it's passing. The city in itself seems to be a shrine to the heavens. It is made of some form of glass structure, and has the appearance of insect wings, easily rivaling the beauty of any surrounding structures on the mainland. It has been described by Imperial emissaries of the Reman Dynasty as “straight and glimmering, a hypnotic swirl of ramparts and impossibly high towers, design to catch the look of the sun and break it to its component colors, which lies draped across its stones until you are thankful for nightfall.”

    Nickname(s)/Alias(es): This character does not initially have any common nicknames for casual use, although an alias may be given to her at any given point in time of any individual thread. The reason for this remains that it may disorient other members and make it more difficult for them to, initially, join the thread – for they would not call this character a specialized name given to her by another source. Not only would it be unrealistic, but it would also break immersion and add a sense of dissent between friendly members. I have faced this in the past; it's called out-of-game knowledge, and is known as “game-breaking” for those that prefer to roleplay.

    Religion: The Altmeri Pantheon consists of: Auri-El, the chief deity who is the soul of all things; he corrected his one critical mistake of surrendering the race of Mer to the mortal realm for eternity – in reponse to this, he vanquished the tyrant Lorkhan and ascended to heaven in full observation of his followers, so that they may follow his steps to escape from the mortal plane and become immortal. Trinimac was a warrior spirit who fought against Men; Boethiah is claimed to have absorbed his shape by eating Trinimac so that he would convince the Altmer to eventually create the Orsimer; he disappeared and then promptly reappeared as Malacath, which is portrayed as the danger of Dunmeri influence. Magnus was the god of sorcery; he withdrew from the creation of the world at the last moment, although it cost him dearly; what was left of him remains as pure magic, and is controlled and sensed by mortals; Cyrodiilic legends claim that he can inhabit the bodies of powerful magicians and lend them his power – one supposedly being the Underking. Syrabane aided the Altmer against the Sload and the Thrassian Plague; he is now known as the Apprentice's God, as he is a favorite amongst young mages in training. Y'ffre, the forest god, made laws that made it so that the confused and ever-shape-shifting mortals could retain a single form and begin to learn of the mortal realm around them; he is known as the Storyteller, for the stories he once told us like a father would to a child; some Mer (the Bosmeri) retain some power (the Wild Hunt) of the chaotic times. Mara is the universal goddess of motherly love and fertility. Xarxes is the god of ancestry and secret knowledge; He began as a scribe to Auri-El, keeping track of all of the Aldmeri accomplishments both large and small throughout history; he created his wife, Oghma, from his favorite moments in history.

    Affliction(s): No diseases, blights, mental disabilities, injuries or addictions can be named at this time.

    Political Views: Can be discussed at full length at a later date. Due to my personal intrigue in philosophy, feel free to contact me at any time or invite me into a discussion on this topic. A character form, however, is never complete where politics are decided upon, even as an individual, for even though this character is mine alone as a creation, as a reader you may have personal opinions towards her. Therefore, please do not challenge my decision to leave this section out of all character forms.

    Physical Details: As an Altmer, Siltani is considerably much taller than the other races, through varying percentages. This also, however, makes all Altmer also considerably much less agile than their Bosmeri cousins. Her skin is pale gold with a faint hue of warm green. She is shapely, although slim and slender, with prominently pointed ears. Her eyes are only slightly angled, and less almond-shaped than an average Altmer's due to their hooded eyelids and long lashes; the irises are, true to the lore of the Summerset Isles, amber as frozen sunlight and as clear as the hunter's moon on a clear, star-speckled night. She has freckles; they are light tan-brown indoors and, alternatively and rather strangely despite biological customs of the other races, pale and almost glowing in the sunlight; the only time they are dark are when she submerges and re-emerges from water, in which they are as dark as freshly turned soiled. Her hair is an off-white, which is custom for Altmeri coming out of their puberty stages, of which she is already freed of. It is smooth and terribly light in weight; her hair is fine, thick, and is pushed into a semi-pixie cut without bangs, with hair strands brushing just past the front of her earlobes but otherwise short and nearly the same length. She has a long, smooth, and elegantly angular features, with a narrow forehead, low but prominent cheekbones; her features are otherwise sunken-in. Her eyebrows are arched and angles inside, relatively thin and even thinner at the exterior areas. Her lips are small, pressed, saturated and tinted a dark orange-tan.

    Major Skills: Alteration, Destruction, One-handed, Restoration.

    Minor Skills: Smithing, Enchanting, Lockpicking. Note that all Mer have much more time to study intensely into magical properties than humans do, and have also therefore developed a greater in-born proficiency to the various schools of magic.

    Initial Spells: Candlelight, Equilibrium, Detect Dead, Waterbreathing, Ebonyflesh, Paralyze (Expert Alteration). Sparks, Lightning Bolt, Lightning Rune, Chain Lightning, Whirlwind Cloak (Adept Destruction). Healing, Lesser Ward, Fast Healing, Healing Hands, Steadfast Ward (Apprentice Restoration).

    Weapons: Glass Sword, called “Masmer”, named after the smith who created it in Alinor. No other weapons other than a carved juniper staff of no magical value.

    Apparel: Casually wears Red Hooded Robes and Fur Lined Boots. For battle, she wears Elven Armor and garb similar to Cuffed Boots, Leather Hood and a gray-green version of Thieves Guild Gloves.

    Items: Water canister (wooden interior, leather exterior, polished, usually empty) and any other traveling gear gathered at the time, including foodstuffs and a journal.

    Personality: Quick thinker and good under pressure and in casually challenging situations, Siltani dislikes long, philisophical conversation and guards her personal opinions with care. She is proud and is rather an introvert. She prefers to work in the open, always with a back-up plan that works alongside the original plan, in the shadows. Her personality will further develop in time thanks to various threads and interactions.
    Interests:

    Background Summary: Her time in Alinor wasspent studying in the sunlight, speaking with friends and collaborating with professors. Twelve years ago, she became a Professor's Apprentice in the school of Alteration – but she never became a professor. She ended up decided to travel and record new accounts of magic throughout Tamriel, instead of relying on data whose sources were limited and outdated. She became a travelling scholar of sorts, and is still struggling to adapt to the Nordic customs after little more than a year. Recently, the dragons have returned – a great source of magic not seen in many years, and one that she is perhaps a little over-excited to exploit. She relies much on adventurers and maps. Her last known mission was to travel to Helgen to document the magical damage done there.

    Extra Details: None as of now. I was going to create a second character – an Imperial male – but have just now decided against it. One new character is enough, especially one still in development. Enjoy!
     

    AS88

    Well-Known Member
    Staff member
    Full Name: Siltani Auslo.

    Age in Years: As a sixty-two year old Altmer, Siltani holds the aged appearance of a human in the mid-twenties. Remember that Altmer live significantly longer than every other race, including other Mer, due to racial blessing of long-life gifted to them by Phynmaster, who taught the Altmer how to naturally life a hundred years longer. Despite the current belief that this is a proven fact, the complete lifespan of an average Altmer s unknown and will likely continue it be.

    Excellent CC :)

    Also, I thought you'd find this interesting, re: race lifespans

    http://elderscrollsonline.com/en/news/post/2013/05/06/ask-us-anything-variety-pack-4
     

    Wolfie

    Active Member
    Thank you, guys! I will most certainly see you on the Forums - not just the roleplay forums but also ones concerning mods, fanfictions, etc.
    AS88: Thank you for the information, and also for the comment!
     

    TheCaptain

    The Mad Conductor of Words
    Name: John Matthews

    Gender & Age: 29, Male

    Profession: A mercenary at times but mainly a well-known bounty hunter.

    Items: two 1873 Colt revolvers, Bowie Knife, some grenades, some C4, 5 or 6 stimpacks, a 1894 Winchester Repeating Rifle, Pack of cigarettes, a map and 500 caps.

    APPEARANCE: a 5 o'clock shadow beard, has a tall and strong looking build, standing at 6,1 and weights 260 pounds plus armor, a fair few scars on his face and body, thick black short hair and blue cold eyes, usually wears a white undershirt, a metal breastplate covering his torso, dark brown jeans, brown boots, a black duster and two pistol holsters, as he always carried two revolvers. He accessorized himself with a wide brimmed hat, two bandoliers and a pair of fingerless gloves, his armor is that of a knight's chestplate he found not long ago it's not bulletproof but it's resistance is about 75% chance of protection.

    History: Not much know a few legends and myths passed around...Legends mostly say his hometown was raided and his mother and sister raped and killed in front of him. He grew up alone learning traits to survive in the cruel world. Then one day he finally found the gang that destroyed his childhood and decided to join in. When he finally got the trust of all the members he waited till nightfall to slit all of their throats. That was a long, long time ago, now he drifts aimlessly across the wastelands and just recently looking for work if it pays well.

    postaci_ray.png

    PERSONALITY: When he's in town he's usually is quiet but if something terrible and soul shattering is happening he will not hesitate kill the person responsible instantly too, and on his judgment, he is a bounty hunter takes all bounty and always brings them and he likes to smoke as well, He has been known to lighten up from time to time, showing a sense of humor through sarcasm, as well as being very compassionate to people he believes to be good and he does have a 'soft' side; loyal to those he considers friends and willing to stand up to a threat to defend them. He also has a soft side for the little guy, just trying to get by.

    Perks: Terrifying presence, Cowboy, Gunslinger and Lawbringer.

    Skills: Guns, Lockpick and Speech.

    Traits: Good Natured, Heavy Handed.

    Strengths: Good with any gun you hand him but prefers with a revolver, not bad at lock-picking but could use some practice, a master of hand to hand combat but now fighting like he was in a bar fight you know smash a bottle over someone's head something like that.

    Possible weaknesses: John's primary Achilles' Heels is his surprisingly reliance on instantaneous executions and the 30% chance of armor being penetrated
     

    Hæð Eik

    Active Member
    I've never RP'd before, but I love playing Skyrim, so I thought I'd try it out. That, and I love to write. I can't say that I'm any good at it, but I like to try. :) I also really want my character to develop. I guess I had planned on her developing as I play more of the game. Tell me if I'm off base though. I might snag some of everyone's ideas to properly introduce her.

    Full Name: Naiira Llenoran (Nigh-EAR-a Le-NOR-an) :)

    Race: Dunmer


    Age: Young, around 20

    Gender: Female

    Orientation: She hasn't decided yet.

    Place of Birth: Skyrim, but her parents emigrated from Morrowind. Her parents settled at a homestead outside Helgen.

    Occupation: Hunter

    Appearance: Small for her race and slight of build, about 5'0 and 110 lbs, steel blue skin, black wavy shoulder length hair, usually swept up to the sides to be off her face, large and wide blood red eyes, small pointed ears, full lips tinged with pink, high rosy cheekbones, and swirling red face paint. Not bulky with muscle, but rather, built like a runner or acrobat.

    Religious Beliefs: While not particularly religious or devout, she believes in life after death, or at least a great beyond. She is not particularly interested in religion and prefers to live in the moment. She favors Azura and Hircine. She does not deny the existence of the Nine, but considers them different names for the same things. She does like the divines Mara and Kynareth, as she believes strongly in true love and nature, and their restorative powers. She believes that the creatures of the earth have some sort of soul, different than those of humans, but a soul nonetheless. She prefers to believe in things she can see in the world around her.

    Politcal Views: Naiira has not seen much of the world, only hunting game with her parents, so cares little at the moment about politics. That may change as she sees more of the world.

    Major Skills: She is still coming into her own, but her parents passed along what knowledge they could. As a budding hunter, she is good with Archery, One Handed, Sneak, and Light Armor. Her mother taught her to read and write, and to spar and handle a dagger. Where her mother learned to wield a dagger was not spoken of, but she was an excellent teacher.

    Minor Skills: Restoration, Lockpicking, Alchemy. Her father was a thief type, although that part of his life was never spoken about either. He taught her to pick locks ("What if you lock your keys in the house?" he had winked), a bit of healing magic (just in case), and a bit about healing potions (also just in case). She picked magic up quickly, but only had her father to teach her what he knew.

    Spellbook: Heal, Healing Hands, Lesser Ward

    Weapons: Her mother's glass dagger, Ouakir Kilmin (Silent Hunter) given on her 18th birthday. Its chartreuse blade is slightly fluted and the handle is a burnished gold color. It had a lightning enchantment, but she rarely uses it. It was the only item her mother took with her as she fled Morrowind. She also has a steel dagger she keeps hidden in her boot. Naiira carries a hunting bow and shoots steel arrows. As Naiira grows and experiences the world, her gear may change.

    Apparel: Right now, she is in a sad state. She wears a russet cloak, green roughspun tunic, and leather boots. Her leather boots were made by her mother, and are intricately stitched with red thread into swirling patterns. she wears an amulet her father crafted out hawk bones and beaks. She carries a knapsack containing the entirety of her belongings. Her situation will surely improve if given time.

    Items: In her knapsack, she has a doeskin bound journal that she writes in when she can remember, a journal of her mother's that she hasn't had the heart to open yet, a wrinkly green apple, a fresh pheasant breast, a hunk of cheese she found, water canteen, a healing potion, and a few herbs and plants she has gathered on her journey.

    Personality: She is quick to be kind to others, eager to meet people but shy in large crowds, also a bit naive. Naiira lived in the wilderness with her parents and did not get much social interaction, so sometimes has trouble reading people's feelings, but rarely their intent. She would rather avoid confrontation or use intelligence to overcome an obstacle, but appreciates the use of strength. While being a hunter, she is kind to animals and sometimes prefers their company to some people.

    Likes: Dogs, the feel of fur in her fingers, children, wind as it blows fall leaves, spray from waterfalls, her father's stories about the homeland, long taffy treats, horses, her mother's flashing eyes, running, the soft look in a doe's eye, watching spriggans from a distance, hot ale in small amounts, dragon tongue flowers

    Dislikes: Cruel people, lightning, being underground for extended periods of time, spiders, gourds cooked into anything, xenophobes, splinters, slaughterfish, ice wraiths

    Background: Her parents were both from Morrowind, albeit from very different socioeconomic backgrounds. They met, fell in madly in love, fled the homeland, and settled outside of Helgen in the wilderness. Why they fled, Naiira does not know, but her mother was pregnant with her when they left Morrowind, and she was born in the summer on the road to Helgen. She is an only child, and much loved by her parents. She is versed in both Nordic and Dunmer cultures, but is more comfortable with the customs of her people. She speaks with a slight musical lilt but proper grammar, a blend of her more cultured mother and her common father. She will cuss when angry or hurt, but is not generally vulgar.

    How I see me:
    1385803577777.jpg
    How others see me:
    tumblr_mkk16qhNRc1rdy3s5o1_500.jpg
    How pervs see me:
    Dark_Elf_Lineage_II_by_Isthar_art.jpg
    How I really look:
    Naiira Llenoran.jpg

    Mom and Pop:
    Mom and Pop.jpg
     

    Specter of Death

    Omnipresent Moderator
    Staff member
    Good CC Hæđ. One little pointer: Maybe find some images, concepts or screenshots that capture Naiira's image.

    I love the detail and thoroughness you present throughout the CC. I'd be happy to write along side you in an RP if we ever get a chance. :D

    Sent from my SCH-I545 using Tapatalk
     

    Specter of Death

    Omnipresent Moderator
    Staff member
    Oh, and don't worry about length. If your writing is as good as your CC, it's better to have more. :D

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    WG4575

    Member
    Name: Valerius Wolfe
    Race: Imperial
    Class: Noble Knight
    Gender: Male
    Looks: 6'2, caucasian, brown hair, deep blue eyes, stubble
    Misc: Uses a sword enchanted with the Dawnbreaker enchantment, often rides atop his steed, wears steel plate armor except for his circlet, expert in Restoration.
    Backstory: A noble knight from the Imperial City. The leader of his order sent him to kill a family that had been corrupted with the Vampire disease in Skyrim. Turns out they were innocent people. He returned to the Imperial City and the King, being the vampire himself (but concealing it) took away his title of Knight and banished him to Skyrim. Stripped of his honor, he roams the world of Skyrim, looking for a way to regain his title.
     

    Wolfie

    Active Member
    Full Name: Idoma Avrecia Petirus.

    Age in Years: Twenty-eight.

    Gender: Female/feminine.

    Race: Imperial.

    Place of Birth: Although born in the Imperial City of Cyrodiil, she spent most of her childhood in Chorrol due to the events following the Great War – during the height of that war, the Thalmor burnt the city in the infamous Sacking of the Imperial City. The Imperial Palace was burned to the ground, the White-Gold Tower was looted, and all manners of atrocities were carried out on the innocent populace by the Aldmeri Dominion and the Thalmor Army. Idoma's mother and older brother were murdered during this time period, forcing Idoma's father to relocate them to a safer location. Chorrol would be an unstable home to Idoma for twelve years.

    Birthdate: 6th of Frostfall, 4E 173.

    Nickname(s)/Alias(es): This character does not initially have any common nicknames for casual use, although an alias may be given to her at any given point in time of any individual thread. The reason for this remains that it may disorient other members and make it more difficult for them to, initially, join the thread – for they would not call this character by a specialized name given to her by another source.

    Religion: Idoma has always considered the Eight Divines her chosen religion – she has never known Talos as a god, only as an ancient hero of all Tamriel – despite her father's secret worshiping of this forbidden “deity”. Idoma does not challenge the religions of other people, preferring to leave the subject alone entirely.

    Affliction(s): Idoma is a student at the College of Winterhold, under the subject of Illusion magic. She has no interest in joining any other factions as a full-fledged member, especially since most require that the participant must be an active member and, more importantly, must refrain from gaining bounties for criminal actions.

    Political Views: Can be discussed at full length at a later date; feel free to contact me at any time or invite me into a discussion on this topic. A character form is never complete where politics are decided upon. This character may be questioned by another member's character concerning his/her political views at any given point in time of any individual thread. As it is, please do not challenge my decision to leave this section out of all character forms.

    Physical Details: Idoma's near-black hair is rough yet silky, like her personality and specialization; it can just barely touch her collarbone when left done, and is often worn in several very small braids that disappear into a tight bun at the back of her head.
    Her eyes are a dark, crystalline green. Her small widow's peak is stubborn and often lifts from the skin like a tiny cowlick, although it is hardly noticeable She often wears dark, faded green eyeshadow crafted from natural ingredients to compliment her eye color. Her eyes have a mixture of innocence and slyness in the shape of them – a disconcerting combination of the innocent curve of her lower eyelids, and the lax drop of her upper eyelids.
    [Her] nose bridge is thin yet sturdy, and the tip of her nose is wide, as are her nostrils; her nose is long, straight, and slightly protruding from the rest of her face.
    [Her] lips are a dark, faded plum color; both the lower and upper lips are of equal thicknesses. She does not usually hold a smile, although when she does it appears more like an uneasy smirk or a sultry grin. Her chin length is short, and although the chin bone itself is thin, the cheek skin near it makes it seem wider than it truly is. She does in part have a baby face, with high, slightly wide cheekbones and a rectangular “turtle-like” face, regarding her cheeks.
    [Her] eyebrows are thick and have a nice, subtle curve and arch; they are often plucked and swept to look neat and clean, signifying that Idoma is one for aesthetics and organization.
    [Her] build is slim, with muscular legs and thin arms. She has done much writing, strengthening her elbows, forearms, wrists and functions regarding the hands. Her wrists are thin and easily injured, and her fingers are long and thin, with large joins. Her shoulder-blades and upper back are also prone to easy injury. She has done much exercise that involves leg-work, resulting in strong thighs, sturdy knees and thick, well-rounded calves. Her neck is thinner than most people's, although no less stronger. She carries herself with a certain strength of spirit.

    Specialization: “Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.”
    Rogues are very much the “bad boys” of Tamriel, the ones that mothers warn their daughters to not get involved with. They look and act the part of the dashing hero. However, they frequently find themselves on the wrong side of the law, despite not utilizing any of the traditional skills used in stealing (Sneak, Pickpocket and Lockpicking). However, they use their silver tongues to manipulate people – and should that fail, will use Illusion magic as a last resort) as well as their skill with blades to stay one step ahead of those who might seek to capture them.
    They start off battle with the usable of a few Frenzy or Fear spells to help even the odds, before jumping in themselves. They are garbed with nothing but light armor and basic blocking skill to protect themselves, although they carry no shields. They focus on avoiding hits or, at least, blocking them. To that end, quick, well-timed bashes are useful for briefly stunning opponents, especially when it comes to interrupting timed spells or power attacks. The Rogue uses power attacks of their own to stagger opponents. They utilize potions and are skilled in the use of poison and similar creations.
    The most important piece of the character of the Rogue, however, is the roleplay. As previously mentioned, Rogues often find themselves on the wrong side of the law. To this end, periodically committing acts such as stealing items or simply causing a minor ruckus at a tavern will incur a small bounty upon his/her head. Rather than paying it off, however, the Rogue attempts to avoid the law. Useful strategies include bribery, the usable of Calm spells, or simply flat-out running. If one does get caught and jailed, they would attempt to escape and break out. The element of avoiding their bounty is what makes them particularly unique.
    All credit concerning this build is to be directed to the original creator, Albino of The Skyrim Blog, and his/her thread “Character Build: The Rogue” found in the Character Building section of said website.

    Skill Focuses: One-Handed (swords, sometimes daggers), Block (with blade), Light Armor, Speech, Illusion, Alchemy.

    Initial Spells: (All Illusion) Fury, Calm, Fear, Muffle (all novice, all upgradeable).

    Weapons: Milie, the name meaning “noble”, is Idoma's chosen, unenchanted sword – it is double-edged, straight and long, most similar to the historical Jian sword used in China about 2,500 years ago. Milie's history is currently unknown, and Idoma doesn't have much interest in recovering it. She “found” this sword in her father's private chest, supposedly belonging to her mother's ancestor, before she left home for good. She also has, in her possesion, a set of two dual-daggers; they come with specialized sheaths to hold and repel coated poisons.

    Apparel: Idoma's Armor most symbolizes the True Thief Armor from the Skyrim Nexus, by newermind43. Check it out! Her particular version is hooded, and the metal piece is replaced by hard boiled leather. This armor is form-fitting and created from black leather. She has not revealed how she received this unique armor, but it can be assumed that she convinced a blacksmith to smith it with her in mind. When pressed, she becomes hostile; the smith had created the armor appropriately, but had decided to attempt to hand her over to the authorities. Whatever the full truth of that situation, she has the armor and it has server her exceedingly well in her endeavors, although it has also marked her as a known rogue of the land. Despite this, most people don't bother her, or are otherwise not bothered by her presence.

    Items: Idoma carries a small knapsack made of worn, boiled black leather, although she is rarely seen wearing it, often finding an ideal place to hide it, or placing it at her feet when sitting or speaking, usually placing a foot within one of the straps. Inside this knapsack, she places containers of water and food for travelling purposes. She also places potions (for healing, resistance and fortification purposes) and poisons (including mild grenades).

    Personality: Idoma is not a strict rogue. Although she has a silver tongue and will often use her gender to help manipulate those of the opposite sex, that does not define her personality. Idoma is an introvert, intending to spend her free time alone, although she does enjoy conversation and discussion amongst friends. Allies to her are just business associates, and strangers must remain exactly that – strange. She has a persistent, childish urge for excitement and exploration, usually working best under pressure. She can be very practical-minded and selfish, focusing on survival and self-satisfaction. Despite this, Idoma holds a great care and compassion for other people – oddly, more so for strangers than for friends. Family means stability to her, and although that also means safety, she is simply not happy leading a stable life. She prefers to live in areas for a short amount of time, and when she leaves, she often trails trouble in her wake. She is very open-minded, yet also very stubborn and eager to argue. She is a fierce woman of pride, struggling to find joy in all she does, making her especially prone to tavern fights. More of her personality will be defined within individual threads, as the best way to bring out any character's persona is in roleplay circumstances.

    Interests: She adores the written word and maps, although she is horrible at geography. She has a particular interest in the creatures of Tamriel. Idoma specifically enjoys spending her time at night in a city, exploring it under the full and unbearably dark blanket of the night sky. She enjoys fine foods and mead. There are many other things that Idoma likes – mostly little things or great concepts in represented cultures – that have yet to be revealed. Like her personality, it is difficult to explain everything about a person; if curious, it is best to test in roleplay sessions in individual threads.

    Background Summary: Idoma doesn't remember the two years she spent in the Imperial City, and although she wishes dearly to visit it someday, she does not wish to be reminded of the bad history she left there. She spent her childhood in Chorrol. She never had much interest in playing with other children, instead preferring to be around the mature adults. Early on, she developed a dislike of drug and alcohol use; wherever she went, these faults of society seemed to follow her, lingering in the air like a unshakeable plague upon all the world.
    Her father was exceedingly protective of Idoma, and although she loves him dearly, she began to drift away from him at the age of eleven, which he considered too young to be introduced to the world in it's entirety. Despite his warnings and careful eye and management of her entire life, Idoma struck away from her father during her pre-teen years and became involved with a group of roaming thieves.
    Finally, at the age of fourteen, she decided that this life was not what she wanted to lead. She stole from her thief-friends and her father before leaving home for good. She travelled throughout Cyrodiil, watching townsfolk and trying to determine her place in life. Much later, in Bruma, she heard of chaos beginning to stir in Skyrim. It reminded her of the horrors that her dad and herself left at the Imperial City … the horros that she could not recall. This brewing civil war drew her into Skyrim; by now, she had spent about five years in the shadows in Cyrodiil, and was now nineteen years old.
    She was nearly caught by a band of Imperial guards patrolling the border, but they seem to have let her go. In Skyrim, Idoma has found it surprisingly difficult to get away with sneaking about and exploring the various issues surrounding the land. She got into trouble with the authorities after about three years after the snuck into this Nordic homeland – at that time, she was about twenty-two years old.
    The excitement from being a Rogue drew her into a harsh and adventurous life; she did both good deeds and selfish ones – completing quests that the Jarls of Skyrim had put bounties out for (many of them being to kill bandits – she was renouned for being the mysterious character that placed a sack containing the head of a bandit leader inside a city near the front gates, at night.
    Finally, she was sighted doing so by one guard who, frightened by the shadow near the gates, attacked her on sight. Idoma, however, also steals from the townsfolk at times, so his reaction was not so terribly unreasonable. Ever since then, she has been much more careful in her night-time endeavors. Guards, she realized, were much more cautious and cunning than she had originally thought.
    So began the life of Idoma the Rogue, who riles up as much trouble as she solves.
     

    AS88

    Well-Known Member
    Staff member
    Name: Iver the Lefty

    Age: 43

    Gender: Male

    Race: Nord

    Place of Birth: Ivarstead

    Religion: Loosely follows the Nine Divines, but pays no particular heed to any of their teachings, preferring to simply try to live in accordance with their values.

    Affiliations: Iver knows many of the commoners (including a few Dunmer) and a few of the upper-class in Windhelm, as well as various people scattered through eastern Skyrim. He is not a member of any particular groups, but is counted among the community in Windhelm.

    Political Views: Iver is not as polarised on the matter of Civil War as many Nords, and prefers to simply stick to his own business. Rather than blindly following Ulfric, he sometimes speaks to others such as Brunwulf Free-Winter about the Empire. When asked, he tailors his answer according to who asks and who is within earshot, but never commits to one side or the other.

    Physical Details: From a long line of farmers, Iver is of average height but stocky build. Although not particularly large or imposing, Iver has a physique that quietly hints at his active and physical lifestyle, with broad shoulders and fairly muscled, hairy arms and hands as a result of his labours. He has collected a small amount of extra weight around his midriff as he begins to age, but nothing that a few weeks of rationing or serious toil wouldn't shift. He has shoulder-length mousy-brown hair which falls back after years of habitual sweeping with his hand, which is now permeated with streaks of grey. He has bushy eyebrows and a short, thick beard pocked with grey and dark brown which meets the hairs on his chest just below his Adam's-apple. Iver's face is largely unremarkable, with weathered skin speaking to his years of outside work in varying conditions and a nose very slightly crooked following a tavern fight in his early twenties. Brown eyes sit level with the top half of his ears, slightly closer to his nose than normal. Framed by his beard, Iver's mouth is expressive and holds a worldly grin, but is often mostly expressionless.

    Skills: Woodcraft, stonemasonry, etc. Iver was also taught how to use a war axe by his father, and his occupation means he is still familiar with a lot of the basic motions involved in hacking and slashing. Block, Light Armour, Speech, Smithing.

    Weapons: Iver carries a simple steel war axe, which he has owned for most of his life. It was crafted by his father, who taught Iver how to maintain the weapon while Iver was a teenager. It has been, save for his parents, the biggest constant in his life, and he feels a particular sentimental attachment to it. He also carries a simple iron dagger in his boot, which he uses most days to cut ties or rope. Iver knows how to use a bow, but hasn't owned one in about ten years.

    Apparel: A simple set of warm clothes, strong hide and leather boots and a hooded fur cloak is Iver's normal attire. There is a set of banded iron armour and some leather and iron boots and gauntlets in a chest, pushed under Iver's bed, which haven't seen action in nearly half a decade, but occasionally make it as far as out from Iver's bed for a check-up. Iver helped Balimund in Riften with it's crafting in return for a discount, more years ago than Iver would probably like to admit.

    Items: Iver's collection of travelling gear has gradually eroded as the years since his last adventures have passed by. He does still own the fur-lined leather pack his mother made for him what must be nearly a quarter of a century ago, though. The material is worn, and the stitching has been re-done in places, but it is still as dependable as it was when Iver first threw it over his shoulder. It still gets almost daily use, as Iver uses it to carry his supplies and any small items he needs for work, like spare nails, a hammer or a small chisel. The only other item of his of particular note is a Dwemer Gyro sat atop his hearth, which he found in a small Dwemer storeroom in the mountains between the Rift and Eastmarch.

    Personality: Iver is an unusual sort. Many middle-aged Nords of rural stock are concerned mostly with wealth and their lineage; Iver has neither such interests. As the youngest of four boys, Iver was never going to be a rich man through farming, and has never found a woman to truly settle down with, although he does have a few female 'acquaintances.' He is a fairly free spirit, preferring to stay in Windhelm, where his work as a stonemason, joiner and general handyman keeps him reasonably well paid and well connected to the place where he lives. People would describe Iver as a 'people's person,' but in fact he is fairly self-centred and takes a casual interest in others for temporary amusement and the advantages being fairly well-known can bring. Comfortable working for the Shatter-Shields, Cruel-Seas or the Dunmer in the Grey Quarter, Iver is well thought of as someone that people 'just know,' and most of his work comes through a word-of-mouth basis, and he often strikes deals for the future in taverns or cornerclubs while having a drink after a day's work somewhere else. Due to his work, he is known as being fair and dependable, friendly and honest, which would probably ring true for his personality in general. He is, however, crafty with how and when he uses these traits to make sure to put himself in the most favourable position. His past as a casual adventurer has gifted him with a few stories and a worldly approach to life, meaning he is fairly accepting of people who's actions or beliefs cause no harm to others, and has respect for those trying to do good in the world. These past few months he has begin to feel the itch for another, and possibly his last, adventure before he settles into the rest of his life.

    (More in IC posts)
     

    Trekiros

    Member
    Screen_Shot4.png

    Arrande Taarrin, the girl who wanted to be a Daedric Prince
    • Background
    Arrande was born in the Summerset Isles an era ago, in a respectable family of four children, a merchant father and an alchemist mother.
    She found out pretty quickly that the school illusion was her thing. Not only was casting invisibility spells pretty fun, spying on her brethen and using the information she discovered to get a leverage on them and be the queen of the Taarrin offspring was a passionating hobby of hers.
    She was, in fact, a genius in that school, and by the age of ten she knew more about it than most mages. She saw illusion in everything : her father was an expert at negotiating prices and used tricks to manipulate his clients into buying his more expensive marchandise, and her mother was an alchemist who was able to understand that in plants like in everything else, there is more than meets the eye, and with proper care you could use something seemingly innocent like a mountain flower to make the deadliest of poisons. She quickly grew tired of reading illusion spell books she considered amateurish, and started making her own spells before she was a teen. And it makes sense that the art of illusion would get lost in time : that school is all about secrecy and manipulation, and transmitting your knowledge to the next generation is something bad illusionists would do.
    On top of her innate skills for illusion and manipulation in general, Arrande quickly found out she had another incredible aptitude : eidetic memory, the ability to never forget anything. Not only was this generally a great advantage for a mage to have, but it also had great chemistry with her favorite activity.


    At the age of 18, Arrande joined the Thalmor academy of mages in Alinor, because she wanted to toy with them and see for herself how much they truly knew about magic. She pretended to be an aspiring destruction mage, as they had nothing to teach her when it came to her school of interest. She struggled a lot more with that school, although her aldmeri blood did help a bit. Big fancy explosions just weren't her thing, she guessed. But it was a good disguise, if her teachers realized how good she was with magic they would have been suspicious. Academy life was very fun, as gossip is something that really resonated with her. She would start rumors about her comrades for fun and enjoy watching the conflicts she started unfold over the course of the next few weeks. During her second year, she discovered a spy in the academy. Instead of telling on him like any other student would have done, she let the spy do his thing and sneakily followed him back to his hideout, only revealing herself to the spy's leader, so that she could make him her puppet.

    That day, she met Mannimarco, the most powerful necromancer in the history of Nirn. Mannimarco was impressed, and seduced, by Arrande's abilities. And to her great surprise, Arrande fell in love, too. An unnecessary weakness, she thought at first, but she quickly learned to accept it as their relationship grew. Mannimarco was to the school of conjuration what Arrande was to the school of illusion : a true master. His passion and his dedication to become the best there is was only matched by Arrande's, and they grew to be the most talented couple of mages in all of Mundus' long history.

    Several decades passed. Arrande and Mannimarco quickly gained in power and prepared an assault on the Cyrodiilic mages guild, with Mannimarco acting in the shadows, and Arrande acting in even darker shadows. In fact, even though Mannimarco was at that point public enemy number one, and the mages guild simply failed to track down his position, Arrande's existence wasn't even known to them. They did not even know that Mannimarco had a wife, thanks to her incredible stealthiness. But the mages guild started to fight back, and eventually hired the help of the hero of Kvatch, who proceeded to slay the necromancer and trap his soul in oblivion. Mannimarco was immortal, but he couldn't reincarnate from this place. His soul was still alive, but away.

    Arrande mourned him greatly, and often resorted to very dark magic to communicate with her lover. But one day, it struck her. If he couldn't come back to Nirn, then perhaps she could go to Oblivion instead. There were several ways to do so, but most of them involved becoming a deadric prince's slave, and that wasn't exactly a good perspective. No, Arrande decided that day, that she would go into oblivion by becoming a daedric prince herself.

    The plan was simple. She wasn't the first person to ascend into godhood. Her very husband did become a god, by becoming the first and most powerful lich in Nirn. The whole Dwemer race ascended and left Mundus. And the man who started the era she was born in, Tiber Septim, was a dragonborn who ascended into the Imperial pantheon as Talos when he eventually died.

    After getting the approval from Mannimarco in one last communication, she tried all three methods in that order. First she tried lichdom, but she failed the ritual for a reason she failed to grasp. Other liches in the order of the worm told her that the bond between her body and her soul could not be severed. This strong bond was the reason she had eidetic memory, but if it meant she couldn't become a lich, then it was a curse rather than a blessing.

    She then spent a few years searching for the heart of Lorkhan, but all traces of it had vanished. And then, in a desperate attempt, she infused her own blood with filled black soul gems, in order to make her body able to receive a dragon soul and become a dragonborn. Arrande died during that foulish experiment.


    An era later, she woke up. It took her a few hours but her eidetic memory eventually served her well and she recalled an old tale her mother used to tell her. It dealt with Alduin, Akatosh's brother. He was the most powerful dragon of all, and was capable of resurrecting his fellow dragons because his soul was so immense he could just share parts of it if he desired. But Alduin was also cruel, and it led the first men to rebel against him. They eventually managed to make Akatosh banish him through time so that mankind and elfkind could live in peace.

    She figured that she had in fact been resurrected by mistake by Alduin, who took her corpse for that of a dragon. The soul gems diluted in her carcass were able to take his gift, a part of Alduin's very soul. She had indeed become an artificial dragonborn.

    Arrande's quest to resurrect Mannimarco and ascend into becoming a Daedric Prince could begin. Of course, Alduin could prove to be a bit of a hurdle, but nothing she couldn't handle with proper preparation. In fact, she figured that if she managed to absorb his soul, the most powerful dragon soul after Akatosh's, she would definitely have enough power to become a deadric prince.

    However, centuries of slumber made her body weak and her mind wasn't as sharp as it used to be. She had become unable to cast most of her favorite spells and her magicka reserves were frail. She had to train a lot before she could make use of her dragon soul.

    She joined Skyrim's mage academy, as they would give her free shelter, equipment, and let her train and experiment as much as she would like. She noticed that in the time she was dead, people forgot how to cast invisibility spells, which she found funny as this was what illusion magic was best known for in her time. Another consequence of the illusion mages' unwillingness to pass on their knowledge, she thought to herself. She now was one of the only mages capable of casting such spells and it was a great advantage to have.

    In order to prepare her battle with Alduin, whose soul would allow her to ascend into godhood, she had a few goals to meet first : meet Vampire Lords and become the strongest Vampire Lord herself, attain mastery in all of the other schools of magic, and get her hands on as many dragon shouts as possible.

    She still has a few friends in the Thalmor, the Psijic order and the order of the Worm, and she intends to meet with them as well.


    • Characteristics
    Qualities : smart, empathic, funny, curious, ambitious, devoted, likes planning ahead (being funny and empathic means being able to get into people's head, understand their expectations and surprise them, something she is really good at)
    Negative traits : pessimistic, lazy, condescending, doesn't listen to her instincts (being pessimistic is the only viable defense against her own art : if you always expect the worst, the only way people can surprise you is if they are a positive force in your life)
    Likes : banter, gossip, getting to know people (even if most of the time, she ends up using this information to manipulate or kill them)
    Dislikes : surprises, fish, feeling weak or ill, being indebted to someone, alcohol (she doesn't like losing control, obviously)

    Religion : she acknowledges the nines, especially Talos, but she thinks they are too weak. She respects daedric princes a lot more but will never lower herself to praying. She intends to go meet those daedric princes and make them her friends, rather than her gods.
    Other : she's vegetarian out of laziness, as cooking meat is a long process. She's left handed. She has a few tattoos, on her face and on her stomach and chest. Her eyes were orange, but then turned red when she turned into a vampire. She's very proud of her craft, her biggest pride is that nobody in Nirn even knows that Mannimarco had a love interest.

    • Gameplay
    Build :illusion and destruction come first, obviously. She also levels up speechcraft and sneaking a lot. Arrande fights with various spells and tries to combine their effects in order to win battles, rather than straight up outpowering her opponents. Besides illusion and destruction, Arrande trains all schools of magic except for conjuration. She does know a few summoning spells which help her make diversions sometimes, but she'd rather take mercenaries as summoned daedras are an obvious indicator that there's a mage nearby, ruining the surprise effect that she cherishes.

    Equipment : When adventuring, she wears a light leather outfit she designed, which leaves barbaric opponents think she can't defend herself, and which makes smarter opponents think she's a destruction mage they should avoid angering. Her goal is to make them unable to correctly evaluate her strengths and weaknesses.

    Roleplaying : Arrande cannot pray at any deity's altar whatsoever, unless forced to by a quest. She cannot marry anybody. Her followers are mostly mercenaries, as nobody misses them when they start knowing a bit too much about Arrande and she must get rid of them.

    Factions :
    -Thalmor : avoids them as they probably have files about her and her resurrection would be suspicious
    -Empire : she thinks they're weak, but will help them so that she can use them if need be
    -Stormcloaks : she doesn't care about their protest in the slightest
    -Forsworn : she doesn't care about them either, although she does take interest in their quite unique magic
    -Companions : she's seen through them and knows about them being werewolves, which is another good reason not to meddle with them. She lives in whiterun so their presence is pretty much an insurance that the city will be safe for a while, if anything.
    -Thieves : she is quite fond of Nocturnal herself, as she resonates with her love for illusion and secrecy. She may join them in the future, but right now she's focused on getting stronger.
    -Assassins : she finds them very unskilled. The dark brotherhood she used to know back in the era she was born in was much more elegant, and stealthy. She'll join them just to show them how to properly assassinate somebody.
    -Winterhold college : she joins the college when she wakes up as they provide free shelter and an environment suitable for mages. She quickly becomes the archmage and uses her relations in the psijic order which Mannimarco used to infiltrate to get her hands on the staff, and the eye of Magnus, two very powerful artifacts she wants to give to Mannimarco.
    -Volkihar dynasty : vampires are the kings of illusion, they are probably the only "living" things capable of teaching her anything when it comes to this school of magic. She joins them and borrows their powers. Serana quickly becomes a good (although disposable) friend of her.
    -Dawnguard : they could have been useful pawns, but she had to decide between crossbow wielding pawns and becoming a vampire lord, and it was quite an easy choice.
    -Daedric princes : she likes Nocturne and Hermaeus Mora the best as they share a common interest with her, and despises Sheogorath as he's the one who killed Mannimarco.


    Mods :
    Magic enhancement : Apocalypse, Forgotten Magic, Spellsneak V2, Illusion and Mysticism, Banish Light, Psijic Teleportation spells, EzE's artifact disenchant, enchantment cleanser, Better Magic
    Quest mods : Undeath, Spectraverse : Magic of the Magna-Ge, Spellmaking in Skyrim
    Combat enhancement : Sands of Time, Deadly Dragons, Enemy AI overhaul - Revenge of the Enemies
    Looking good : West wind Combat series - misfit mage, Osare Culort outfit, Ethereal Elven Overhaul, Better Females by Bella, Dimonized UNP Body.
    Plus a bunch of unrelated mods like Interesting NPCs, immersive armors, Haven Bag, 7 Dragons Manor, ENBs and such.


    Example of combos :
    -Fear + Ice Shiv : Fear turns the victim away from you, Ice Shiv deals extra damage in the back
    -Calm + inferno : inferno is a very powerful spell with a lot of cast time. Calm the victim before casting.
    -Ice rune + Summon : place 4 runes next to you, then use the summon spell to teleport an enemy on the runes.
    -Being sneaky + death arc : death arc is a spell that deals enormous damage the first time you use it in combat. Illusion spells like calm, invisibility and such allow you to get in and out of combat more often.
    -Telekinesis shout + runes/ice shiv : the telekinesis shout allows you to manipulate the AI when sneaking. Proceed to lead them in a trap full of runes, or turn them away so that you can ice shiv them.
    -Fury + silence : make a mage attack his much buffier comrades, then silence him so that he gets slaughtered.
    -spellmaking : chain lightning+fury+increase one handed damage, chain lighning+calm. nuff said.
    The list goes on, what is great about this character is that you have a lot of ways to handle every situation, so you never get bored and you can come up with new combos on the spot using the terrain and the composition of the enemies.


    Inspiration : Arrande Taarrin was inspired by a couple things, one of which was an NPC from the Interesting NPCs mod. It's a Khajiit mage who disguised himself as a thief in order to spy on another mage. Since Khajiits are known to be thieves, the mage assumed he was just another one, which allowed the Khajiit to get the information he wanted. This inspired me because it's great how the greatest illusion can be achieved without ever casting a spell. Illusion magic is not about making things explode or freeze, it's about understanding people's expectations, it's about manipulating them, and it's about keeping secrets. It's a very interesting school of magic, very different from the other ones. And I wanted to make the greatest illusion mage of all times, someone so skilled at illusion that nobody would even know she was an illusion mage.
    And then I brainstormed to find her a background, and it just made sense that the best illusion mage would befriend another mage who's the greatest of his school. Mannimarco was definitely the best conjurer of all times, even though Potema was not far behind. He was so apt at manipulating souls that he did experiments with his own soul, and became the first ever lich. He is, in a sense, the same thing Arrande is, the personification of a school of magic. So I made them a couple. A very dark one at that. But also a very interesting one, I hope you'll agree ^_^


    Screen_Shot7.png

    Ri'Renrij, "Captain Elsweyr"
    • Background
    Khajiits are always born in the night, because the moons define their destiny. Ri'Renrij was born by day, during a solar eclipse. Because of it, he is an albino Khajiit, with fur as white as snow, and eyes as red as blood. This is the sign of a very grim and bloody destiny, but also that of a very heroic one.
    For that reason, his parents called him Ri'Renrij, which stands for "The greatest Vagabond" in Khajiit tongue. They expected him to travel the world, see things noone else has seen, and live incredible adventures that will be sung in taverns for the next three eras.


    A few years later, when Ri'Renrij was at an age at which cats learn to use their claws, the Aldmeri Dominion took over Elsweyr. Ri'Renrij's father was a retired imperial legionnaire, and a very passionate one at that. He rebelled against the Thalmor and was executed so that they could make an example out of him and make sure the Khajiit people were afraid of them.

    Ri'Renrij wasn't afraid. He was told ever since he was a little kitten that he would eventually have to plant swords through people. He took his father's beloved sword, a blue glass sword named Chillrend, and started gathering rebels to fight back the Thalmor.

    However, after a few years of guerilla against the high elves, Ri'Renrij's group was ambushed by both elves and Khajiits. The people of elsweyr had grown used to the occupation, and Ri'Renrij was seen as a murderous bandit rather than an heroic freedom fighter, by the very people he was fighting for.

    After mourning the deaths of most of his companions in that ambush, as well as the death of his ambitions, Ri'Renrij decided to become an exile and start over in another province. He had heard about a civil war happening in Skyrim, which meant that neither the Thalmor, nor the Empire would be able to track him down there. A good opportunity. On top of this, helping the Nords achieve independance could make them great allies if he ever wants to free Elsweyr.

    But Ri'Renrij did not want to repeat the same mistakes twice : he wanted to people to love him, not fear him. He cut his warrior's mane, which he cherished, and got rid of his father's Chillrend, even though it cost him greatly emotionally. Eventually, he decided to get rid of swords altogether : he would fight barehanded, with only a shield to ensure his survival, and the survival of whoever he decided to protect. He also abandonned his own identity, using an alias (which is extremely difficult for Khajiits, who refer to themselves in the third person !), Captain Elsweyr.

    His shield and absence of sword eventually became a symbol as he started to make a name for himself in Skyrim. But it was a symbol of protection, unlike Chillrend which was a terrifying weapon designed only to bring death. His reputation grew : the people respected him and his fight for freedom. He made allies in the Stormcloak rebellion and the Companions, and managed through impeccable morals and heavy armored gauntlets to literally punch the Empire and the Thalmor out of Skyrim.

    He now has three goals :
    -finishing off the weakened Empire which is living off of his colonies
    -freeing Elsweyr, and any other indexed province
    -beat the Aldmeri Dominion to a pulp

    But he also heard that Chillrend was stolen from his family's now abandoned mansion, and will do absolutely anything to get it back.
    • Characteristics
    Qualities : passionate, calm, cultivated, and a high sense of duty
    Negative traits : overzealous, perfectionist, a bit slow on sarcasm, sometimes a bit naive
    Likes : fish, taverns, swords, Zenithar
    Dislikes : vegetables, not being able to use swords, being wet, magic users, elves in general

    Religion : Ri'Renrij has a strong sense of justice and duty, which makes him like Zenithar over most other divines. He prays all nine divines, and does whatever he can to stop daedra cultists.
    Other : Unlike most Khajiit males, who prefer to mate with Khajiit females, Ri'Renrij has a fetish for human women. He likes fish above everything else, but the fishes in Skyrim are tough and tasteless, and he hates them, so he'll eat just about anything in order to survive until he can get back to Elsweyr and its tasty, sweet fishes. He has trust issues with people who wear fur armor : it won't stop him from respecting them, but teaming with them is another thing.​

    • Gameplay
    Build :Captain Elsweyr is a very effective and optimized build. It revolves around only 4 trees : heavy armor, block, enchantment and smithing. I also threw in restoration because I find potions to break the immersion a bit. Captain Elsweyr fights with a shield in the left hand, and nothing in the right hand. He uses a whole lot of shouts, his favortie being become ethereal which he uses to approach opponents with ranged attacks like mages, dragons and archers. Use the steed stone until you're at 80 in heavy armor, then you have a perk that replaces it and you can use the lord stone instead.

    Equipment : The biggest armor you can find, with fortify heavy armor, fortify health and fortify stamina enchantments, and different elemental resistances here and there. Put the pugilist enchantment on your gauntlets. The biggest shield you can find, with cool enchantments. No weapon whatsoever. You can use different shields with different enchantments, and sometimes use no shield at all, since there's no killmove for this character.

    Roleplaying : If it rains or if Captain Elsweyr is forced to swim, he has to take off his whole armor and play naked for five real time minutes. Captain Elsweyr will do anything to get back his sword and use it to kill whoever stole it. Captain Elsweyr can't have as a follower a character who's wearing fur or leather.

    Factions :
    -Thalmor : he wants them dead for killing his father.
    -Empire : he wants them dead for abandonning Elsweyr to the Thalmor. He thinks the Empire is very weak and helpless.
    -Stormcloaks : he helps them in their fight for freedom
    -Forsworn : he helps them in their fight for freedom
    -Companions : he enjoys their company and likes going on a hunt with them.
    -Thieves : he does not trust them one bit, but a lead told him he would find Chillrend if he joined them, so he will do anything to get it back.
    -Assassins : he will burn the sanctuary on sight.
    -Winterhold college : he does not wish to meddle with magic users. And elves.
    -Volkihar dynasty : while he wants the vampires to be free just like anyone else, their freedom implies sacrificing everyone else's, so he will have to stop them
    -Dawnguard : he helps them.
    -Daedric princes : he destroys any shrine he can destroy.


    Mods :
    Skills : Way of the Monk, Thunderchild
    Combat enhancement : Sands of Time, Deadly Dragons, Enemy AI overhaul - Revenge of the Enemies
    Looking good : Dragon Knight Armor, some khajiit textures.
    Plus a bunch of unrelated mods like Interesting NPCs, immersive armors, Haven Bag, 7 Dragons Manor, ENBs and such.
    To be honest this playthrough doesn't require many mods to be fun.


    Inspiration : Captain Elsweyr was inspired by super heroes. He doesn't kill, like batman. His symbol is a shield, like Captain America. He is an orphan, like pretty much every super hero ever. He has funny quirks to him, like most good super heroes.




    I'll add more screenshots when I can add links in my posts, I don't want this post to be even more cluttered than it already is haha​
     
    Last edited:

    Ruthis

    Dunmer
    Name : Ruthis | Ruth
    Race : Dunmer | Dark Elf
    Class : Mage
    Gender : Male
    Looks : Tall, lanky, fair amount of muscle. | Red - orange glowing eyes (vampire). | Mid - chest length straight, dark auburn hair. | A few miscellaneous scars, tear in left ear.
    Personality : Patient, wise, somewhat understanding. Not one to make rash decisions too quickly. He's a mysterious figure, and knows his facts.
    Misc: Ruthis' site is coming soon.
     

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