This is a reboot of Radioactive Bacon's 'Hircines Hunting Grounds' That unfortunatley never took off I will be making a couple of changes but nothing too major so, here we go:
As you awake in a clearing in the forest with a couple of buildings you hear an echoing voice
"Congratulations, you have been chosen to take part in the wild hunt in the glorious land of Lord Hircine. You have a two day headstart to find the exit to this realm, and for all who make it there shall be a prize, around you there is a large armory and supplies store take what you need, You may be asking yourselfs why the Lord Hircine would allow you these boones, well the hunt would be boring if it was unfair now wouldn't it? Men and Mer among you, you may feel cursed to be here but see it as an honour to be hunted by the lord of the hunt, Any beasts of my own wishing to leave it is a shame to loose you but know this you will be shown no mercy, you will be treated as any other of the prey no matter how long you have been part of my pack. Go it alone, go in a group it matters not, prepare yourself for the wild hunt."
So the basic premise of this is we will all start in a clearing, we will be provided with weapons and you will start with armor/clothes and our objective is to reach the exit portal of Hircines realm, any men or mer have been chosen from the mortal plane to take part in the hunt and here is the intresting part you can also be a Lycanthrope who wish to leave Hircines plane of Oblivion and return to the mortal plane you have a choice of being
- Werewolf
- Werebear
- Wereboar
If a were creature upon leaving the hunting grounds you Lycanthrpy will not be cured but you may return to the mortal plane with any men or mer but upon death in the mortal plane you will be called back to the hunting grounds you are just being given a second chance in the mortal plane.
We will have a two day head start to reach the portal after that hircine will be hunting us down but there will be conflict before the hunt starts after all in the hunting grounds there will be other were creatures, various daedra ect.
So its simple enough but i think could be intresting especially with the prospect of having were creatures with men or mer, could be some serious group tention if anyone would like to co-host then let me know
Rules-
1. No character controling
2. NO CHARACTER CONTROLLING (Cwutididthar? referances FTW i know, Im not funny)
3. no god modding
4. be somewhat realistic you don't have unlimited arrows/magicka ect
5. Half decent length posts please however I understand RL can be a PITA so we can accept the occasional sort post
6. My word is law
7. Most people know the basic rules by now
Cast -
Venix_445
Age: 26
Race: Imperial
Birthsign: The Steed
Height: 5ft 6"
Appearance: http://media.comicvine.com/uploads/9/96651/2113943-underworld_awakening_poster.jpg however with longer hair that reaches past the shoulder blades and of course not that outfit (if anyone is curious as to why ive got a Selene look a like its because in my latest playthrough of skyrim im Rp'ing a Selene character who is a werewolf instead of a vampire however I am going to try and make the character diffrent)
Lycanthrope: Yes, Werewolf
Lycanthrope appearance: http://www.anukki.com/whitebmwwolf/wereskins.html (the white werewolf not the dark one)
Time spent in the hunting grounds: ten years
Weapon/magic or both: Jade uses dual swords and bows
Armor: http://skyrim.nexusmods.com/downloads/file.php?id=1713 (The sleevless variant, the first picture in the pics section)
Personality: Despite living in an enternal hunting ground Jade is quite a happy person but can be somewhat quiet. She is undersided about being a werewolf, whether its a gift or a curse. She can transform whenever she pleases unlike other breeds and has full controll of her beast form but she just cant make her mind up on it. Whens she gets to know someone she is a deep and caring person but will not allow herself to be manipulated by anyone. Jade does however have a tendancy to let her curiosity get the better of her.
Bio: Jade was born in Skyrim - solitude to be exact to an Imperial Legion soldier and barmaid. Despite being quite girlish (which she got from her mother) Jade still wanted to learn to fight and so her father taught her how to use a sword and bow. Despite her father wanting her to follow him and join the legion she chose not to and instead went adventuring. She adventured from the age of 18 to 25 finding various treasures and even took a few bounty's to hunt bandits. On her way back from Falkreath to Solitude she was attatcked by a Werewolf, Jade was fast but the beast was faster and despite putting up a good fight the beast landed a good scratch on her back before fleeing. Jade carried on with her journey back to Solitude but halfway between Markarth and Solitude she changed, she had begun to feel slightly more drained on the journey but she did not pick up on anything major and thus didn't take any disease curing poitions. The only two things she remembered about that time was that one the transformation was the most excrutiating pain she had felt in her life and second she awoke among a decimated group of travellers buck naked. jade ran from the scene as quickly as she could and a travelling merchant took pity offering her clothes. After the first transformation there where no more forced ones, only those she chose and the pain went away as well she did however often feel the need to let her inner beast out. she stopped travelling after that, making frequent sneaky visits to the marshes near solitude to let the beast out and calm her rage.
After she turned 26 Solitude became plauged by a vampire clan living nearby in the marshes and her parents where eventually taken by the clan seeking to rescue them Jade armored up and went hunting, she however refused to transform, she would do this as a human. after penetrating some rather weak defences she found her parents dead, as she sat there motionless the clan leader stabbed her. As she approached the bridge to the hall of Valour Tsun guardian of the bridge raised his hand and said this was not the place for her to which Hircine appeared and took her to the hunting grounds. Jade now has the chance to leave the hunting grounds and get the vengence she so deeply wants.
Radioactive Bacon
Race : Nord
Height (how tall are they in inches?): 75 inches
Birthsign (what TES star formation were they born under?): Warrior
Appearence (what does your character look like?): Sid has wild brown hair and beard, his eyes are a dark yellow. He carries many scars from battle.
Appearence (Werebear form): Sid's face in Werebear form is monstrous and would frighten the toughest of hunters. He is incredibly large even for a Werebear. A bite from him has been known to crush skulls. His black fur is rough as sandpaper.
Apparel (what clothes or armour does he/she wear?): Sid is often nvde but if he finds clothing he will usually wear it. Sid will sometimes create necklaces decorated by trophies of his fallen foes.
Profession (what is their occupation and character class?): Before Hircine's realm Sid was cheif of a bandit clan.
Skills (do they have expertise in one handed weapons? be balanced): Sid is not skilled in any particular weapon except perhaps his fists, he will use almost any weapon when given the chance. He is most at home when in his Werebear form or his 'True form' as he calls it. His ability in his werebear form is great, he can force transformations in the day for a few minutes.
Birthplace (where were they born?): Whiterun, Skyrim.
Curses (do they have any vampiric or therianthropic curses?): Sid is a Werebear
Personality (if a therianthrope or vampire, make note on how that changed it): Sid was a bandit cheif who wanted his name to be feared by all. He loves the gift of being a werebear, it gave him superior advantages to all other creatures he fought with in Nirn.
Attitudes & Behaviour (do they like sweet rolls? love wine? try to act strong?): Sid is often arrogant and thinks himself to be able to take on any foe.
Motive (what do they want to do in the hunting grounds?): Sid wants his name to be feared and respected in the hunting grounds.
History (what is their background? how did they get into the hunting grounds?): Sid was head of a group of bandits that raided carriages every so often. The person who was supposed to be on watch dozed off and the group was ambushed by a werebear. Only a few of them survived but after that they went there seperate ways. Sid went on to strike fear into the hearts of Skyrim after many years of attacks. Sid died after charging a disguised imperial patrol who was actually members of the silver hand. Equipped with silver weapons they sent his spirit straight to the hunting grounds.
Werewolf&Vampire
Race: Imperial
Gender: Male
http://oi45.tinypic.com/x4i5cm.jpg Over three centuries. Deceased.
http://oi45.tinypic.com/b654rr.jpg Kraven has light-brown skin tone and is usually the most exotic looking man one can lay eyes upon. He has long, shoulder-length black hair, which he wears behind him in a savage manner and allows it to fall onto his shoulders. His skin is sun-tanned as well. He has a strong jaw line and a bedraggled look to him. He has soft, hazel colored eyes. He wears a sorted variation of animal skins and fur for pants and usually wears no shirt. He is well-fit and well-built, and stands of a form among the hunters of Hircine’s sphere.
Appearance-Werewolf: Large and brutish, Kraven’s werewolf form is grey furred and much taller than the average human. It’s face is wolfish, and yet somehow monstrous at the same moment. His grey fur has a slight blue tint to it when he is in direct sunlight or during the day. Alongside it’s head and snout his fur is a darker shade of grey, while his entire body is a lighter tone. His eyes, as most werewolves, are yellow and feral. His teeth are long and sharp to when he closed his mouth, his front fangs are always visible from the outside. He has a distinct patch of hair at the top of his head, in between his long ears.
Reason of being in the Hunting Grounds: Kraven died after many generations of serving Hircine, and thus his soul was gladly accepted with welcoming arms into the Hunting Grounds, where he hunts for all eternity with the other hunters of his kind.
Inventory: A silver spear, a quiver full of silver arrows and a hunter’s bow. Also has a sharp hunting dagger.
Weaknesses: Silver, Daedric or Enchanted weapons.
Strengths: Lycanthropic strength in both human and werewolf form, enhanced vision, smell and speed. For an extensive time in the Hunting Grounds, Kraven knows the geography and has a bit of an edge over the prey, though he understands they can be unpredictable.
Skills: From his life, Kraven has skills in block, marksmanship and blade. Being once a gladiator champion in his life in Nirn, Kraven brought those skills along with him even after death. Though they serve him little compared to his knowledge of the terrain and geography of the Hunting Grounds, as well as his skill in survival and tracking.
http://oi47.tinypic.com/14scm0w.jpg Once, most would say Kraven was a under confident man with low self esteem who rose to become a prideful and famous warrior. In his life, he was a man of honor and principle, and obsessed with glory and fame in the arena. Years later after his slavery and his retirement from the gladiatorial arts, Kraven attempted to adopt a new role as loving father when he had a son. His role as father was also his role as harsh and understanding mentor. Yet, after his violent death in the Fourth Era, Kraven’s soul was taken to the Hunting Grounds. Overtime, his thoughts and mind was clouded with thoughts of the hunt and his eagerness to transform into his primal, bestial form. In Hircine’s domain, the shadow of a respectable and honorable combatant was replaced by a survivalist and warrior of the wild, as well as an unforgiving and merciless hound of Hircine.
Background: Kraven was born into a poor household near Lake Rumare in the Third Era. As a boy to a young man, he attended to his cattle and livestock, and hunted along the Great Forest to support his mother and himself. Though he wished to leave, he felt chained by his abusive father, who was overly controlling and abusive to both him and his mother. Kraven sought to rid himself and his maternal figure by acquiring a good sum of coin to move away. Eventually, Kraven got into a gambling debt with a motley crew of corrupt figures in the Waterfront District, and was sold into slavery by corrupt Imperial Legion officers. He became a slave to House Telvanni. In his four years as a slave and later a gladiator prisoner, he was able to amass a great amount of wealth and riches, only to donate it all to his mother who yet lived in poverty.
Kraven was infected with Lycanthropy when a Nordic woman was captured in the Sheogorad Region in Vvardenfell. While she became infatuated with the top dog of the pack of slaves near a Telvanni stronghold, she was scheduled for execution by the Lord of the house. Just before he executed her in the Vivec Arena, she had bitten him on the shoulder near his neck, giving him Lycanthropy in the process with the thought that he would be granted a chance of freedom. Without imagining what he would become, Kraven’s spirit had joined with the beast world three days later.
After his escape and slaughter, he fled into Skyrim. Confused, alone and nearly insane, Kraven sought to kill himself after what had transpired. Yet he held onto hope, hoping he could somehow relate to his new life and find a cure for his Lycanthropy. He became a hermit and a drifted, living in the forest near Falkreath. Yet his past was unwilling to fall to the grave when his vengeful slave master sent Telvanni mercenaries to locate him for the accident that had happened in the slave pens in Azura’s Coast. Wanted posters were placed in neighboring towns and cities, and soon, Kraven was a wanted man.Eventually, the person who finally was able to hunt him down and almost achieve success was a woman named Vera the Huntress, a Bounty Hunter from Cyrodiil. And coincidently, she was also a hereditary Lycanthrope, born from an accursed bloodline.
Realizing both could gain with each other rather than lose, they joined forces. His female counterpart convinced him that Lycanthrope was a gift rather than a curse. And both had set out to discover a new purpose in life. Still obsessed with the past, Kraven sought to make up for his years of suffering by forming a pact with the Witches of Glenmoril. He would always honor Hircine, in this life and the next, if he was given a prolonged lifespan. And so he was given a long lasting life, though a harsh one. Seven months later following his escape from slavery, he had ventured to Solstheim for the Bloodmoon event. During the ritual, he attempted to increase his Lycanthropic powers by obeying Hircine’s direct commands.
As the crimson moon disappeared, Kraven was among the hounds of Hircine that were pulled back into the Hunting Grounds. In Nirn, Kraven fathered a boy named Lycus Desselius, whom he raised as a son and also a legacy to his own bloodline. Kraven died at the hands of the Vigilantes of Stendarr after his wife, Vera, had perished. This occured when his son was yet an adolescent boy. Kraven was never able to see his son carry out his legacy, but he is certain his offspring would join him in the perilous, yet rewarding, glorious afterlife.
****
Name: Vera. Known to most as Vera the Huntress.
Race: Imperial.
Height: 6’1
Birthsign: The Warrior
Age: Deceased. Appears in her mid twenties.
Time spent in the Hunting Grounds: Undetermined. Died in the early years of the Fourth Era.
http://oi48.tinypic.com/2rrpg5h.jpg Vera was known in her youth to be young and beautiful, with a vibrant aura that surrounded her appearance. Even as she grew older, she retained somewhat of her attractive looks. Vera has blond hair, which was once long, and now is kept a bit shorter. Her eyes are a vicious golden which matched her hair. She was lithe and agile, using guile and speed to best her prey and her opponents, though at times she used her strength to destroy her weaker adversaries. Over the decades in the Hunting Grounds, her physical appearance was reduced to something more savage.
Appearance-Werewolf: Her lupine form is great and a bit muscular, standing seven feet tall. Her fur is completely black and dark, as her claws. Her teeth long, sharp and deadly, as most Lycanthropes. Her dagger-like claws known to be as sharp as the end of Hircine’s spear, able to tear her prey asunder. Her black ears are always tufted she is about to attack, and her snout wrinkles when she snarls. Around her neck is a mane of extra black hair. With enhanced strength, her weight is enough to crush prey with an aggressive attack. When she roars, her eyes are intense and wild, bespeaking her savagery.
Apparel: Vera has a range of clothing at her disposal, mostly natural material made from fur and animal skin. Though she stalks the Hunting Grounds as both prey and predator, wearing the skulls of her mortal human prey along her shoulder pads. She has armor which is more savage, though akin to the gear worn by the Forsworn, allowing her to move quickly through the terrain of the Hunting Grounds with ease.
Profession: Former Bounty Hunter. Now hunts in eternity as a Hound of Hircine.
Skills: Vera is skilled in hand to hand, archery/marksmanship and one-handed as well as two handed. She has a sharp eye and can detect prey, and a steady hand to use her bow. Though she is weaker in magic and has to retreat often when pitted against a powerful mage. She also is very weak at using a shield, and is known to not use one, relying on offense and evasive maneuvers as her ultimate defense.
Birthplace: Cyrodiil.
Blessing: Born with Lycanthropy.
http://oi50.tinypic.com/212gxus.jpg“Do not call mistake me for a friend. I am an animal, who’s illusion was to be a person. And that illusion is born of a lie. I am the Beast of your greatest fears, your greatest nightmares. You may flee, but I will come for you, for it is my nature. It is axiomatic.”
Vera at a young age was always a girl with dreams to become famous and successful. Even after being surrounded by wealth and riches and a loving family, she craved a life of existence and purpose. She had a dry, sarcastic wit about her, and refused to keep her mouth shut when it was the best time. And her sense of adventure and energetic demeanor led her to get involved with criminals and Skooma addicts in Bravil.
Many years after her troubled youth, she grew into a hardened woman, comparing herself to a hungry beast forever seeking to devour those worthy enough to be her prey. She became truly obsessed with fame and glory, and became a devour worshiper of Hircine when she first came to accept her Lycanthropy. In her life as a Bounty Hunter, she was granted that fame and attention she craved. Yet it also came with drawbacks, as she was infamous and hated in the criminal world, which led her to grow increasingly insane. She was known as a brilliant lunatic as well, allowing the beast to befuddle her mind and her spirit as she always gave into her animalistic urges.
Though at final years of her life, in yet a second pact with Hircine, she bore a child which she had hoped would carry her and Kraven’s legacy into the world soon after their fate. Her wish was indeed granted, yet she perished at the hands of a evil group known as the Vigilantes of Stendarr. In the Hunting Grounds, she is cold, callous and has carried over bit of her dry humor from her previous life. Though she is more insane and bestial than the rest, this is evident by her style of clothing and her “trophies” of skulls collected from her human and mortal prey and painting her face with the blood of her kills.
Attitudes & Behavior: Insane and blood-thirsty, Vera was granted the afterlife she sought. One of danger and peril, where the tables could turn on her anytime. She craves hunting others in her concept of paradise, and enjoys being hunted for the sole purpose of reverting the chase in her own jest of amusemant. Her taste for Cyrodiilic Brandy was now washed away as her thirst for flesh and blood took over her natural urges. She became a cannibal, tasting the flesh and blood of her prey in more than just a figure of speech. As she did in life, Vera believes in self evolution. She has grown to a formidable huntress by studying the techniques of her prey, and when she is outdone, she seeks to improve her own ways to be granted the advantage whenever the situation arises again.
Motive: To be the top huntress in the Hunting Grounds. To see the legacy she left behind in the world to return to her.
History: Vera’s past is long and expansive, though her known history is a strange one. Vera was born into a wealthy family of nobles living near the Great Forest. Her family owned a fair bit of territory in those parts. Growing up with her sister, Vera was taught the rules and the behavior that all young girls should have been taught. Though her boredom manifested into her actions, taking her to a path of adventure and rebelliousness. Her future would take a drastic turn as learned she was born into a ancient family of hereditary Lycanthropes, which curse had manifested few times over the generations. A bloodline which dated back to the ancient times where man could neither speak, write nor think properly. After numerous conflicts with authority and her own family, Vera became distant and much more evasive, joining the Fighter's Guild for a promise of wealth and glory. Eventually, when she least expected it, she transformed into a werewolf when her Lycanthropy blossomed and manifested, killing her sister in the process.
Her murder nearly drew her over the edge, as she slowly became demented and crazy with the newfound power she was given. And in that realization, she thought she could pave her future in a glorious hunt for survival and meaning. She became a Bounty Hunter and sought to rise to fame in the Third Era as a free-lance mercenary. She began with doing jobs for lowly criminals and smugglers in Bravil to the higher echelon of society in the Empire. In a few years, her name grew to be known.
When she bit off an Orc’s thumb in a Bruma tavern, and accidentally killed a Legion officer, she smuggled herself to Skyrim so she could begin anew. Vera eventually came to confront a werewolf hunter and a bounty whom she befriended. The bounty she was eager to capture was Kraven Desselius, a former slave and a gladiator. She befriended and fell in love with the man, convincing him of her own beliefs that Lycanthropy is a gift and a blessing. The two were inseparable from that point on. During her lifetime, she participated in the Bloodmoon, made pacts with Witches and later, was mother to a single son. While she could look back and smile at what she did in life, she is eager to serve Hircine in eternity at his realm in the Hunting Grounds.
Dynate
Age: 31
Race: Nord
Birthsign: The Lover
Height: 5'9 (slightly shorter than most nords)
Appearance: Black hair, tied back into a pony tail, smooth tan/dark skin (like all in her tribe) blue war-paint: three dark blue streaks over/under her left eye, the same as on the day she was killed. An old scar is jutting down her right cheek, such wounds are common when one lives in the wilderness of Skyrim.
Lycanthrope: Werewolf
Lycanthrope appearance: Brown fur, long claws, the scar on her right cheek is visable when in lycanthrope form.
Time spent in the hunting grounds: 4 years
Traits: Comes from a tribe (she refuses to reveal to anyone) from the Hijaalmarch hold. Her people are known for their rescoursefulness, and are one of the few nord peoples to embrace the practice of certain forms of magic, primarily alteration and alchemy. Although many in her tribe hunt with a bow, she primarily fished, used traps, and forraged for her food.
Weapon/magic or both: War Axe, Alteration magic
Armor: studded hide armor, fur boots, hide shield.
Personality: The tribe said her curiosity would be her undoing, even at a very young age she was wondering far from camp. Although she can be snide and reserved at times, her personality is not nearly cold as the reputation of her tribe proceeds. Unlike many nords, it is not strength that she admires in an individual, it is intellect. Although her hatred of the elves and redgaurd remains very encompassing with nordic tradition.
Bio: Yule was entranced with the civilizations that had cast her people into the wilderness long ago. She fequently approached Khajiit caravans and traded pelts, meats, and weapons from slain skirmishers from Hammerfell for books. As she grew in years, she left her tribal homeland, and wandered around the northern province Skyrim, as well as High Rock. Weeks before her death, she made her way back to her home tribal region in the forrests of Hijaalmarch. However it was not long before she was traveling once more, when outsiders made their way into her tribes homeland. They were not alone, there was an evil they brought with them. Yule alone lead the outsiders towards their destination of High Rock, and eventually was slain in her attempt to protect them.
EL Barto227
Gender: Female
Race: Altmer
Height: idk much about inches. average height for an Altmer in skyrim
Birthsign (what TES star formation were they born under?): idk, ima skyrim player.
Appearence: red shoulder-length curls, war paint on her hands, face and legs
Apparel: Elven Armour, with bow and arrows, and a Skyforge Steel Sword all sheathed for when she needs them
Profession (what is their occupation and character class?): Erissa is a researcher of magic at the college of winterhold, a spellsword/battlemage
Skills (do they have expertise in one handed weapons? be balanced): she uses a bow sparingly, but prefers a battlemage or spellsword style. she also is skilled in conjuration, resoration and destruction. uses light armour and occaisionally sneak.
Birthplace: Summerset Isles, fled to Cyrodiil, and then Skyrim after a bad misunderstanding with the Thalmor
Curses: lycanthropy
Personality: a loyal ally, but very mischevious.
Attitudes & Behaviour: loves sweetrolls and wine (not an alcoholic, she just enjoys it every now and then), loves fire (pyromaniac?) and danger. but do not mess with her, as she has a habit of holding grudges. very mishcevious. she has a habit of overestimating her tolerance for wine
Motive: She is here for the hunt. she wants to prove to herself that she can do it (she's very insecure at times...)
History: Erissa commited a terrible crime, which she never talks about, in the Summerset Isles. She fled to Cyrodiil, later Skyrim. she joined the companions, and gained the Beast Blood, but she always felt as if she was weighing them down, and doubted herself a lot because she was often mocked for using magic "tricks". so, she decided to prove herself. she entered the hunting grounds to try and prove to herself that she was not useless. she used magic to transport herself to the Hunting Grounds. she was instructed by the Greybeards, as she was researching the Thu'um at one point, and can use Whirlwind Sprint, Unrelenting Force and Animal Allegiance, and has a lot of trouble using a weak form of Fire Breath (it often backfires in a hilarious manner)
Skyrim guy 36
Gender: Male
Race: Bosmer
Height: 5'2"
Birthsign: The Steed
Appearence: Allimir is very lean there is almost no fat on his entire body due to years of hunting only living of the food he could catch. His dirty black hair is cut very short to prevent it from being caught by any branches or arrows depending on which he is running through or from. He has piercing blue eyes that are hardening from years of killing and huntting in the name of his lord.
Apparel: Allimir dresses in tight leather armor with numerous small pouches adorning the belt and bandolier. Ever strap, pouch, or string has some practical use to avoid having any ecess weight. He carries three arrow quivers on his back with one always being open while the other two are closed. Each holds nine arrows so they are thin instead of bulkier quivers. He has his long bow always strung across his chest ready to use it at any moment.
Profession: Hunter
Skills: He uses his long bow with deadly skill as is common with most Bosmer. He uses heavy shafted arrows with the arrow heads made out of hard, sharp bone made for piercing flesh.
Birthplace: Fion
Curses: Lycanthropy
Personality: Allimir has always been a lone wolf.(Pun intended) He has never tied him down to any group and has always lived out in the wild. When he became a werewolf he became even more isolated. Rarely going into any city except to have his armor repaired. The only thing that gives him much joy is the hunt. He revels in it. Dreams of it. Worships it. He has always had unwavering loyalty to his lord Hircine.
Habits: Allimir has a habit of watching his prey for at least one hour before killing. He likes to know more about their personal lives before he strikes. He will not kill anything that is old or sick.
Motive: The Hunt.
History: Allimir was born to a small family in a small unimportant village. They had to hunt to survive so hunt he did. And he was good at it. Day and Night Allimir would go out and catch dear, rabbits, squiirels. No animal was safe. Soon enough his prowess as a hunter got the attention of some important people. He was kidnapped in the night by the dark brotherhood. His family never saw him again. Allimir was drugged and brainwashed to think that the Brotherhood was his real family. He enjoyed his life but was confused at how they treated him. Like a tool. Or a weapon. One night he ran away from the sanctuary. He didnt make it far without food or water. Before a week was up he had fainted in a small clearing. When he woke up he was in Cyrodil. Looking up at the shrine of Hircine. He was accepted as one of the hunters and spent many years with them before travveling to Skyim to hunt bigger creatures. Before long he heard tale of the companions. Fierce warriors and hunters who worked for money and glory. He immediately traveled to Jorvaskr and put his name in for consideration. When he learned of the Circle he begged them to turn him into a wolf. He wanted to be the perfect hunter. He wanted to die for Hircine when it was hiis time. After a month of pleading they finally turned him. He went into a rage and slaughtered the people nearest to him and fled into the wilds near Falkreath. He lived there for many years until he heard about Hircine's Hunt when he was about 35. He gathered his things an quickly went to Join the Hunt.
Athell
CS -
Name: Falco Destirus
Age: 26
Race: Imperial (Nibenese)
Birthsign: The Steed
Height: 6 ft dead.
Appearance: His hair is dark brown and shoulder length, he generally wears it swept back away from his face, drawn away from his brow. His eyes are light brown, with small copper rings that encircle his irides. He’s slender, with larger shoulders than would be expected, his body would best be described as that of an acrobat, with skin pulled taught across powerful muscles.
Traits: Falco is an archer of impressive skill, he has served in various armies as an archer and became known for his shooting ability. He crafted his own bow from elm and it is perfectly weighted and sized for his ability, he can also, given enough time, make usable arrows.
Weapon/magic or both: His own elm longbow and a quiver of forty arrows of his own making, these are made up of bodkin tips, broadheads and a few special triangular heads.
Armor: None, any armor would slow him down or hinder his movement during the hunt.
Personality: Falco is an observer, his archery and skill has made him quiet and somewhat reserved.
He is however ferociously loyal and will come out of his shell around people he trusts.
Bio: Falco grew up in the West Weald under the shadow of Skingrad’s walls, his family owned a small farm between the city and the edges of Valenwood. Falco would often hunt in the great forest itself, spending days, weeks and occasionally months in under the shelter of the canopy there.
It was on one of these trips that Falco lost everything he had ever had. A group of marauders swept through the area and destroyed his farm. Upon his return he found his family mutilated and dead. His brother’s head had been hacked roughly from his neck and mounted on a pike outside the gates of the farm, a punishment for the only member of the family who moved to defend the holding.
Distraught from his loss Falco left his farm and began to travel the world. He instinctively moved south, deeper into the forests he had once hunted in. He spent the following years in the company of the Bosmer, learning their archery techniques and improving his already uncanny skill.
Blackmoon
Age: 45 (give or take)
Race: Dunmer
Birthsign: The Lady
Height: 5 ‘11
Appearance: He shaves his head, but his hair color is bluish-black. He has three piercings in each eyebrow, two in his right ear and one in his left. There is a scar where the second ring in his left ear was ripped out a long time ago. His eyes are the same ruby red as the rest of his race. On the left side of his face, starting at the chin and reaching up to past his eyebrow is a tattoo of a hand print, resembling the mark given to members of the Hands of Almalexia. His skin is a gray-blue as opposed to the ashen color of most of his kin. Typically he wears light clothing, a loose cotton shirt and brown trousers tucked into a pair of old leather boots.
Lycanthrope: No
Lycanthrope appearance: Not a Lycanthrope
Time spent in the hunting grounds: 0
Traits: Muno has no natural talent with any form of magic, and it has made him extremely distrustful of magic in general. This gives him a unique sensitivity to spells as well as a slight resistance to them where other Dunmer do not.
Weapon/magic or both: Muno is unable to use magic, and has no desire to. He favors the bow, as well as crossbows and is decent with a blade. When he has them available, his preference is a sturdy crossbow and bolts combined with a large knife he can use both for defense and practical needs like hunting.
Armor: He wears a weathered leather buckler that fits over his chest; it has been patched numerous times as he fixed it over the years. Over his legs he wears a similar set of armored leather knee and shin guards, and boots to match. He has worn this armor for years, and has modified it to have several pockets and belts in case he needs extra gear. He wears a hood when he is travelling, but it serves no defensive purpose. Cloth fingerless gloves keep his hands nimble and able to hold a bow with more precision, but leave his arms exposed and unshielded.
Personality: Aloof but curious. He tries to pretend he doesn’t care about others but is in reality a very concerned and protective individual when he finds someone he likes. However, he takes an icy attitude towards those that get on his bad side, and is not opposed to ending disputes in a brawl. He has been described as a ‘boy scout’ before for always ending up doing the right thing, regardless of how may say he feels about it. But if it is a matter of life or death, he has no hesitation to strike first or take cheap shots.
Bio: Muno has been a wandering Cyrodil, Skyrim, and Hammerfell for the better part of 25 years. He avoids his homeland of Morrowind like the plague, having been branded a criminal and a traitor for crimes unknown. He has travelled with a number of different companions in that time, including a young werewolf who was still learning to control his transformations, but always winds up going it alone again after a certain period of time.
It was during his travels that he came across the powerful drug known as Moon Sugar, and became an addict. He manages to control his habit by always carrying a small pouch of it on him and using it when he feels himself starting to get the urge, but without this it is only a matter of days before he goes through violent, often dangerous symptoms of withdrawal. He has at least three children with two different women, but fate or circumstance has caused him to abandon both.
His skills as a hunter are fine tuned by his time as a soldier and years in the wilds.
Ok have fun everyone