Game of Tomes Thread I: Let The Games Begin
The Oblivion Crisis has come to an end, and the fourth era has begun. The evil Mannimarco has been defeated by the newly appointed Arch Mage, and the land is now safe. But all is far from well in the land of Cyrodil, particularly for the Mage's Guild. Soon after defeating Mannimarco, the new Arch Mage disappeared, leaving the guild in a state of disarray. With the seat now open, the game is set, and those left contend for the position. Lies, deceit, and scandals ensue, as the mages of the Arcane University are not all they make themselves out to be...
Rules:
00. All usual forum rules apply.
1.
2. No overpowering ones character.
3. Realize that you are not your character. Do not take any negative character interactions personally, or to heart.
4. Relationships allowed. (within reason)
5. Combat allowed.
6. Avoid changing text font, color, or size during posts. Only do so in the heading if you must, but not in the content.
7. More than one character allowed.
8. Remember that this isn't a competition. There is no winner or loser.
9. All out of character chat goes in OOC thread.
10. Respect each other.
11. Have fun!
Cast:
Holy Assassin
Spoiler
Name: Vareth Dralyn
six: Male
Age: 156
Race: Dark Elf (Dunmer)
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc): Vareth stands at roughly 5 '10. A medium height for a Dunmer, albeit with a wiry and frail build. His facial features are sharp and angular, as with most elves. His gray skin contrasts with his gleaming red eyes. His long jet black hair is often let loose to draqe over his shoulders though is tied into a neat knot during formal occasions and gatherings. He is often wearing his dark mages robes.
Magical Major (only one allowed): Destruction
Strength Major (only one allowed): Athletics
Stealth Major (only one allowed): Speechcraft
Rank: Wizard
Personality: Vareth, though sarcastic and arrogant, is actually a very knowledgeable and powerful mage. Being skilled in both destruction magic and speechcraft, he has reason to be proud. Quick to blast someone with a sharp comment, he is known to share his controversial views with his students. Vareth can be compassionate at times, and may soften under the right circumstances, but his general aura is that of an intelligent, but pompous dunmer mage. As a professor, he seems bitter to his students, however he cares highly for the betterment of the guild, and its students. His arrogance is reserved for outside the lectures.
History: Born in his native land and raised to learn destruction magic from a young age, Vareth migrated to Cyrodiil and practiced magic in solitude, living in the wilderness and only often taking trips into towns and cities. He spent many years delving into certain forbidden forms of magic, and had used his powers to his benefit (and to the detriment of others) fairly often, until he joined the guild. His history is in large parts unknown to the guild, however, and only recently have his old practices sprung into conversations at the guild in the form of rumors. Some untrue and some true. He now mainly spends his time teaching as a professor in the guild and though he seems bitter,
Motives/Agenda: Vareth wishes to further his influence to meet his own ends. He feels a position as Master Wizard is guaranteed, as a result of the old Arch Mage disappearing, but he wishes to exploit the confusion in the guild as much as possible. Once his power is furthered, he would use the guild resources to research into the forbidden forms of magic he had once practiced, including necromancy, and spread his views throughout the guild.
Argonian Scum Name: Vareth Dralyn
six: Male
Age: 156
Race: Dark Elf (Dunmer)
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc): Vareth stands at roughly 5 '10. A medium height for a Dunmer, albeit with a wiry and frail build. His facial features are sharp and angular, as with most elves. His gray skin contrasts with his gleaming red eyes. His long jet black hair is often let loose to draqe over his shoulders though is tied into a neat knot during formal occasions and gatherings. He is often wearing his dark mages robes.
Magical Major (only one allowed): Destruction
Strength Major (only one allowed): Athletics
Stealth Major (only one allowed): Speechcraft
Rank: Wizard
Personality: Vareth, though sarcastic and arrogant, is actually a very knowledgeable and powerful mage. Being skilled in both destruction magic and speechcraft, he has reason to be proud. Quick to blast someone with a sharp comment, he is known to share his controversial views with his students. Vareth can be compassionate at times, and may soften under the right circumstances, but his general aura is that of an intelligent, but pompous dunmer mage. As a professor, he seems bitter to his students, however he cares highly for the betterment of the guild, and its students. His arrogance is reserved for outside the lectures.
History: Born in his native land and raised to learn destruction magic from a young age, Vareth migrated to Cyrodiil and practiced magic in solitude, living in the wilderness and only often taking trips into towns and cities. He spent many years delving into certain forbidden forms of magic, and had used his powers to his benefit (and to the detriment of others) fairly often, until he joined the guild. His history is in large parts unknown to the guild, however, and only recently have his old practices sprung into conversations at the guild in the form of rumors. Some untrue and some true. He now mainly spends his time teaching as a professor in the guild and though he seems bitter,
Motives/Agenda: Vareth wishes to further his influence to meet his own ends. He feels a position as Master Wizard is guaranteed, as a result of the old Arch Mage disappearing, but he wishes to exploit the confusion in the guild as much as possible. Once his power is furthered, he would use the guild resources to research into the forbidden forms of magic he had once practiced, including necromancy, and spread his views throughout the guild.
Spoiler
MadhogName: Jo'Kul
("Jo" meaning "wizard" in Khajiiti; "Kul" meaning "son" in the ancient language of Dragons)
six: Male
Age: 33
Race: Khajiit
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc):
Height: 5'8"
Weight: 170 lbs.
Eyes: Green
Hair/Fur: Rust Orange colored, like the Sabre Cats of Skyrim. His torso and abdomen have horizontal black stripes.
Clothing: Green Apprentice Robes, as dictated by the Arcane University. When allowed to wear personal clothing, Jo'Kul wears the traditional Khajiit budi, brightly colored shawls that are braided on the right side to cover all torso and abdomen fur. It is a Khajiit cultural practice because the display of torso and abdomen fur in public (in civilized Khajiit cultures) is considered unsightly.
Magical Major (only one allowed): Conjuration
Strength Major (only one allowed): One Handed/Blades (Jo'Kul's father taught him to use a Sword in the event that he had to defend himself.)
Stealth Major (only one allowed): Speech
Rank: Apprentice
Personality: Jo'Kul is well-tempered and good-natured. He is studious, introspective, and dedicated to perfecting his Conjuration abilities. He enjoys helping others, is friendly, and socially well-adjusted and mannered. Having grown up in Elsweyr, Jo'Kul still sometimes speaks in third person, especially when he's nervous; he's trying to assimilate into the culture of Man and is doing well at it.
History: Jo'Kul is of the Suthay-raht sub-species of Khajiit. He was born and raised in the city of Torval in Elsweyr, and is the youngest of four children. His mother, Adanji, is a well-liked and respected servant in the palace of the Mane. His father, Do'Sada, is retired from active service as a personal guard for the Mane. Do'Sada was injured while defending the Mane when an Assassin attempted to take the Mane's life; Do'Sada still serves as a Trainer and Consultant for the Mane's personal guards.
The city of Torval is cultured and civilized, and lies in the southwestern tropical part of Elsweyr. It is the city-state that houses the stately palaces of the Mane, the tribal and spiritual leader of the Khajiit. Jo'Kul was taught reading, writing, arithmetic, and social and civil behaviors as a child. Although most Khajiit possess the prowess and skill of great warriors, there are a few that display exceptional affinity for Magicka. Jo'Kul showed a talent for Magicka at a very early age. One afternoon his mother found him playing in one of the palace's lush gardens. Jo'Kul found a dead Blue Butterfly amongst some flora. Adanji was touched and encouraged by the boy's deep sorrow and emotion. Jo'Kul took the insect gently in both hands and whispered, "Would this one fly again?" A blue miasma of energy enveloped the Butterfly, and it slowly flexed its wings, and then fluttered off into the garden. Adanji was astonished, but proud and resigned to encouraging her son's abilities.
Jo'Kul attended school, learning Khajiit culture and history, as well as the culture and history of Man and 'Mer. When he turned twenty-one, he traveled the southern region of Elsweyr for six years to experience the land firsthand. He returned to Torval and began an internship with the Mane's personal Mage, a Dagi-raht Khajiit named Jo'Egam. After six years of study with the Mage, he journeyed to Cyrodiil and was accepted as a new member of the Arcane University just days before the disappearance of the new Arch Mage.
Motives/Agenda: Jo'Kul loves the Arcane University and its members. He has only been there for a few days, and with the sudden disappearance of the Arch Mage, things are not going as normally scheduled. Jo'Kul wants to help out in any way that he can. He accepts that everyone's role is important, no matter how seemingly small. He is balancing his Apprentice assignments with his chores and daily duties.
("Jo" meaning "wizard" in Khajiiti; "Kul" meaning "son" in the ancient language of Dragons)
six: Male
Age: 33
Race: Khajiit
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc):
Height: 5'8"
Weight: 170 lbs.
Eyes: Green
Hair/Fur: Rust Orange colored, like the Sabre Cats of Skyrim. His torso and abdomen have horizontal black stripes.
Clothing: Green Apprentice Robes, as dictated by the Arcane University. When allowed to wear personal clothing, Jo'Kul wears the traditional Khajiit budi, brightly colored shawls that are braided on the right side to cover all torso and abdomen fur. It is a Khajiit cultural practice because the display of torso and abdomen fur in public (in civilized Khajiit cultures) is considered unsightly.
Magical Major (only one allowed): Conjuration
Strength Major (only one allowed): One Handed/Blades (Jo'Kul's father taught him to use a Sword in the event that he had to defend himself.)
Stealth Major (only one allowed): Speech
Rank: Apprentice
Personality: Jo'Kul is well-tempered and good-natured. He is studious, introspective, and dedicated to perfecting his Conjuration abilities. He enjoys helping others, is friendly, and socially well-adjusted and mannered. Having grown up in Elsweyr, Jo'Kul still sometimes speaks in third person, especially when he's nervous; he's trying to assimilate into the culture of Man and is doing well at it.
History: Jo'Kul is of the Suthay-raht sub-species of Khajiit. He was born and raised in the city of Torval in Elsweyr, and is the youngest of four children. His mother, Adanji, is a well-liked and respected servant in the palace of the Mane. His father, Do'Sada, is retired from active service as a personal guard for the Mane. Do'Sada was injured while defending the Mane when an Assassin attempted to take the Mane's life; Do'Sada still serves as a Trainer and Consultant for the Mane's personal guards.
The city of Torval is cultured and civilized, and lies in the southwestern tropical part of Elsweyr. It is the city-state that houses the stately palaces of the Mane, the tribal and spiritual leader of the Khajiit. Jo'Kul was taught reading, writing, arithmetic, and social and civil behaviors as a child. Although most Khajiit possess the prowess and skill of great warriors, there are a few that display exceptional affinity for Magicka. Jo'Kul showed a talent for Magicka at a very early age. One afternoon his mother found him playing in one of the palace's lush gardens. Jo'Kul found a dead Blue Butterfly amongst some flora. Adanji was touched and encouraged by the boy's deep sorrow and emotion. Jo'Kul took the insect gently in both hands and whispered, "Would this one fly again?" A blue miasma of energy enveloped the Butterfly, and it slowly flexed its wings, and then fluttered off into the garden. Adanji was astonished, but proud and resigned to encouraging her son's abilities.
Jo'Kul attended school, learning Khajiit culture and history, as well as the culture and history of Man and 'Mer. When he turned twenty-one, he traveled the southern region of Elsweyr for six years to experience the land firsthand. He returned to Torval and began an internship with the Mane's personal Mage, a Dagi-raht Khajiit named Jo'Egam. After six years of study with the Mage, he journeyed to Cyrodiil and was accepted as a new member of the Arcane University just days before the disappearance of the new Arch Mage.
Motives/Agenda: Jo'Kul loves the Arcane University and its members. He has only been there for a few days, and with the sudden disappearance of the Arch Mage, things are not going as normally scheduled. Jo'Kul wants to help out in any way that he can. He accepts that everyone's role is important, no matter how seemingly small. He is balancing his Apprentice assignments with his chores and daily duties.
Spoiler
XolahName: Arbelle Surani
six: Female
Age: 29
Race: Breton
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc):http://fc06.deviantart.net/fs70/f/2012/337/2/8/breton_oc_by_faasnu-d5my03o.png. Stands at 5'11”. Wears rich, expensive clothing and jewellry.
Magical Major (only one allowed): Destruction
Strength Major (only one allowed): Crafting
Stealth Major (only one allowed): Alchemy
Rank: Magician
Personality: Snobbish and arrogant due to her luxury upbrining. Very vain and self-centered, as well as quite greedy. Short temper, and very demanding.
History: Raised in The Imperial City, Arbelle was the daughter of a rich jeweller and craftsman. She grew up pampered and pruned, learning some of her father's trade as she grew older. Later in life she discovered her affinity with magic, and matching with her fiery red temper, she began to love destruction magic. After a few years she grew quite skilled in the art and joined the Mage's Guild. However she was not content to be a lowly Apprentice, so she had her father buy her the position of Magician. Her hunger for power was still not satisfied however, and she longed for more.
Motives/Agenda: Arbelle wants to further her own power and influence whatever the cost, and with the Arch-Mage gone she feels it is the perfect time to do so.
six: Female
Age: 29
Race: Breton
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc):http://fc06.deviantart.net/fs70/f/2012/337/2/8/breton_oc_by_faasnu-d5my03o.png. Stands at 5'11”. Wears rich, expensive clothing and jewellry.
Magical Major (only one allowed): Destruction
Strength Major (only one allowed): Crafting
Stealth Major (only one allowed): Alchemy
Rank: Magician
Personality: Snobbish and arrogant due to her luxury upbrining. Very vain and self-centered, as well as quite greedy. Short temper, and very demanding.
History: Raised in The Imperial City, Arbelle was the daughter of a rich jeweller and craftsman. She grew up pampered and pruned, learning some of her father's trade as she grew older. Later in life she discovered her affinity with magic, and matching with her fiery red temper, she began to love destruction magic. After a few years she grew quite skilled in the art and joined the Mage's Guild. However she was not content to be a lowly Apprentice, so she had her father buy her the position of Magician. Her hunger for power was still not satisfied however, and she longed for more.
Motives/Agenda: Arbelle wants to further her own power and influence whatever the cost, and with the Arch-Mage gone she feels it is the perfect time to do so.
Spoiler
X-MonarchName: Crassius Magius
six: Male
Age: 65
Race: Imperial
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc): Though an Imperial which is darker than Nords and Bretons, Crassius was almost as fair skinned as Nords. This is mostly due to him staying inside to read books and practice conjuration spells. Though having a clean complexion for his age, Crassius is messy his pony tailed white hair usually unkempt and usually has ink and food stains on his blue robes or his goatee. Along with his blue robes, he usually wears matching color shoes and a solid gold necklace. Crassius is a slight build barely having any meat to his bones, five six, narrow eyes, sharp chin, and a small thin mouth.
Magical Major (only one allowed): Conjuration
Crassius had always been interested in daedra and oblivion, as young child. At a young age he summoned a scamp, though it was only a scamp it was still a daedra. However, Crassius also practices the dark art of necromancy. Though unlike the fools he kept his practice in secret, seeing how the old arch mage banned its practice. Crassius knew that the altmer that called himself Mannimarco was an imposter, he didn’t associate himself with that lot.
Strength Major (only one allowed): One Handed
A part of conjuration was summoning weapons, from the planes of oblivion. Crassius would often conjure a daedric short sword and practice on a newly risen corpse, but also “test subjects”. Unlike some mages he thought it would be handy, to have a sword backup just in case. Though hes no Gaiden Shinji, Crassius can handle himself with a short sword. He often wondered how some could think conjuration was such a bad school, when it offered such use?
Stealth Major (only one allowed): Alchemy
Sometimes Crassius needed a potion, but wasen’t willing to buy a potion. Finding it cheaper to find his own ingredients to brew his potions, instead of buying a potion that could be snake poison. However, sometimes Crassius needed to take out the competition or people suspicions, of his activities. Poison was his main tool, but he’d often paralyze them to make them test subjects. Though hes never been caught and hes been in the guild, for almost fifty some odd years.
Rank: Wizard
With fifty odd years of experience and sudden deaths of competition, Crassius has advanced to be a wizard.
Personality: Obviously if Crassius were to be secretive, reserved, and quiet he would draw attention to himself. Instead he pretends to be warm, open, and talkative. Though on the inside or when alone with a test subject, he shows his true colors of being cruel, unorthodox, vengeful, and calculating. Most of the time Crassius’ nose in a book about the daedra or oblivion, him secretly being a worshipper of Hermaeus Mora the prince of forbidden knowledge and memory.
History: At a young age Crassius was found to have an impressive amount of magika, being labeled a freak by his parents and people of Skingrad. Being abandoned at the doorstep of the local mage’s guild as a baby, he was taken into the fold. There he was taught how to read and write, but he was not old enough to be taught. However, this didn’t stop Crassius from teaching himself and summoning a scamp at seven. Though he was punished by the guild they coulden’t deny his ability.
By his early teens Crassius, was already an adept at conjuration. It was during this time that he first learned about necromancy and his first hands on lesson in the art. With conjured daedric weaponry mostly a shortsword, Crassius taught himself how to use the blade. With conjuration and his dabblings in alchemy, he carved a path through the ranks to become a wizard. Though the death toll was high, but there was no open suspicion of Crassius being guilty.
Motives/Agenda:
Crassius’ plan is simple to become archmage to make necromancy legal and kill all non mages, who would label him a freak. Him willing to kill anyone wither fellow mage or not, that got in his way.
six: Male
Age: 65
Race: Imperial
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc): Though an Imperial which is darker than Nords and Bretons, Crassius was almost as fair skinned as Nords. This is mostly due to him staying inside to read books and practice conjuration spells. Though having a clean complexion for his age, Crassius is messy his pony tailed white hair usually unkempt and usually has ink and food stains on his blue robes or his goatee. Along with his blue robes, he usually wears matching color shoes and a solid gold necklace. Crassius is a slight build barely having any meat to his bones, five six, narrow eyes, sharp chin, and a small thin mouth.
Magical Major (only one allowed): Conjuration
Crassius had always been interested in daedra and oblivion, as young child. At a young age he summoned a scamp, though it was only a scamp it was still a daedra. However, Crassius also practices the dark art of necromancy. Though unlike the fools he kept his practice in secret, seeing how the old arch mage banned its practice. Crassius knew that the altmer that called himself Mannimarco was an imposter, he didn’t associate himself with that lot.
Strength Major (only one allowed): One Handed
A part of conjuration was summoning weapons, from the planes of oblivion. Crassius would often conjure a daedric short sword and practice on a newly risen corpse, but also “test subjects”. Unlike some mages he thought it would be handy, to have a sword backup just in case. Though hes no Gaiden Shinji, Crassius can handle himself with a short sword. He often wondered how some could think conjuration was such a bad school, when it offered such use?
Stealth Major (only one allowed): Alchemy
Sometimes Crassius needed a potion, but wasen’t willing to buy a potion. Finding it cheaper to find his own ingredients to brew his potions, instead of buying a potion that could be snake poison. However, sometimes Crassius needed to take out the competition or people suspicions, of his activities. Poison was his main tool, but he’d often paralyze them to make them test subjects. Though hes never been caught and hes been in the guild, for almost fifty some odd years.
Rank: Wizard
With fifty odd years of experience and sudden deaths of competition, Crassius has advanced to be a wizard.
Personality: Obviously if Crassius were to be secretive, reserved, and quiet he would draw attention to himself. Instead he pretends to be warm, open, and talkative. Though on the inside or when alone with a test subject, he shows his true colors of being cruel, unorthodox, vengeful, and calculating. Most of the time Crassius’ nose in a book about the daedra or oblivion, him secretly being a worshipper of Hermaeus Mora the prince of forbidden knowledge and memory.
History: At a young age Crassius was found to have an impressive amount of magika, being labeled a freak by his parents and people of Skingrad. Being abandoned at the doorstep of the local mage’s guild as a baby, he was taken into the fold. There he was taught how to read and write, but he was not old enough to be taught. However, this didn’t stop Crassius from teaching himself and summoning a scamp at seven. Though he was punished by the guild they coulden’t deny his ability.
By his early teens Crassius, was already an adept at conjuration. It was during this time that he first learned about necromancy and his first hands on lesson in the art. With conjured daedric weaponry mostly a shortsword, Crassius taught himself how to use the blade. With conjuration and his dabblings in alchemy, he carved a path through the ranks to become a wizard. Though the death toll was high, but there was no open suspicion of Crassius being guilty.
Motives/Agenda:
Crassius’ plan is simple to become archmage to make necromancy legal and kill all non mages, who would label him a freak. Him willing to kill anyone wither fellow mage or not, that got in his way.
Spoiler
Not Provided Name: Elisyr (el-i-SEER)
six: Male
Age: Appears to be about 23. I don't really know/care how old that make him since he's a...
Race: High Elf
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc): He stands about 6'2”. He's slender, young, and wears expensive-looking clothing. His braided auburn hair comes down to his shoulders. He has a sinister, yet handsome face with pale brown eyes.
Magical Major (only one allowed): Destruction
Strength Major (only one allowed): Blades
Stealth Major (only one allowed): Speech
Rank: Apprentice
Personality: Elisyr strongly believes he's superior to most, and svcks up to those who he views as superior to him. He's most happy when he's destroying things with magic, which is quite often.
History: Elisyr has always been skilled in magic, ever since he was a child in Alinor, where his parents were priests. He practically grew up the Temple of Auri-El, and still worships Auri-El. Six years ago, he left home and never came back. He explored the tropical rainforests of Elsweyr, the ashlands of Morrowind, the treacherous swamps of Black Marsh, and the frozen wastes of Skyrim. He stayed away from Cyrodiil because of the Oblivion Crisis. After the Oblivion Crisis, he went to Cyrodiil, hoping to grab power while Cyrodiil was still in disarray. He heard of the particular chaos in the Arcane University and decided to join up. That was just a few weeks ago.
Motives/Agenda: Elisyr wants to be powerful, and will do everything he can to become as powerful as possible. But he doesn't really see that he has a chance of becoming archmage, so he figures his best bet is to svck up to whoever he thinks will be the archmage.
six: Male
Age: Appears to be about 23. I don't really know/care how old that make him since he's a...
Race: High Elf
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc): He stands about 6'2”. He's slender, young, and wears expensive-looking clothing. His braided auburn hair comes down to his shoulders. He has a sinister, yet handsome face with pale brown eyes.
Magical Major (only one allowed): Destruction
Strength Major (only one allowed): Blades
Stealth Major (only one allowed): Speech
Rank: Apprentice
Personality: Elisyr strongly believes he's superior to most, and svcks up to those who he views as superior to him. He's most happy when he's destroying things with magic, which is quite often.
History: Elisyr has always been skilled in magic, ever since he was a child in Alinor, where his parents were priests. He practically grew up the Temple of Auri-El, and still worships Auri-El. Six years ago, he left home and never came back. He explored the tropical rainforests of Elsweyr, the ashlands of Morrowind, the treacherous swamps of Black Marsh, and the frozen wastes of Skyrim. He stayed away from Cyrodiil because of the Oblivion Crisis. After the Oblivion Crisis, he went to Cyrodiil, hoping to grab power while Cyrodiil was still in disarray. He heard of the particular chaos in the Arcane University and decided to join up. That was just a few weeks ago.
Motives/Agenda: Elisyr wants to be powerful, and will do everything he can to become as powerful as possible. But he doesn't really see that he has a chance of becoming archmage, so he figures his best bet is to svck up to whoever he thinks will be the archmage.
Spoiler
The Pompous Altmer Name - Aditte Rameau
six - Female
Age - 19
Race - Breton
Appearance - Her skin is sickly and pale from spending the vast majority of her time inside. Her hair and eyes are brown. Her hair goes down to her shoulders, and looks like it isn't brushed as often as it should be. She's a little more thin then is probably healthy, mostly due to a habit of forgetting to eat whenever she's working (which is most of the time). She mainly wears simple, blue or green robes, with little to no adornment. She's pretty in a plain, dull kind of way. If she actually cared, she might be somewhat attractive.
Magical Major - Alteration. Her style of spellcasting is intricate and precise, relying less on raw power and more complex, carefully woven spells.
Strength Major - None to speak of.
Stealth Major - Enchanting (I'm assuming that's okay if Alchemy is?).
Rank - Apprentice
Personality - Aditte has little patience for socialization, politics, or really anything that isn't magic. As such, she's at something of a loss in most social situations. She is tremendously nervous around others, and masks her nervousness by acting as stoically and coldly as possible. She is not, however, a genuinely unemotional person; it's just that her emotions are largely taken up with despair about failed enchantments and passion for obscure rules regarding Burden spells, rather then romance or tragic deaths or whatever it is everybody is always raving about.
History - Like her, Aditte's parents were obsessed with magic. Her father was famous Conjurer, and her mother was the Court Wizard in Wayrest.
Her parents spent almost all of their time locked up in their rooms, working day in and day out. Naturally, she assumed that their work must have been of some heroic, world-changing importance. Many of her childhood daydreams consisted of imagining her parents fighting Daedra or saving the Emperor's life; if she were a more introspective person, she might have realized that the reason she thought her parents were always doing such important things was to justify that they never spent time with her.
From a young age she showed a talent for magic, and quickly gravitated towards Alteration and Enchanting. Her parents quickly noticed that their daughter didn't want to become something useless like a smith or a fishmonger (these being the only two common professions they could think of at the time), but instead wanted to follow in their footsteps as a mage.
They hired her a number of tutors in magic, and she immersed herself in study of the rules and mechanics of spellcasting and the history of magic. Whatever she had thought about as a little girl was quickly replaced by magic, and only magic.
She has only been in the Arcane University for a few days, but already its begun to seem like some kind of utopia to her. Since her arrival, she hasn't set foot in the city itself once. All of her time has been devoted to studying and practicing magic. Her only real issue with the college is that so many of the other mages seem to be wrapped up in politics. After all, what does it matter who the next Archmage is if she can't get her work done?
six - Female
Age - 19
Race - Breton
Appearance - Her skin is sickly and pale from spending the vast majority of her time inside. Her hair and eyes are brown. Her hair goes down to her shoulders, and looks like it isn't brushed as often as it should be. She's a little more thin then is probably healthy, mostly due to a habit of forgetting to eat whenever she's working (which is most of the time). She mainly wears simple, blue or green robes, with little to no adornment. She's pretty in a plain, dull kind of way. If she actually cared, she might be somewhat attractive.
Magical Major - Alteration. Her style of spellcasting is intricate and precise, relying less on raw power and more complex, carefully woven spells.
Strength Major - None to speak of.
Stealth Major - Enchanting (I'm assuming that's okay if Alchemy is?).
Rank - Apprentice
Personality - Aditte has little patience for socialization, politics, or really anything that isn't magic. As such, she's at something of a loss in most social situations. She is tremendously nervous around others, and masks her nervousness by acting as stoically and coldly as possible. She is not, however, a genuinely unemotional person; it's just that her emotions are largely taken up with despair about failed enchantments and passion for obscure rules regarding Burden spells, rather then romance or tragic deaths or whatever it is everybody is always raving about.
History - Like her, Aditte's parents were obsessed with magic. Her father was famous Conjurer, and her mother was the Court Wizard in Wayrest.
Her parents spent almost all of their time locked up in their rooms, working day in and day out. Naturally, she assumed that their work must have been of some heroic, world-changing importance. Many of her childhood daydreams consisted of imagining her parents fighting Daedra or saving the Emperor's life; if she were a more introspective person, she might have realized that the reason she thought her parents were always doing such important things was to justify that they never spent time with her.
From a young age she showed a talent for magic, and quickly gravitated towards Alteration and Enchanting. Her parents quickly noticed that their daughter didn't want to become something useless like a smith or a fishmonger (these being the only two common professions they could think of at the time), but instead wanted to follow in their footsteps as a mage.
They hired her a number of tutors in magic, and she immersed herself in study of the rules and mechanics of spellcasting and the history of magic. Whatever she had thought about as a little girl was quickly replaced by magic, and only magic.
She has only been in the Arcane University for a few days, but already its begun to seem like some kind of utopia to her. Since her arrival, she hasn't set foot in the city itself once. All of her time has been devoted to studying and practicing magic. Her only real issue with the college is that so many of the other mages seem to be wrapped up in politics. After all, what does it matter who the next Archmage is if she can't get her work done?
Spoiler
SolitudianName: Voranil Direnni
Gender: Male
Race: Altmer (High Elf)
Age: 657 (Appears to be in his 30s)
Date of Birth: 2E 673
Appearance: Voranil is tall, as all Altmer are, standing at about 6 feet and 7 inches tall. Voranil is actually pretty built for High Elf, he has a medium build. He has the facial features one would come to expect in a High Elf: Pronounced cheekbones, high, angular jawline, narrow chin, high elegant brow line, almond shaped eyes and delicate nose. His eye color is a very deep green and his hair is a light golden color and is oiled back and given some volume. His skin is a medium goldish color.
Magical Major: Alteration (Master level)
Strength Major: Long Blade (http://images1.wikia.nocookie.net/__cb20120612182043/elderscrolls/images/b/b7/Oblivion_SilverLongsword.png)
Stealth Major: Speech
Rank: Master-Wizard
Personality: Voranil is very wise. He used to council the previous Arch-Mage on matters concerning the guild and its properties. For a High Elf, he is not as arrogant as one would come to expect from his people. He is also calm in arguments and uses wit to outsmart them. Being a Direnni, he thinks of himself very highly when it comes to his lineage.
Clothing/Apparel: When in the University he wears hishttp://fc05.deviantart.net/fs71/f/2010/089/3/4/3415b3b212a5a9873f8c5e4b29a2419d.png. Out of the University when he is on assignments or leading a group of battlemages he wears his http://tes.ag.ru/oblivion/armor/img/steel_armor.gif; minus the helmet and add a hood instead.
History: Voranil was born in High Rock in the year 2E 673, during the Imperial Interregnum. During the first 70 years of his life he grew in Dirreni high culture and privilege. He learned magic from the finest mage and scholars in Tamriel, he learned combat from the best and most experienced warriors and learned the ways of politics from his father.
When he turned 70 (which is still young for a Altmer, especially one from the Dirreni clan), Voranil, decided to adventure around Tamriel in attempts to learn the different cultures that were present. Through his journeys he met important people such the King of Alinor, who granted him leniency to stay in Summerset Isles Voranil so choosed. He also met the Mane of Eslweyr.
When Voranil turned 368, he decided to join the Mages Guild. Through the years he rose through the ranks and eventually became a Wizard and also leads a group of Battlemages on important extraction and elimination missions against foul Necromancers, undead, and rogue Mages.
After the Arch-Mage disappeared, Voranil started to compete with other Mages for the title of Arch-Mage.
Gender: Male
Race: Altmer (High Elf)
Age: 657 (Appears to be in his 30s)
Date of Birth: 2E 673
Appearance: Voranil is tall, as all Altmer are, standing at about 6 feet and 7 inches tall. Voranil is actually pretty built for High Elf, he has a medium build. He has the facial features one would come to expect in a High Elf: Pronounced cheekbones, high, angular jawline, narrow chin, high elegant brow line, almond shaped eyes and delicate nose. His eye color is a very deep green and his hair is a light golden color and is oiled back and given some volume. His skin is a medium goldish color.
Magical Major: Alteration (Master level)
Strength Major: Long Blade (http://images1.wikia.nocookie.net/__cb20120612182043/elderscrolls/images/b/b7/Oblivion_SilverLongsword.png)
Stealth Major: Speech
Rank: Master-Wizard
Personality: Voranil is very wise. He used to council the previous Arch-Mage on matters concerning the guild and its properties. For a High Elf, he is not as arrogant as one would come to expect from his people. He is also calm in arguments and uses wit to outsmart them. Being a Direnni, he thinks of himself very highly when it comes to his lineage.
Clothing/Apparel: When in the University he wears hishttp://fc05.deviantart.net/fs71/f/2010/089/3/4/3415b3b212a5a9873f8c5e4b29a2419d.png. Out of the University when he is on assignments or leading a group of battlemages he wears his http://tes.ag.ru/oblivion/armor/img/steel_armor.gif; minus the helmet and add a hood instead.
History: Voranil was born in High Rock in the year 2E 673, during the Imperial Interregnum. During the first 70 years of his life he grew in Dirreni high culture and privilege. He learned magic from the finest mage and scholars in Tamriel, he learned combat from the best and most experienced warriors and learned the ways of politics from his father.
When he turned 70 (which is still young for a Altmer, especially one from the Dirreni clan), Voranil, decided to adventure around Tamriel in attempts to learn the different cultures that were present. Through his journeys he met important people such the King of Alinor, who granted him leniency to stay in Summerset Isles Voranil so choosed. He also met the Mane of Eslweyr.
When Voranil turned 368, he decided to join the Mages Guild. Through the years he rose through the ranks and eventually became a Wizard and also leads a group of Battlemages on important extraction and elimination missions against foul Necromancers, undead, and rogue Mages.
After the Arch-Mage disappeared, Voranil started to compete with other Mages for the title of Arch-Mage.
Spoiler
thekettleisonName: Valin of Arenthia. Surnames are highly uncommon in Valenwood, and many Bosmer (like their Altmeri cousins) prefer to adopt the name of their native city.
six: Male
Age: 33 years
Race: Bosmer
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc):
Height: 5'4"
Build: very slim, with neither much fat nor much muscle.
Eye colour: Blue, with traces of emerald green creeping in around his pupils.
Hair: dark brown, pulled back into a short ponytail which extends halfway down his neck.
Clothing: He usually wears his robes - the standard Guild blue, with a black trimming along the hem, around the sleeves and around the hood. His sleeves hang down from his arms slightly, and his robes drag across the floor a little - obvious indicators that they were designed for someone a bit larger. He almost never wears his hood, instead preferring to leave it resting on his shoulders. His enchanted silver sapphire amulet is hidden beneath his robes, and he almost always wears his satchel containing soul gems, an empty potion vial and a mortar and pestle.
Magical Major (only one allowed): Conjuration. While the stereotypical Bosmer has an affinity with nature and the magical manipulation of the earth, Valin prefers to study the conjuring of servants and mortal control over Oblivion. He's adept at summoning lesser Daedra and undead, and his work often involves summoning rituals in attempts to prolong the length of time a summon may remain on Nirn. He also has a keen interest in necromancy, although this only developed following Traven's death and the end of the King of Worms.
Strength Major (only one allowed): athletics. Running around forests in his youth led to Valin's continued love of running. He finds nothing more relaxing than a jog around the City Isle, although his work often keeps him far too busy for this.
Stealth Major (only one allowed): alchemy. He has a special interest in the use of ingredients from Oblivion, which flooded the shops of the Imperial City during the Oblivion Crisis. Adventurers who dared to enter the Oblivion Gates - including the legendary Champion of Cyrodiil - often returned with as many plant specimens as they could carry, and made a small fortune from mages such as Valin.
Rank: Conjurer. He was afforded this rank when his interest in Conjuration was brought to the attention of the Council of Mages, which allowed him to work more closely with other scholars of Conjuration.
Personality: Valin was always something of an introvert, preferring solitude to the company of others. In his youth, the forests of Valenwood became his refuge, allowing him to escape his extensive family. He can't be defined as 'naughty or nice', but rather as self-absorbed. His relationships are almost purely professional, and the few friends he has he doesn't see regularly. Having dealt with many a Daedra, he's become quite bossy - after all, the first rule of Conjuration is to show the summon who's boss. As such, he's less likely to politely ask for what he needs as he is to demand them. He doesn't mean to be rude, but he comes across as such anyway.
History: Valin was born into a family of seven - his two parents (his father a hunter and his mother a healer), three sisters and his brother. His earliest memories are of bickering with his siblings over just about everything, and of his parents arguing just as much. This is what drove Valin way from his home, and into the vast forests surrounding the city. Each time he retreated to the forests, he explored deeper and deeper, challenging himself to push the boundaries just a little each time. He often stumbled across caves, often small and abandoned or full of animals easily tamed with a simple illusion spell his mother had taught him.
On one particular occasion, however, a cave contained the remnants of a summoning circle - candles, scrolls and a scrap of paper with a smudged chant. Valin, having studied the very basics of Conjuration with his mother, carefully surveyed the materials. Over the course of several months he researched into summoning circles as much as he could, eventually summoning a weak scamp to the Mundus. Thus his love of conjuring was born.
At the age of twenty he left the family home for good and headed across the border to Cyrodiil, just a stone's throw from Arenthia. Naturally, he'd heard of the Arcane University, a haven of magic set beside the fabled Imperial City. He settled in the Imperial City, working as an assistant at one of the various alchemy stores, and eventually earned himself enough money for some magical supplies and enrolment in the Arcane University in 3E 425.
His apprenticeship ended in 3E 430, with the Council of Mages granting him the rank of Conjurer due to his clear interest and skill in the school of Conjuration. He was given a small room in which to conduct his experiments, and his Conjurer's Robes to signify his rank. A year later, Traven took over as Arch-Mage, imposing severe restrictions on Conjuration, a school he considered dangerously entangled with necromancy. Despite the restrictions, Valin continued his work, furthering his knowledge of summoning and continuing his particular interest in Summoning Circles.
Motives/Agenda: unlike many, Valin has no interest becoming Arch-Mage. He instead wishes to take advantage of the current situation and install himself on the Council of Mages, lifting the lingering restrictions on necromancy and Conjuration and allowing the free use of these tools. He may not like the idea of sitting in a room with the other Council members, but he realises that this is a sacrifice he must make in order to further his own knowledge. After all, the dead are, well, dead - why do they need their bodies? Surely they'd be better used as the tools of mages? Valin sees a big chance to expand necromancy, and tether it to his beloved Conjuration.
six: Male
Age: 33 years
Race: Bosmer
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc):
Height: 5'4"
Build: very slim, with neither much fat nor much muscle.
Eye colour: Blue, with traces of emerald green creeping in around his pupils.
Hair: dark brown, pulled back into a short ponytail which extends halfway down his neck.
Clothing: He usually wears his robes - the standard Guild blue, with a black trimming along the hem, around the sleeves and around the hood. His sleeves hang down from his arms slightly, and his robes drag across the floor a little - obvious indicators that they were designed for someone a bit larger. He almost never wears his hood, instead preferring to leave it resting on his shoulders. His enchanted silver sapphire amulet is hidden beneath his robes, and he almost always wears his satchel containing soul gems, an empty potion vial and a mortar and pestle.
Magical Major (only one allowed): Conjuration. While the stereotypical Bosmer has an affinity with nature and the magical manipulation of the earth, Valin prefers to study the conjuring of servants and mortal control over Oblivion. He's adept at summoning lesser Daedra and undead, and his work often involves summoning rituals in attempts to prolong the length of time a summon may remain on Nirn. He also has a keen interest in necromancy, although this only developed following Traven's death and the end of the King of Worms.
Strength Major (only one allowed): athletics. Running around forests in his youth led to Valin's continued love of running. He finds nothing more relaxing than a jog around the City Isle, although his work often keeps him far too busy for this.
Stealth Major (only one allowed): alchemy. He has a special interest in the use of ingredients from Oblivion, which flooded the shops of the Imperial City during the Oblivion Crisis. Adventurers who dared to enter the Oblivion Gates - including the legendary Champion of Cyrodiil - often returned with as many plant specimens as they could carry, and made a small fortune from mages such as Valin.
Rank: Conjurer. He was afforded this rank when his interest in Conjuration was brought to the attention of the Council of Mages, which allowed him to work more closely with other scholars of Conjuration.
Personality: Valin was always something of an introvert, preferring solitude to the company of others. In his youth, the forests of Valenwood became his refuge, allowing him to escape his extensive family. He can't be defined as 'naughty or nice', but rather as self-absorbed. His relationships are almost purely professional, and the few friends he has he doesn't see regularly. Having dealt with many a Daedra, he's become quite bossy - after all, the first rule of Conjuration is to show the summon who's boss. As such, he's less likely to politely ask for what he needs as he is to demand them. He doesn't mean to be rude, but he comes across as such anyway.
History: Valin was born into a family of seven - his two parents (his father a hunter and his mother a healer), three sisters and his brother. His earliest memories are of bickering with his siblings over just about everything, and of his parents arguing just as much. This is what drove Valin way from his home, and into the vast forests surrounding the city. Each time he retreated to the forests, he explored deeper and deeper, challenging himself to push the boundaries just a little each time. He often stumbled across caves, often small and abandoned or full of animals easily tamed with a simple illusion spell his mother had taught him.
On one particular occasion, however, a cave contained the remnants of a summoning circle - candles, scrolls and a scrap of paper with a smudged chant. Valin, having studied the very basics of Conjuration with his mother, carefully surveyed the materials. Over the course of several months he researched into summoning circles as much as he could, eventually summoning a weak scamp to the Mundus. Thus his love of conjuring was born.
At the age of twenty he left the family home for good and headed across the border to Cyrodiil, just a stone's throw from Arenthia. Naturally, he'd heard of the Arcane University, a haven of magic set beside the fabled Imperial City. He settled in the Imperial City, working as an assistant at one of the various alchemy stores, and eventually earned himself enough money for some magical supplies and enrolment in the Arcane University in 3E 425.
His apprenticeship ended in 3E 430, with the Council of Mages granting him the rank of Conjurer due to his clear interest and skill in the school of Conjuration. He was given a small room in which to conduct his experiments, and his Conjurer's Robes to signify his rank. A year later, Traven took over as Arch-Mage, imposing severe restrictions on Conjuration, a school he considered dangerously entangled with necromancy. Despite the restrictions, Valin continued his work, furthering his knowledge of summoning and continuing his particular interest in Summoning Circles.
Motives/Agenda: unlike many, Valin has no interest becoming Arch-Mage. He instead wishes to take advantage of the current situation and install himself on the Council of Mages, lifting the lingering restrictions on necromancy and Conjuration and allowing the free use of these tools. He may not like the idea of sitting in a room with the other Council members, but he realises that this is a sacrifice he must make in order to further his own knowledge. After all, the dead are, well, dead - why do they need their bodies? Surely they'd be better used as the tools of mages? Valin sees a big chance to expand necromancy, and tether it to his beloved Conjuration.
Spoiler
lebiroName: Arsenius Valmia.
six: Male.
Age: Early 30s (unsure of his exact age).
Race: Imperial.
Appearance : Arsenius is a stocky, well built man with a hard, somewhat rounded face. His brow is quite thick and his face is set in an almost permanent scowl.
:clothing. Arsenius wears a black, thigh length robe with an intricate tribal pattern on both the front and back. He almost always wears a leather cuirass, with an image of two boars heads back to back across the chest with set of leather bracers on his arms. On his lower body he wears purple linen trousers and sturdy brown leather boots. He also wears a brown leather hood and several belts with his weapons and pouches hanging from them.
:height. 5' 10
:weight. 250lbs
:eye color. Hazel.
:hair color/style. Arsenius has thick, black hair that he wears cropped close to his scalp. He also has stubbly cheeks and a black goatee.
Magical Major: Destruction. (Predominately fire based spells)
Strength Major: Blunt weapons. (Arsenius is the epitomy of a Battle Mage and wears his weapons at all times. These are his staff (which he weilds as a two handed weapon as well as using it as a means to focus his magical energies.) and a mace and short axe that hang from belts slung across his shoulders under his left and right arms respectively.
Stealth Major: Illusion. (While he frowns on the use of spells that would allow one to sneak around, Arsenius uses illusion magic to affect the perception of his enemies, having mastered spells such as Calm and Frenzy.)
Rank: Warlock (Battle Mage)
Personality: A brooding, sullen man at most times. Arsenius can be quick to anger if he feels he isn't being shown due respect. He respects strength (of arms and magical abilities), but enjoys putting such strength to the test in duels, both for sport and honour.
History: Washed up on the shores of Morrowind at a young age, Arsenius was found and raised by a Dunmer tribe of Ashlanders. He remembers little of his life before the tribe other than his name. The usually harsh, nomadic life of the tribes was only made worse by the devastation wrought by the eruption of Red Mountain. Due to this rough upbringing, Arsenius is a man used to physical hardships. And since most of the tribe saw him as an outsider he is used to being a man of few friends who is shunned by his peers, this has led to him finding it hard to trust or forge friendships.
He discovered his magical talents in his teens. During an honour challenge his hand began to burn and he hurled his first fireball at his opponent, one of the elder's sons, immolating the boy and causing him to be cast out of the tribe into exile. He joined the Mages Guild and spent several years in Balmora, learning to control and eventually master his talents, though he found it difficult to let go of his tribal past and adjust to civilized life. His superiors felt that living amongst more cultured types in the Imperial city would help to settle his wild streak and have recently had him transferred to the Arcane University.
Motives/Agenda: Though he has no designs on being Arch Mage himself, Arsenius will most likely lend his support to whoever he feels is the strongest claimant.
six: Male.
Age: Early 30s (unsure of his exact age).
Race: Imperial.
Appearance : Arsenius is a stocky, well built man with a hard, somewhat rounded face. His brow is quite thick and his face is set in an almost permanent scowl.
:clothing. Arsenius wears a black, thigh length robe with an intricate tribal pattern on both the front and back. He almost always wears a leather cuirass, with an image of two boars heads back to back across the chest with set of leather bracers on his arms. On his lower body he wears purple linen trousers and sturdy brown leather boots. He also wears a brown leather hood and several belts with his weapons and pouches hanging from them.
:height. 5' 10
:weight. 250lbs
:eye color. Hazel.
:hair color/style. Arsenius has thick, black hair that he wears cropped close to his scalp. He also has stubbly cheeks and a black goatee.
Magical Major: Destruction. (Predominately fire based spells)
Strength Major: Blunt weapons. (Arsenius is the epitomy of a Battle Mage and wears his weapons at all times. These are his staff (which he weilds as a two handed weapon as well as using it as a means to focus his magical energies.) and a mace and short axe that hang from belts slung across his shoulders under his left and right arms respectively.
Stealth Major: Illusion. (While he frowns on the use of spells that would allow one to sneak around, Arsenius uses illusion magic to affect the perception of his enemies, having mastered spells such as Calm and Frenzy.)
Rank: Warlock (Battle Mage)
Personality: A brooding, sullen man at most times. Arsenius can be quick to anger if he feels he isn't being shown due respect. He respects strength (of arms and magical abilities), but enjoys putting such strength to the test in duels, both for sport and honour.
History: Washed up on the shores of Morrowind at a young age, Arsenius was found and raised by a Dunmer tribe of Ashlanders. He remembers little of his life before the tribe other than his name. The usually harsh, nomadic life of the tribes was only made worse by the devastation wrought by the eruption of Red Mountain. Due to this rough upbringing, Arsenius is a man used to physical hardships. And since most of the tribe saw him as an outsider he is used to being a man of few friends who is shunned by his peers, this has led to him finding it hard to trust or forge friendships.
He discovered his magical talents in his teens. During an honour challenge his hand began to burn and he hurled his first fireball at his opponent, one of the elder's sons, immolating the boy and causing him to be cast out of the tribe into exile. He joined the Mages Guild and spent several years in Balmora, learning to control and eventually master his talents, though he found it difficult to let go of his tribal past and adjust to civilized life. His superiors felt that living amongst more cultured types in the Imperial city would help to settle his wild streak and have recently had him transferred to the Arcane University.
Motives/Agenda: Though he has no designs on being Arch Mage himself, Arsenius will most likely lend his support to whoever he feels is the strongest claimant.
Spoiler
Queen of Giant RatsName: Karich Invel
six: Male
Age: 32
Race: Imperial
Appearance: Karich has a reasonably imposing Colovian build, standing at around 5’11 and heavyset, with, a broad jaw and slightly crooked nose. His eyes are a pale, watery blue with the slightest hint of crookedness, and his hair is a slick mane of almost colourless platinum blond, swept back from his face and then allowed to hang freely down to his neck.
He typically wears plain blue knee-length robes (think Snape’s coat/robe combo…) over loose black leggings with a pair of fine leather boots. At times he will don a hooded black cloak. At all times Karich carries a finely-forged Colovian gladius on a simple leather sword belt, and he typically carries a black satchel filled with assorted notes, potions, books and the like. On formal occasions, he often wears a Colovian leather briastplate over his robes.
Magical Major: Mysticism
Strength Major: Blade
Stealth Major: Sneak
Rank: Warlock
Personality: Karich Invel is a quiet man, the “strong silent type” perhaps. His naturally commanding form seems to fade into the background in most social situations, only to emerge when he wants to put a point across. He almost never raises his voice, but has a deep, commanding voice that sounds authoritative even in a whisper.
He is quite an effective debater, assuming his opponent does not steamroll him with charisma or sheer force of personality, and has a powerful command of logic and theory. If he can’t get what he wants this way, he has no qualms about calling in favours to get it for him, or even going as far as to blackmail, cheat and steal. He doesn’t see this as an inherently immoral action, rather a necessary aspect of life among mages, all to the general benefit as long as it helps his work.
History: Born the younger son of a minor Colovian nobleman, Karich was destined for the gentry. As he approached his teens, however, he began to experience visions and even predicting insignificant events. Had he been born in the East, this latent magical talent might have propelled him upwards, rather than downwards, but the Invels were at a loss as to how to deal with their son’s abilities. Eventually, they sent him to the local Mages’ Guildhall, from whence he was quickly transferred to Leyawiin, where the Guildhall was more equipped to train the budding mystic.
His visions were nowhere near as intense or overpowering as those of Dagail, the head of the Leyawiin Guild, but her somewhat addled tutelage and the help of the other mages were sufficient to develop them to the point where they could be reasonably well-focused and occasionally useful. Of course, his training went beyond this, and he displayed a considerable aptitude for mysticism magic, and reasonably quickly, he proved himself suitable for University study.
The nobleman’s son adapted quickly to life at the Arcane University, his natural perception and early training in politics and diplomacy preparing him well for the unspoken rules of engagement that ran always in the background. Resisting, unlike some, the temptation to be entirely swept up in this cutthroat underworld, but having the good sense not to ignore it, Karich has successfully divided his attention between his studies in mysticism and his talents of intrigue.
Motives/Agenda: Karich has no desire for the position of Archmage, or for any position much above his own; from Wizard upwards one seems to be drawn into the limelight all too often. Instead, he hopes to remain, as he always has, in the background, and make use of the current instability to ensure that the next Archmage an ally, allowing him to exert pressure or call favours as an éminence grise at the highest level.
He does have a genuine concern for magical study, and his politicking is never more than an intellectual pursuit or a means of getting his way to research grants, facilities, assistants and other resources. It is to this end that he hopes to use his powerful allies more than for any other.
six: Male
Age: 32
Race: Imperial
Appearance: Karich has a reasonably imposing Colovian build, standing at around 5’11 and heavyset, with, a broad jaw and slightly crooked nose. His eyes are a pale, watery blue with the slightest hint of crookedness, and his hair is a slick mane of almost colourless platinum blond, swept back from his face and then allowed to hang freely down to his neck.
He typically wears plain blue knee-length robes (think Snape’s coat/robe combo…) over loose black leggings with a pair of fine leather boots. At times he will don a hooded black cloak. At all times Karich carries a finely-forged Colovian gladius on a simple leather sword belt, and he typically carries a black satchel filled with assorted notes, potions, books and the like. On formal occasions, he often wears a Colovian leather briastplate over his robes.
Magical Major: Mysticism
Strength Major: Blade
Stealth Major: Sneak
Rank: Warlock
Personality: Karich Invel is a quiet man, the “strong silent type” perhaps. His naturally commanding form seems to fade into the background in most social situations, only to emerge when he wants to put a point across. He almost never raises his voice, but has a deep, commanding voice that sounds authoritative even in a whisper.
He is quite an effective debater, assuming his opponent does not steamroll him with charisma or sheer force of personality, and has a powerful command of logic and theory. If he can’t get what he wants this way, he has no qualms about calling in favours to get it for him, or even going as far as to blackmail, cheat and steal. He doesn’t see this as an inherently immoral action, rather a necessary aspect of life among mages, all to the general benefit as long as it helps his work.
History: Born the younger son of a minor Colovian nobleman, Karich was destined for the gentry. As he approached his teens, however, he began to experience visions and even predicting insignificant events. Had he been born in the East, this latent magical talent might have propelled him upwards, rather than downwards, but the Invels were at a loss as to how to deal with their son’s abilities. Eventually, they sent him to the local Mages’ Guildhall, from whence he was quickly transferred to Leyawiin, where the Guildhall was more equipped to train the budding mystic.
His visions were nowhere near as intense or overpowering as those of Dagail, the head of the Leyawiin Guild, but her somewhat addled tutelage and the help of the other mages were sufficient to develop them to the point where they could be reasonably well-focused and occasionally useful. Of course, his training went beyond this, and he displayed a considerable aptitude for mysticism magic, and reasonably quickly, he proved himself suitable for University study.
The nobleman’s son adapted quickly to life at the Arcane University, his natural perception and early training in politics and diplomacy preparing him well for the unspoken rules of engagement that ran always in the background. Resisting, unlike some, the temptation to be entirely swept up in this cutthroat underworld, but having the good sense not to ignore it, Karich has successfully divided his attention between his studies in mysticism and his talents of intrigue.
Motives/Agenda: Karich has no desire for the position of Archmage, or for any position much above his own; from Wizard upwards one seems to be drawn into the limelight all too often. Instead, he hopes to remain, as he always has, in the background, and make use of the current instability to ensure that the next Archmage an ally, allowing him to exert pressure or call favours as an éminence grise at the highest level.
He does have a genuine concern for magical study, and his politicking is never more than an intellectual pursuit or a means of getting his way to research grants, facilities, assistants and other resources. It is to this end that he hopes to use his powerful allies more than for any other.
Spoiler
bosmight342Name: Lyra Stintave
six: Female
Age: 19
Race: Imperial
Appearance
Height: 5’7”
Weight: 57Kg
General Appearance: Lyra’s build is probably best described as ‘stink insect’. While she does have some muscle on her limbs it is pretty much invisible. Her skin is very pale, to the point of her looking ill most of the time, but she does have a large number of freckles on her nose and across her cheekbones as well as a pink scar that curves from the edge of her lips to her left cheek. She has one grey eye and one blue, but unless you are very near they look to be the same colour. Her hair is ginger and normally done up in a plait but when it is loose it is naturally curly and goes down to the middle of her back.
Clothing: Lyra wears a white monk’s robe and brown leather boots. She carries a steel mace in a leather holster belt across her back.
Magical Major: Restoration
Strength Major: Blunt
Stealth Major: Sneak
Rank: Journeyman
Personality: Lyra can be a bit shy when she first meets people, but soon becomes happy to talk to them. However, she is quite socially awkward, and has a tendency to put her foot in it. While she’s quite confident with healing, in battles which require her to attack people she can be a bit more nervous. Along with being very good at ‘blending in’ (either with people or shadows) she has a slightly increased hearing range compared to most people, and therefore sometimes overhears things she is not meant to, but often doesn’t realise she shouldn’t have heard it.
History: Lyra was born in Pell’s Gate, a small village south of the Imperial City. Her parents were farmers who had moved from the city when they were young, and were some of the few, who despite having no farming blood, managed to make a decent amount of money out of it. While she showed a slight ability in restoration during her school years, due to the limited magic supplies available in a small village she wasn’t able to do much about it, until she left school at 14. A family friend, who lived in Anvil agreed to take her in, so she could study at the Mage’s Guild there.
A few miles away from Anvil the cart she was traveling on was attacked by Necromancers, who had turned to robbery for money. While she managed to hide in a tree before they captured her, the man driving the cart was captured. He refused to tell them where she was hiding (as he himself didn’t know) so once he was dead and the necromancers had stripped him of anything valuable their leader re-animated his body and made it slit its own throat.
When she reached Anvil, as well as studying magic, Lyra also decided to learn how to use a weapon, so that if she was attacked again, she would have an option other than to hide. When she reached Apprentice rank she applied to be transferred to the Arcane University and was accepted.
Motives/Agenda: While Lyra isn’t really interested in power for herself, she wants the ban on Necromancy to be upheld.
six: Female
Age: 19
Race: Imperial
Appearance
Height: 5’7”
Weight: 57Kg
General Appearance: Lyra’s build is probably best described as ‘stink insect’. While she does have some muscle on her limbs it is pretty much invisible. Her skin is very pale, to the point of her looking ill most of the time, but she does have a large number of freckles on her nose and across her cheekbones as well as a pink scar that curves from the edge of her lips to her left cheek. She has one grey eye and one blue, but unless you are very near they look to be the same colour. Her hair is ginger and normally done up in a plait but when it is loose it is naturally curly and goes down to the middle of her back.
Clothing: Lyra wears a white monk’s robe and brown leather boots. She carries a steel mace in a leather holster belt across her back.
Magical Major: Restoration
Strength Major: Blunt
Stealth Major: Sneak
Rank: Journeyman
Personality: Lyra can be a bit shy when she first meets people, but soon becomes happy to talk to them. However, she is quite socially awkward, and has a tendency to put her foot in it. While she’s quite confident with healing, in battles which require her to attack people she can be a bit more nervous. Along with being very good at ‘blending in’ (either with people or shadows) she has a slightly increased hearing range compared to most people, and therefore sometimes overhears things she is not meant to, but often doesn’t realise she shouldn’t have heard it.
History: Lyra was born in Pell’s Gate, a small village south of the Imperial City. Her parents were farmers who had moved from the city when they were young, and were some of the few, who despite having no farming blood, managed to make a decent amount of money out of it. While she showed a slight ability in restoration during her school years, due to the limited magic supplies available in a small village she wasn’t able to do much about it, until she left school at 14. A family friend, who lived in Anvil agreed to take her in, so she could study at the Mage’s Guild there.
A few miles away from Anvil the cart she was traveling on was attacked by Necromancers, who had turned to robbery for money. While she managed to hide in a tree before they captured her, the man driving the cart was captured. He refused to tell them where she was hiding (as he himself didn’t know) so once he was dead and the necromancers had stripped him of anything valuable their leader re-animated his body and made it slit its own throat.
When she reached Anvil, as well as studying magic, Lyra also decided to learn how to use a weapon, so that if she was attacked again, she would have an option other than to hide. When she reached Apprentice rank she applied to be transferred to the Arcane University and was accepted.
Motives/Agenda: While Lyra isn’t really interested in power for herself, she wants the ban on Necromancy to be upheld.
Spoiler
Name: Lucina Aurelia
six: Female
Age: 26
Race: Imperial
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc): http://www.google.com/imgres?um=1&hl=en&client=firefox-a&sa=N&tbo=d&rls=org.mozilla:en-US:official&biw=1366&bih=596&tbm=isch&tbnid=WusGO2UTu3eDtM:&imgrefurl=http://www.comicvine.com/satele-shan/29-72030/&docid=oFR__h8NAXTA0M&imgurl=http://media.comicvine.com/uploads/6/66907/1294049-satele_shan_large.jpg&w=300&h=563&ei=cZ0FUcz-FurCigL4_YCQDQ&zoom=1&iact=hc&vpx=1161&vpy=106&dur=486&hovh=308&hovw=164&tx=155&ty=138&sig=118112674855901426805&page=1&tbnh=139&tbnw=94&start=0&ndsp=24&ved=1t:429,r:7,s:0,i:119. 5’3. http://static.skyrim.nexusmods.com/images/2102930-1327552363.jpg. Weight 125. Aurelia Famiy Necklace.
Magical Major (only one allowed): Conjuration
Strength Major (only one allowed): Blades
Stealth Major (only one allowed): Alchemy
Rank: Magician
Personality: Snobbish, Arrogant and greedy with her powers and skills. She is also manipulative but beneath the fa?ade she hides, you see a reserved and quiet woman.
History: Lucina was born in Cyrodil with one brother. Her parents were Mages of the guild in Cyrodil and inherited their skills. At young age she showed talent for Magic. He parent taught her all the fields of Magic but they wanted to let here decide her specialization. When she was 7, she resurrected a dead crow she found in the forest and brought back to life. She then gained an interest Conjuration and decided to pursue it as her Magic major.
When she decided to pursue Conjuration as her Magical major her mother taught here everything she knew about its arts. Yet her Mom and Dad practiced Necromancy. A secret only told to her revealed that their ancestors were part of the Order of Black Worms under Mannimarco. When Traven banned Necromancy from the Arcane University her parents were outraged and left to live out in the Aurelia Crypt they continued their work inside the family burial place.
Before the Oblivion Crisis her parents died and were left alone in a cave with her brother. She felt held back by them and now can pursue her work freely with no limitations.
Here, Lucina became a sociopath. She tried to absorb her parent’s energy and essence but failed but is still continuing and is also trying to resurrect former members of the family. She killed her brother in her sleep and resurrected him to be nothing but a guard for the cave to halt and kill any intruders. The intruders who tried to get into the cave where used in Lucina experiments and slowly she started to thirst for more power.
She then joined the Mages Guild like her parents but some were suspicious of her since her parents left and alluded they practiced Necromancy though her abilities showed she was a proven Mage and interned at the Chorrol Mages Guild. She then moved to the Imperial City and now lives in the Arcane University.
During the Oblivion Crisis she decided not get involved and just continued to hone her skills. No one knew that she practiced Necromancy because she kept hidden. She continued her work in the Aurelia Crypt and with the disappearance of the new Arch-Mage this seems he perfect time to seize power or ally someone with similar interest of making Necromancy legal.
six: Female
Age: 26
Race: Imperial
Appearance (including clothing, height, weight, eye color, hair color, hairstyle, etc): http://www.google.com/imgres?um=1&hl=en&client=firefox-a&sa=N&tbo=d&rls=org.mozilla:en-US:official&biw=1366&bih=596&tbm=isch&tbnid=WusGO2UTu3eDtM:&imgrefurl=http://www.comicvine.com/satele-shan/29-72030/&docid=oFR__h8NAXTA0M&imgurl=http://media.comicvine.com/uploads/6/66907/1294049-satele_shan_large.jpg&w=300&h=563&ei=cZ0FUcz-FurCigL4_YCQDQ&zoom=1&iact=hc&vpx=1161&vpy=106&dur=486&hovh=308&hovw=164&tx=155&ty=138&sig=118112674855901426805&page=1&tbnh=139&tbnw=94&start=0&ndsp=24&ved=1t:429,r:7,s:0,i:119. 5’3. http://static.skyrim.nexusmods.com/images/2102930-1327552363.jpg. Weight 125. Aurelia Famiy Necklace.
Magical Major (only one allowed): Conjuration
Strength Major (only one allowed): Blades
Stealth Major (only one allowed): Alchemy
Rank: Magician
Personality: Snobbish, Arrogant and greedy with her powers and skills. She is also manipulative but beneath the fa?ade she hides, you see a reserved and quiet woman.
History: Lucina was born in Cyrodil with one brother. Her parents were Mages of the guild in Cyrodil and inherited their skills. At young age she showed talent for Magic. He parent taught her all the fields of Magic but they wanted to let here decide her specialization. When she was 7, she resurrected a dead crow she found in the forest and brought back to life. She then gained an interest Conjuration and decided to pursue it as her Magic major.
When she decided to pursue Conjuration as her Magical major her mother taught here everything she knew about its arts. Yet her Mom and Dad practiced Necromancy. A secret only told to her revealed that their ancestors were part of the Order of Black Worms under Mannimarco. When Traven banned Necromancy from the Arcane University her parents were outraged and left to live out in the Aurelia Crypt they continued their work inside the family burial place.
Before the Oblivion Crisis her parents died and were left alone in a cave with her brother. She felt held back by them and now can pursue her work freely with no limitations.
Here, Lucina became a sociopath. She tried to absorb her parent’s energy and essence but failed but is still continuing and is also trying to resurrect former members of the family. She killed her brother in her sleep and resurrected him to be nothing but a guard for the cave to halt and kill any intruders. The intruders who tried to get into the cave where used in Lucina experiments and slowly she started to thirst for more power.
She then joined the Mages Guild like her parents but some were suspicious of her since her parents left and alluded they practiced Necromancy though her abilities showed she was a proven Mage and interned at the Chorrol Mages Guild. She then moved to the Imperial City and now lives in the Arcane University.
During the Oblivion Crisis she decided not get involved and just continued to hone her skills. No one knew that she practiced Necromancy because she kept hidden. She continued her work in the Aurelia Crypt and with the disappearance of the new Arch-Mage this seems he perfect time to seize power or ally someone with similar interest of making Necromancy legal.
Factions:
Travenists: Members of the guild who were in favor of the ban on necromancy and supported Traven in his actions. The missing Arch Mage had not made any changes to Traven's regime, and thus Travenists were content until the disappearance, when other voices began to speak up.
Progressivists: Members of the guild though not necessarily (open) necromancers, were against the ban on necromancy, however did not leave the guild, and wished to see Traven's work undone. They endured his rule and the rule of the Arch Mage that followed. Now with no Arch Mage, they have begun their campaign. The campaign to legalize necromancy within the guild, as well as explore other taboo arts.
Loyalists: Members of the mages guild whose primary purpose is to research, study, or teach magic. Their support lies with the guild, regardless of leader or agenda. Not a faction of members who actually strive for any particular purpose of their own. In fact, not a real faction at all, just the name given by other factions to members who keep to themselves and do as told. Most students, professors, researchers, etc. fall under this category whether they wish it or not. It is a label supplied by others. Some refer to Loyalists as "neutral" whereas other call them "sheep".
Neo-Travenists: A branch of the Travenists who rather than supporting electing a new member as Arch Mage wish to find the missing Arch Mage. Thought of as misguided by Travenists, and consiracy theorists by other members, these small faction thinks the old Mage was either killed or kidnapped. However some members are simply curious as to his whereabouts. This belief drives them to search for the truth as to what happened.
Elitists: A small, secret band of mages who feel no new admissions should be taken into the guild. All teaching activities should be stopped, and resources should be concentrated upon furthering magical discoveries among those most capable and worthy. They feel teaching new students who may or may not be gifted is a waste of time.
http://guidesmedia.ign.com/guides/702493/images/arcane.jpg in TES IV: Oblivion
Holy Assassin and thekettleison are your GMs. Any suggestions or complaints go to either of us. Credits for coining the RP title go to The Ascended Sleeper.
Let the games begin...
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