After the disappearance of Vivec, the power that holds the Ministry of Truth in place starts to diminish. A pair of Dunmer mages, Vuhon and Sul, among others, build the ingenium, a machine to hold the Ministry of Truth in place. During a fight between Sul and Vuhon over the soul of Sul's lover, the Ingenium explodes, catapulting them both into Oblivion. The Ministry of Truth crashes into Vivec City, creating a huge crater that immediately fills with water from the Inner Sea. The crater becomes known as the Scathing Bay. The impact of the Ministry of Truth also causes the eruption of the Red Mountain. This chain of events kills thousands and remembered as the Red Year.
In Second Seed, shortly after the cataclysmic eruption of Red Mountain, the crippled Morrowind is invaded by an army of Argonians urged on by the Hist. The nation of Morrowind colapses, and the survivors of the cataclysm and the war flee to the island of Solstheim. The Argonian invasion reaches at least as far north as Red Mountain. Once they hold the province, they make no effort to colonize or rule.
In Second Seed, shortly after the cataclysmic eruption of Red Mountain, the crippled Morrowind is invaded by an army of Argonians urged on by the Hist. The nation of Morrowind colapses, and the survivors of the cataclysm and the war flee to the island of Solstheim. The Argonian invasion reaches at least as far north as Red Mountain. Once they hold the province, they make no effort to colonize or rule.
This is what The Imperial Library has to say on the 6th Year of the 4th Era, other wise known as the Red Year. Its a year full of disaster and misery. Thousands upon thousands of lives are lost. First the Ministry of Truth falls unto the unsuspecting great city of Vivec with the force of its original speed. The impact destroys the entire city and the surrounding area. The Impact is felt around Tamerial and it is rumored that it caused the Great Collapse in Winterhold in the year of 122 of the 4th era. The same Impact caused the Red Mountain to erupt and claim even more lives.
Even after all this blight there is still more death. Months later, right when things start looking better for the Dark Elves, the Argonians march in, driven by the hist, and begin invading Morrowind. The combined efforts of the explosions and drug fueled Argonians destroy the Morrowind Nation. With no clear Empire to step in and no local form of Government to help organize a counter effort to the Argonians Army, the survivors of The Cataclysm are either slaughtered or driven off to Solstheim. This what marked the 6th Year of the 4th Era as the Red Year.
We start our story on the day of The Fall. Moments before the impact. Fate has placed you in Gnisis for reasons unknown to you, but thank the Gods you have been for you are one of the Survivors. You've been given a second chance to life. You, among other survivors, must band together if you have any hope of surviving.
Okay people, same rules that apply everywhere are in effect here.
So NO God characters,
No Character Control,
Romance needs to be kept at a PG-13 level, you guy(and girls) know whats expected of you.
ALSO I WILL MAKE THE FIRST POST TO GET THE BALL ROLLING
Please, Please, PLEASE PM me with your CS before you jump in. I will post them here and keep track of all of it.
Here is a http://i1208.photobucket.com/albums/cc372/dementedyeknom/vvardenfell-map-1.jpg of the area we are confined to.
The RED Circle Is the Death Zone, meaning all life in that radius of the impact died and severally damaged the landscape.
The BLACK Circle is the Impact Zone, meaning everything in that circle was completely and utterly destroyed.
The RED Lines are the paths that the lava flowed during the eruption.
Current Character Sheets:
Hi!
Spoiler
Name: Tharasn Dalvas
Age: 155 appears 58
Race: Dark Elf
Birthsign: The Lord
Class: Retired Mercenary
Skills: Tharasn has lived a full life, longer than most of the Mercenaries he knew. In his long life he has picked up a magnitude of useful skills. Such as orienteering, hunting, blade work, correct way to wield a blunt weapon, cooking, sailing, and horse ridding. Being a Dunmer he has the racial bonus of having a moderate concept of destruction magicka. Also being a seen as a leader during his Mercenary days he took up the task of learning Restoration so he could better look after his men.
General Appearance: Travelling has made his body hard. Constantly fighting has left scars across his body, only few visible to the eye. His most prominent injury would be the lack of a left ear. His crimson eyes appear to be pools of blood, reflecting what he has seen in his days. His hair, being of dark red almost black, has streaks of white running through it from age. His height is a common one found among Dark Elves, around 6'2. His cheekbones are set lower than most elves giving him the appearance of an Imperial. His jaw is sharp and eye brows low and furrowed, giving him the look of an angry man.
Clothing/Armour: Mithril has always been his first choice when it came to armor. He wears a hunters vest as well as tan linen pants when he is lounging about but when traveling he dawns his Mithril armor set. The armor is scarred almost as badly as Tharasn himself is. There are slight nicks on the edges of the arms due to arrows brushing past him. A deep scar runs down the helmet, directly above his right eye across to his left cheek. Just a reminder to keep distance from a Nord with an axe
Weapons: Tharasn is equipped with a small silver hand axe, and a steel saber that is equivalent to Tharasn's arm length.
Character Traits: He is a humble man, and a strong leader when he needs to be. Although he prefers to follow he will take control of a situation if the need arises. He isnt intelligent in the way a scholar is but when it comes to common sense, bartering, and tactics in the heat of battle he is held in high regard. He also has a way with words, Tharasn could motivate a crowd into action easily.
Biography/History: Tharasn, born and raised in Balmora, having lived a long full live retired from his hard days as a Mercenary and settled down with his Wife and Son in Gnisis. His family had taken a trip to Balmora to visit his Wife's Brother, leaving him behind to watch the house, when the Impact happened leaving him with nothing but his past ghosts to spend the rest of his days with.
Age: 155 appears 58
Race: Dark Elf
Birthsign: The Lord
Class: Retired Mercenary
Skills: Tharasn has lived a full life, longer than most of the Mercenaries he knew. In his long life he has picked up a magnitude of useful skills. Such as orienteering, hunting, blade work, correct way to wield a blunt weapon, cooking, sailing, and horse ridding. Being a Dunmer he has the racial bonus of having a moderate concept of destruction magicka. Also being a seen as a leader during his Mercenary days he took up the task of learning Restoration so he could better look after his men.
General Appearance: Travelling has made his body hard. Constantly fighting has left scars across his body, only few visible to the eye. His most prominent injury would be the lack of a left ear. His crimson eyes appear to be pools of blood, reflecting what he has seen in his days. His hair, being of dark red almost black, has streaks of white running through it from age. His height is a common one found among Dark Elves, around 6'2. His cheekbones are set lower than most elves giving him the appearance of an Imperial. His jaw is sharp and eye brows low and furrowed, giving him the look of an angry man.
Clothing/Armour: Mithril has always been his first choice when it came to armor. He wears a hunters vest as well as tan linen pants when he is lounging about but when traveling he dawns his Mithril armor set. The armor is scarred almost as badly as Tharasn himself is. There are slight nicks on the edges of the arms due to arrows brushing past him. A deep scar runs down the helmet, directly above his right eye across to his left cheek. Just a reminder to keep distance from a Nord with an axe
Weapons: Tharasn is equipped with a small silver hand axe, and a steel saber that is equivalent to Tharasn's arm length.
Character Traits: He is a humble man, and a strong leader when he needs to be. Although he prefers to follow he will take control of a situation if the need arises. He isnt intelligent in the way a scholar is but when it comes to common sense, bartering, and tactics in the heat of battle he is held in high regard. He also has a way with words, Tharasn could motivate a crowd into action easily.
Biography/History: Tharasn, born and raised in Balmora, having lived a long full live retired from his hard days as a Mercenary and settled down with his Wife and Son in Gnisis. His family had taken a trip to Balmora to visit his Wife's Brother, leaving him behind to watch the house, when the Impact happened leaving him with nothing but his past ghosts to spend the rest of his days with.
Not Provided (CO-GM) <--------SHINY TITLE!
Spoiler
Name - Beldrose Marvani
Race - Dunmer
Birthsign - The Warrior
Age - 30
Class - Marauder
Skills - Blade, Block, Medium Armor, Restoration, Alteration, Speechcraft. Beldrose is a talented swordsman, specializing in a ruthless, aggressive fighting style. Because of his training as a Knight, he knows how to use a shield and wear medium armor to his best advantage, as well as being able to do basic Restoration magic. Due to his desire to resolve his various robberies without violence, he tries to be as smooth talking as possible, making him an adept of speechcraft. During his time in High Rock, he picked up some basic knowledge of Alteration, mostly things that would help with his thieving career.
Appearance - Beldrose is tall, about six-five. He's quite handsome, despite some minor scarring on his face; he's more broad shouldered then average. One of his front teeth is missing, lost in a bar fight years ago. His hair is short and white.
Apparel - Beldrose wears a suit of Hlaalu guard armor, which he often boasts was stolen from a watchtower in Balmora when he was escaping prison there. He wields a Dreugh shield, and usually has red cloth scarf around his helmet when traveling in the Ashlands. He often wears a slightly tattered and dirty dark blue cloak over his armor.
Weapons - He uses a Steel katana, and, in emergencies, a Chitin dagger.
Misc. Items - A small bag with 40 Gold, a bedroll and a loaf of stale bread. A half empty canteen.
Personality - Beldrose has an odd sense of chivalry, refusing to harm woman or children and defending innocents from violence at all cost... Despite this, he see's little issue in robbing from any traveling noble or merchant, and has a bitter contempt for authority and law, often going out of his way to screw over guards and monarchs. He's very cosmopolitan for a Dunmer, and is highly interested in the mixing of Dunmer beliefs and traditions with foreign ones, although there is no love lost between him and the Empire.
A diehard romantic, Beldrose has a love of fine cuisine, art and philosophy, although most people involved in those things aren't exactly friendly towards his type. He has a hearty, joyful sense of humor, and is often willing to let jesters and bards go on their way without paying up, so long as they tell him a joke he deems funny (which is almost every joke). Beldrose has never been deeply religious, despite a brief brush with Sanguine worship, although he admits to the existence of higher powers. He is generally friendly to almost everyone he meets, even those he's robbing; except, of course, the authorities, who he's always ready to fight tooth and nail.
Biography - Beldrose's mother was an ex-Temple priestess, who converted to the Imperial Cult after marrying his father, a Knight-Errant in the Imperial Legion. From a young age he trained to be a knight in the Imperial Legion, completely against his wishes. However, his father was quite strict, and refused to let him stray from his predecided career path. For years he lived under the watchful eye of the Legion, never allowed to stray from absolute discipline, no matter how hard he tried.
However, when his mother died of Fleshrot when he was eighteen, he saw no reason to finish his training, and skipped town. He joined the Fighter's Guild in Ald-Ruhn, reaching the rank of Swordsman after a year of work, but being kicked out after being arrested for being Drunk and Disorderly (Six times). Beldrose traveled to Solstheim, then continued on to Skyrim and eventually High Rock, making his living as a bandit and a freelance adventurer. However, he eventually chose to return home, quickly traveling back to Vvardenfel.
When he was home, he continued his criminal activities, becoming somewhat well known in the West Gash, and soon he was an outlaw in all of Morrowind, narrowly escaping capture constantly. However, it all changed when he was twenty-seven; he fell in love with a young healer in Tel Branora by the name of Velsa, and the two quickly had a daughter together. However, three months ago he began cheating on Velsa with a local tavern wench, and she caught him within days. He was kicked out, and since then he's tried to break back into the business of crime, making a number of succesful robberies back in his old territory near Balmora, and slowly working his way north again. Recently he's arrived in Gnisis, renting a room at the Madach Tradehouse for the night, and planning to skip town before the guards recognize his description.
Race - Dunmer
Birthsign - The Warrior
Age - 30
Class - Marauder
Skills - Blade, Block, Medium Armor, Restoration, Alteration, Speechcraft. Beldrose is a talented swordsman, specializing in a ruthless, aggressive fighting style. Because of his training as a Knight, he knows how to use a shield and wear medium armor to his best advantage, as well as being able to do basic Restoration magic. Due to his desire to resolve his various robberies without violence, he tries to be as smooth talking as possible, making him an adept of speechcraft. During his time in High Rock, he picked up some basic knowledge of Alteration, mostly things that would help with his thieving career.
Appearance - Beldrose is tall, about six-five. He's quite handsome, despite some minor scarring on his face; he's more broad shouldered then average. One of his front teeth is missing, lost in a bar fight years ago. His hair is short and white.
Apparel - Beldrose wears a suit of Hlaalu guard armor, which he often boasts was stolen from a watchtower in Balmora when he was escaping prison there. He wields a Dreugh shield, and usually has red cloth scarf around his helmet when traveling in the Ashlands. He often wears a slightly tattered and dirty dark blue cloak over his armor.
Weapons - He uses a Steel katana, and, in emergencies, a Chitin dagger.
Misc. Items - A small bag with 40 Gold, a bedroll and a loaf of stale bread. A half empty canteen.
Personality - Beldrose has an odd sense of chivalry, refusing to harm woman or children and defending innocents from violence at all cost... Despite this, he see's little issue in robbing from any traveling noble or merchant, and has a bitter contempt for authority and law, often going out of his way to screw over guards and monarchs. He's very cosmopolitan for a Dunmer, and is highly interested in the mixing of Dunmer beliefs and traditions with foreign ones, although there is no love lost between him and the Empire.
A diehard romantic, Beldrose has a love of fine cuisine, art and philosophy, although most people involved in those things aren't exactly friendly towards his type. He has a hearty, joyful sense of humor, and is often willing to let jesters and bards go on their way without paying up, so long as they tell him a joke he deems funny (which is almost every joke). Beldrose has never been deeply religious, despite a brief brush with Sanguine worship, although he admits to the existence of higher powers. He is generally friendly to almost everyone he meets, even those he's robbing; except, of course, the authorities, who he's always ready to fight tooth and nail.
Biography - Beldrose's mother was an ex-Temple priestess, who converted to the Imperial Cult after marrying his father, a Knight-Errant in the Imperial Legion. From a young age he trained to be a knight in the Imperial Legion, completely against his wishes. However, his father was quite strict, and refused to let him stray from his predecided career path. For years he lived under the watchful eye of the Legion, never allowed to stray from absolute discipline, no matter how hard he tried.
However, when his mother died of Fleshrot when he was eighteen, he saw no reason to finish his training, and skipped town. He joined the Fighter's Guild in Ald-Ruhn, reaching the rank of Swordsman after a year of work, but being kicked out after being arrested for being Drunk and Disorderly (Six times). Beldrose traveled to Solstheim, then continued on to Skyrim and eventually High Rock, making his living as a bandit and a freelance adventurer. However, he eventually chose to return home, quickly traveling back to Vvardenfel.
When he was home, he continued his criminal activities, becoming somewhat well known in the West Gash, and soon he was an outlaw in all of Morrowind, narrowly escaping capture constantly. However, it all changed when he was twenty-seven; he fell in love with a young healer in Tel Branora by the name of Velsa, and the two quickly had a daughter together. However, three months ago he began cheating on Velsa with a local tavern wench, and she caught him within days. He was kicked out, and since then he's tried to break back into the business of crime, making a number of succesful robberies back in his old territory near Balmora, and slowly working his way north again. Recently he's arrived in Gnisis, renting a room at the Madach Tradehouse for the night, and planning to skip town before the guards recognize his description.
Athell
Spoiler
Name: Aster Faris
Race: Yokudan
Birthsign: The Serpent
Gender: Male
Age: 26
Class: Mercenary
Skills: Blade, Block (but not with a shield), Unarmoured
Appearance: Aster is quite stocky but not in such a way as to appear fat. He is around 5’9” so slightly shorter than most. His left cheek is covered entirely by a red tattoo of The Serpent which has its tail below his left ear and its mouth just next to his mouth. Other than that his face is rather ordinary, his brown hair is kept short and he has no facial hair.
Clothing: Aster wears a red shirt with an attached hood and a pair of black trousers. Over these he has bit of armour strapped on, his right shoulder is covered by a teardrop shaped steel pauldron, he has a steel bracer on his left forearm which extends into something similar to a gauntlet covering the outside of his hand whilst leaving his palm clear, he uses this bracer instead of a shield and it has been thickened and tempered appropriately. Other than these items Aster wears no armour sacrificing defence for greater mobility in attack.
Weapons: A steel Falchion and a steel dagger he keeps in his boot. The nature of his weapon allows him to maintain an edge on it that would be considered inappropriate one a dual bladed weapon.
Pack: A small pouch of Septims, two moderate healing potions, a fresh loaf of bread, a small block of cheese and a whetstone.
Personality: Aster is confident in his abilities and this confidence is often interpreted as arrogance by those around him. Due to his past he considers himself to be above your average swordsman and will never reject a duel when offered. Before Aster will fight with any man he must trust this man to gain Asters trust is not easy but it is far easier to lose it.
Background: Aster grew up in Sentinel under the rule of the Forebears. At the tender age of five he was tested for his ability to wield a sword. He was one of the best children who were from a non-noble background and so was taken from his family. He was taken to one of the military camps along the coast where he was trained in the techniques of swordsmanship. Aster spent thirteen years training leaning as much as he could from the masters in the camp, when the time came to be tested to enter military service he failed. His failure was not through his lack of ability he was still considered to be one of the best swordsmen they had trained however he had no grasp of future events, in battle he thought only of the moment and never of the subsequent movements. Disgusted by his failure he left Hammerfell and became a wandering Mercenary, working only when he had to.
Whilst he wasn’t working he spent his time training but he had learnt from his past mistakes and his training now included playing strategic board games with the old men in towns. Slowly he taught himself to examine others and use it to his advantage in battle by predicting their movements based on his knowledge of them.
Race: Yokudan
Birthsign: The Serpent
Gender: Male
Age: 26
Class: Mercenary
Skills: Blade, Block (but not with a shield), Unarmoured
Appearance: Aster is quite stocky but not in such a way as to appear fat. He is around 5’9” so slightly shorter than most. His left cheek is covered entirely by a red tattoo of The Serpent which has its tail below his left ear and its mouth just next to his mouth. Other than that his face is rather ordinary, his brown hair is kept short and he has no facial hair.
Clothing: Aster wears a red shirt with an attached hood and a pair of black trousers. Over these he has bit of armour strapped on, his right shoulder is covered by a teardrop shaped steel pauldron, he has a steel bracer on his left forearm which extends into something similar to a gauntlet covering the outside of his hand whilst leaving his palm clear, he uses this bracer instead of a shield and it has been thickened and tempered appropriately. Other than these items Aster wears no armour sacrificing defence for greater mobility in attack.
Weapons: A steel Falchion and a steel dagger he keeps in his boot. The nature of his weapon allows him to maintain an edge on it that would be considered inappropriate one a dual bladed weapon.
Pack: A small pouch of Septims, two moderate healing potions, a fresh loaf of bread, a small block of cheese and a whetstone.
Personality: Aster is confident in his abilities and this confidence is often interpreted as arrogance by those around him. Due to his past he considers himself to be above your average swordsman and will never reject a duel when offered. Before Aster will fight with any man he must trust this man to gain Asters trust is not easy but it is far easier to lose it.
Background: Aster grew up in Sentinel under the rule of the Forebears. At the tender age of five he was tested for his ability to wield a sword. He was one of the best children who were from a non-noble background and so was taken from his family. He was taken to one of the military camps along the coast where he was trained in the techniques of swordsmanship. Aster spent thirteen years training leaning as much as he could from the masters in the camp, when the time came to be tested to enter military service he failed. His failure was not through his lack of ability he was still considered to be one of the best swordsmen they had trained however he had no grasp of future events, in battle he thought only of the moment and never of the subsequent movements. Disgusted by his failure he left Hammerfell and became a wandering Mercenary, working only when he had to.
Whilst he wasn’t working he spent his time training but he had learnt from his past mistakes and his training now included playing strategic board games with the old men in towns. Slowly he taught himself to examine others and use it to his advantage in battle by predicting their movements based on his knowledge of them.
Jonasvault101
Spoiler
Name: Odairan Zansatanit
Race: Dunmer
Age: 120 (looks mid-30's)
Birthsign: The Serpent
Class: Priest of St. Nerevar, ex-Pirate
Class Description: The Priests of St. Nerevar are a small cult of Ashlanders of the Zainab tribe. Made up of twenty of the best warriors in the clan, the Priests serve a purpose to both protect the tribe from any threats, as well as serving as guards and spiritual aid to the Wise-Woman.
Skills: Being an Ashlander, Odairan is an excellent in the wilds. From using bows and spears to catch game, to simply surviving off of the land itself. Of course, as a Priest of St. Nerevar, and once before a brigand of the Ghost Sea, he is well adept in the art of the long-sword, moving in his custom bone armor, and applying the bow and spear to combat. He is a Novice in Restoration and Adept in Destruction.
General Appearance: Odairan stands at an impressive 6'4" in height, with a good lean athletic build, quite typical of many Dunmer Tribesman. His hair is a dark ash-colored gray, weaved and braided into plaits tha tlay flat on his head. He does this so his long hair will not effect his vision in combat. He sports a full goatee that extends just past his chin.
On his face and body are the ritualistic scars and tattoos of all Ashlanders. His eyes are more of a deep orange, opposed to the blood-red of his pure-blood kin, as Odairan shares roots with the Bosmer, on his mothers side.
Clothing/Armour: Beneath his armor, Odairan wears a long hide robe as well as arm, leg, foot, and hand-wraps. He then wears Chitin boots, Netch Leather on his thighs, a Gah-Julan bonemold cuirass, bonemold gauntlets, and a single Chitin pauldron on his left shoulder. Around his neck he wears a fine black and gold scarf with gold thread outlining Daedric Runes. His armor is covered in the same types of runes.
Weapons: A chitin spear, a 40" horn-bow with 28 silver arrows, as well as a curved one foot steel dagger. But his most prized weapon is the scimitar he carries. The blade is forged from a metal found within a rock that sprang forth from Red Mountain. Strong and with a brilliant gleam. It is inlaid with ebony and gold filigree, the guard is an oval shape and the grip is wrapped with shark-skin and red leather strips. The pommel is a jade moon and green-glass star.
Bio: Odairan Zansatanit was born into the Zainab Ashland tribe, to a pure-Dunmer father and a half-Bosmer. This was mere decades after the Oblivion Crisis. In his early years, Odairan spent his time just as any other Ashland boy would; helping with crops, traps, a few hunts every now and then, fishing, and generally helping around the camps. Often he would go with his friends into the nearby town of Tel Vos, or to go trade with the Ahemmusa further north.
On one such trip, his life changed forever when he joined in with a pirate crew. Up to this point, Odairan had only heard of the outside world, and now he wanted to see it. A Khajiiti captain named Ro'Dhajjar, or "Ruby-Eyed Ro" to merchant vessels, hired on the now 18 year old Odairan. Not to mention his disdain for Imperials only fueled the idea of raiding and slaying Imperial ships and crews.
For the next twenty years, the crew of The Mist-Runner would come to find Odairan was a fine addition to the crew. His sharp eyes, keen senses, and ever-growing talent with armaments was indeed impressive. He was even made First Mate, given his own cabin, and a fine share of loot. In some taverns across Morrowind, Cyrodiil, and Skyrim, you will hear stories of the Mad Khajiit and his Dunmer first-mate. For another 10 years, the raiding continued. From the shores of Elsweyr, to the cliffs of Solitude, Odairan saw much of Tamriel. Eventually, as all things do, the life of piracy ended. His long-time friend and captain, Ro'Dhajjar passed away from a wound sustained in an ambush. The two had been lounging in a tavern in The Imperial Cities' Waterfront. Imperial guards in disguise fought and chased the two, all getting killed in the process, but not before doing part of their assigned task.
With this, Odairan and the rest of the crew bore Ro'Dhajjar's body back to Morrowind. Once Odairan had returned to Vvardenfell, he and the crew split all their hard earned loot and hid the ship with the captain's body wrapped in fine linens set in his cabin. From here, the only thing Odairan could do was to return home. After only two weeks travel, he was home. The reception was warm, and even warmer when Odairan showed them his rich bounty from his time away. Now, more years would pass. Odairan would found a small holy-order within the tribe dedicated to St. Nerevar.
When Red Mountain erupted, a great rock struck the center of the village, nearly setting several yurts on fire. Within a strange metal was discovered. An Orc had set up camp nearby and heard the commotion, he saw the metal and revealed that he was indeed a fine smith among his people. He made the offer that if he could simply be allowed to work the metal an save some for himself, he would craft Odairan a fine sword. So it was that the Orc made a sword fit for a king. The Zainab tribe moved only just further NE of their last settlement. Now Odairan is Ashkhan of the Zainab, and lives with his tribe of 39 others, including his wife, son, and daughter.
Personality: Like all Dunmer, Odairan has a very menacing and brooding presence, accentuated by his tattoos and stature. However, he is rather nice and tries to give others a chance before judging too harshly. He will not stand by if an innocent is being harmed After serving with a pirate crew, he grew to like many Khajiit and Argonians, very uncommon for a Dunmer, although his hate for the Imperials burns bright. He certainly has a sense of honor, and a strict code set down by the Ashkhan's before him. A fine example of the Ashlanders.
Race: Dunmer
Age: 120 (looks mid-30's)
Birthsign: The Serpent
Class: Priest of St. Nerevar, ex-Pirate
Class Description: The Priests of St. Nerevar are a small cult of Ashlanders of the Zainab tribe. Made up of twenty of the best warriors in the clan, the Priests serve a purpose to both protect the tribe from any threats, as well as serving as guards and spiritual aid to the Wise-Woman.
Skills: Being an Ashlander, Odairan is an excellent in the wilds. From using bows and spears to catch game, to simply surviving off of the land itself. Of course, as a Priest of St. Nerevar, and once before a brigand of the Ghost Sea, he is well adept in the art of the long-sword, moving in his custom bone armor, and applying the bow and spear to combat. He is a Novice in Restoration and Adept in Destruction.
General Appearance: Odairan stands at an impressive 6'4" in height, with a good lean athletic build, quite typical of many Dunmer Tribesman. His hair is a dark ash-colored gray, weaved and braided into plaits tha tlay flat on his head. He does this so his long hair will not effect his vision in combat. He sports a full goatee that extends just past his chin.
On his face and body are the ritualistic scars and tattoos of all Ashlanders. His eyes are more of a deep orange, opposed to the blood-red of his pure-blood kin, as Odairan shares roots with the Bosmer, on his mothers side.
Clothing/Armour: Beneath his armor, Odairan wears a long hide robe as well as arm, leg, foot, and hand-wraps. He then wears Chitin boots, Netch Leather on his thighs, a Gah-Julan bonemold cuirass, bonemold gauntlets, and a single Chitin pauldron on his left shoulder. Around his neck he wears a fine black and gold scarf with gold thread outlining Daedric Runes. His armor is covered in the same types of runes.
Weapons: A chitin spear, a 40" horn-bow with 28 silver arrows, as well as a curved one foot steel dagger. But his most prized weapon is the scimitar he carries. The blade is forged from a metal found within a rock that sprang forth from Red Mountain. Strong and with a brilliant gleam. It is inlaid with ebony and gold filigree, the guard is an oval shape and the grip is wrapped with shark-skin and red leather strips. The pommel is a jade moon and green-glass star.
Bio: Odairan Zansatanit was born into the Zainab Ashland tribe, to a pure-Dunmer father and a half-Bosmer. This was mere decades after the Oblivion Crisis. In his early years, Odairan spent his time just as any other Ashland boy would; helping with crops, traps, a few hunts every now and then, fishing, and generally helping around the camps. Often he would go with his friends into the nearby town of Tel Vos, or to go trade with the Ahemmusa further north.
On one such trip, his life changed forever when he joined in with a pirate crew. Up to this point, Odairan had only heard of the outside world, and now he wanted to see it. A Khajiiti captain named Ro'Dhajjar, or "Ruby-Eyed Ro" to merchant vessels, hired on the now 18 year old Odairan. Not to mention his disdain for Imperials only fueled the idea of raiding and slaying Imperial ships and crews.
For the next twenty years, the crew of The Mist-Runner would come to find Odairan was a fine addition to the crew. His sharp eyes, keen senses, and ever-growing talent with armaments was indeed impressive. He was even made First Mate, given his own cabin, and a fine share of loot. In some taverns across Morrowind, Cyrodiil, and Skyrim, you will hear stories of the Mad Khajiit and his Dunmer first-mate. For another 10 years, the raiding continued. From the shores of Elsweyr, to the cliffs of Solitude, Odairan saw much of Tamriel. Eventually, as all things do, the life of piracy ended. His long-time friend and captain, Ro'Dhajjar passed away from a wound sustained in an ambush. The two had been lounging in a tavern in The Imperial Cities' Waterfront. Imperial guards in disguise fought and chased the two, all getting killed in the process, but not before doing part of their assigned task.
With this, Odairan and the rest of the crew bore Ro'Dhajjar's body back to Morrowind. Once Odairan had returned to Vvardenfell, he and the crew split all their hard earned loot and hid the ship with the captain's body wrapped in fine linens set in his cabin. From here, the only thing Odairan could do was to return home. After only two weeks travel, he was home. The reception was warm, and even warmer when Odairan showed them his rich bounty from his time away. Now, more years would pass. Odairan would found a small holy-order within the tribe dedicated to St. Nerevar.
When Red Mountain erupted, a great rock struck the center of the village, nearly setting several yurts on fire. Within a strange metal was discovered. An Orc had set up camp nearby and heard the commotion, he saw the metal and revealed that he was indeed a fine smith among his people. He made the offer that if he could simply be allowed to work the metal an save some for himself, he would craft Odairan a fine sword. So it was that the Orc made a sword fit for a king. The Zainab tribe moved only just further NE of their last settlement. Now Odairan is Ashkhan of the Zainab, and lives with his tribe of 39 others, including his wife, son, and daughter.
Personality: Like all Dunmer, Odairan has a very menacing and brooding presence, accentuated by his tattoos and stature. However, he is rather nice and tries to give others a chance before judging too harshly. He will not stand by if an innocent is being harmed After serving with a pirate crew, he grew to like many Khajiit and Argonians, very uncommon for a Dunmer, although his hate for the Imperials burns bright. He certainly has a sense of honor, and a strict code set down by the Ashkhan's before him. A fine example of the Ashlanders.
The Ascended Sleeper
Spoiler
Name: Rayna Rthalas
Gender: Female
Age: 29
Race: Dark Elf
Birthsign: The Theif
Class: Tribunal Temple Enforcer
Skills: Rayna was an enforcer and assassin for the Tribunal Temple before the Red Year, and has been trained (partially by herself) in the arts of swordplay, stealth, destruction magic, alteration magic, martial combat, and restoration. Shock and healing spells are her favorite, and she has very creative uses for Alteration magic.
General Appearance: Rayna has the same pale, ashen skin as many of her race. Her features can be described as dangerous and attractive. Her hair is a light brown color that almost reaches her shoulders.
Clothing/Armour: Rayna is outfitted in a suit of light netch leather, and dreugh boots/gauntlets. She often wears a sleek black cloak and hood over her armor.
Weapons: Rayna carries a Silver Longsword on her person, as well as having several small knives and tantos on her person. She also has a few poisons in her pack for more discrete work.
Character Traits: She is a very arrogant woman, and is quick to anger. Rayna can hold a grudge and will do anything to achieve her objective, even if it means killing an old woman or seducing someone. She does, however, have a code of morals and is very religious to a certain degree.
Biography/History: Rayna was born in the city of Tel Vos, and joined the Tribunal Temple at age 17 with two supportive parents behind her. She quickly raised in the ranks, and at age 22, joined the hall of justice, where she was trained to be an enforcer, someone who enforced the Temple doctrine and eliminated those who were threats to the Temple, as well as act as the occasional body guard or intimidate a group of dissidents. She was most recently sent to Gnisis to rough up a group of pro imperial trouble makers.
Gender: Female
Age: 29
Race: Dark Elf
Birthsign: The Theif
Class: Tribunal Temple Enforcer
Skills: Rayna was an enforcer and assassin for the Tribunal Temple before the Red Year, and has been trained (partially by herself) in the arts of swordplay, stealth, destruction magic, alteration magic, martial combat, and restoration. Shock and healing spells are her favorite, and she has very creative uses for Alteration magic.
General Appearance: Rayna has the same pale, ashen skin as many of her race. Her features can be described as dangerous and attractive. Her hair is a light brown color that almost reaches her shoulders.
Clothing/Armour: Rayna is outfitted in a suit of light netch leather, and dreugh boots/gauntlets. She often wears a sleek black cloak and hood over her armor.
Weapons: Rayna carries a Silver Longsword on her person, as well as having several small knives and tantos on her person. She also has a few poisons in her pack for more discrete work.
Character Traits: She is a very arrogant woman, and is quick to anger. Rayna can hold a grudge and will do anything to achieve her objective, even if it means killing an old woman or seducing someone. She does, however, have a code of morals and is very religious to a certain degree.
Biography/History: Rayna was born in the city of Tel Vos, and joined the Tribunal Temple at age 17 with two supportive parents behind her. She quickly raised in the ranks, and at age 22, joined the hall of justice, where she was trained to be an enforcer, someone who enforced the Temple doctrine and eliminated those who were threats to the Temple, as well as act as the occasional body guard or intimidate a group of dissidents. She was most recently sent to Gnisis to rough up a group of pro imperial trouble makers.
Demonio
Spoiler
Name: Eris Andruin
Age: 32
Race: Dunmer
Birthsign: The Steed
Class: Journeyman Priest of Stendarr
Skills: Like so many of his order, Eris is a generally a compassionate person and as such would seem to have absolutely no need for the skills of war and murder. He is a journeyman in the ways of restoration, skilled enough to heal minor wounds with confidence, but still in constant need of practice and study. Not to mention, he has been known to whip a potion or two if you are feeling under the weather, a bit handy with a mortar and pestle. Though it would seem he is not an elf of combat, Eris moves far too fluidly, gracefully even, than any priest. Rumor has it that the elf was once very skilled in the arts of hand-to-hand combat, and used weapons beyond that of a blade or bow. They also say that he could once split a house in two with a bolt of lightning, but they are likely no more than rumors at best. From how at ease he is in robes and simple clothes, it is obvious that he has probably never worn anything heavier than leather in his entire life. Whether it is all rumors or not, the Dunmer knows far too much about combat and the land, for someone who claims to have spent their whole life as a priest.
General Appearance: Dark ashen skin and fiery red eyes, not exactly the features one usually sees wearing the robes of a priest of the Nine. Either way, as a devout follower of Stendarr, you could almost say that there is an aura of kindness that comes from Eris. A soft look always graces the features of his face, rather than the normal sullen expression of most ashlanders. Dark, mahogany, colored hair is often pulled into a top-knot on his head, otherwise it hangs from a ponytail past his shoulders. Often dressed in gray robes when working at the local imperial cult building, or in simple tan clothing when working in the mines. Somewhat smaller than most of his Dunmer brethren, Eris stands around 5'10", though he has a very stout, muscular frame, especially for a priest; most likely from his time working in the mines.
Clothing/Armour: Eris owns little more than his greyish robes and working clothes. Kept under lock and key in his house, he owns a set of blackened, leather armor, but hasn't worn it any many, many years.
Weapons: The Dunmer never has, and never will be used to using anything more than his fists. That is if he were to ever fight, which doesn't happen often considering his profession. Stories tell of a time before he was a priest, that he used a weapon other than a sword, but like his armor, if he did own it the thing would likely be under lock and key.
Brief History: Very little is known about Eris' life before joining the Imperial Cult. He was found on the roadside, bleeding profusely and nearly dead by a monk of the Nine when he was around 21 years old. The monk took him in, healed his physical wounds, but his mental scars took longer to fix. The monk taught him about the Nine and eventually converted Eris. When he was about 27 years old he made a pilgrimage through Morrowind, eventually coming to a stop in Gnisis. There he began setting up a life, working, and studying, as a Priest of Stendarr out of the local priory and working in the kwama egg mines for some money, as well as a chance to take care of the miners within. Eris has done a good job of abandoning the life of his youth, but some things are harder to keep buried than they seem.
Misc.: To show loyalty to Stendarr, and true compassion for his brethern, Eris has taken a vow of non-aggression; he cannot and will not hurt any man, mer, or animal.
Age: 32
Race: Dunmer
Birthsign: The Steed
Class: Journeyman Priest of Stendarr
Skills: Like so many of his order, Eris is a generally a compassionate person and as such would seem to have absolutely no need for the skills of war and murder. He is a journeyman in the ways of restoration, skilled enough to heal minor wounds with confidence, but still in constant need of practice and study. Not to mention, he has been known to whip a potion or two if you are feeling under the weather, a bit handy with a mortar and pestle. Though it would seem he is not an elf of combat, Eris moves far too fluidly, gracefully even, than any priest. Rumor has it that the elf was once very skilled in the arts of hand-to-hand combat, and used weapons beyond that of a blade or bow. They also say that he could once split a house in two with a bolt of lightning, but they are likely no more than rumors at best. From how at ease he is in robes and simple clothes, it is obvious that he has probably never worn anything heavier than leather in his entire life. Whether it is all rumors or not, the Dunmer knows far too much about combat and the land, for someone who claims to have spent their whole life as a priest.
General Appearance: Dark ashen skin and fiery red eyes, not exactly the features one usually sees wearing the robes of a priest of the Nine. Either way, as a devout follower of Stendarr, you could almost say that there is an aura of kindness that comes from Eris. A soft look always graces the features of his face, rather than the normal sullen expression of most ashlanders. Dark, mahogany, colored hair is often pulled into a top-knot on his head, otherwise it hangs from a ponytail past his shoulders. Often dressed in gray robes when working at the local imperial cult building, or in simple tan clothing when working in the mines. Somewhat smaller than most of his Dunmer brethren, Eris stands around 5'10", though he has a very stout, muscular frame, especially for a priest; most likely from his time working in the mines.
Clothing/Armour: Eris owns little more than his greyish robes and working clothes. Kept under lock and key in his house, he owns a set of blackened, leather armor, but hasn't worn it any many, many years.
Weapons: The Dunmer never has, and never will be used to using anything more than his fists. That is if he were to ever fight, which doesn't happen often considering his profession. Stories tell of a time before he was a priest, that he used a weapon other than a sword, but like his armor, if he did own it the thing would likely be under lock and key.
Brief History: Very little is known about Eris' life before joining the Imperial Cult. He was found on the roadside, bleeding profusely and nearly dead by a monk of the Nine when he was around 21 years old. The monk took him in, healed his physical wounds, but his mental scars took longer to fix. The monk taught him about the Nine and eventually converted Eris. When he was about 27 years old he made a pilgrimage through Morrowind, eventually coming to a stop in Gnisis. There he began setting up a life, working, and studying, as a Priest of Stendarr out of the local priory and working in the kwama egg mines for some money, as well as a chance to take care of the miners within. Eris has done a good job of abandoning the life of his youth, but some things are harder to keep buried than they seem.
Misc.: To show loyalty to Stendarr, and true compassion for his brethern, Eris has taken a vow of non-aggression; he cannot and will not hurt any man, mer, or animal.
Coyotero
Spoiler
Name - Malay Zainsubani
Race - Dunmer (Velothi)
Birthsign - The Thief
Age - 23
Class - Thief
Skills -Athletics, Acrobatics, Hand-To-Hand, Light Armor, Marksman, Mercantile, Security, Shortblade, Sneak, Speechcraft
Appearance - Malay is lean and not overly tall. He is a young and somewhat handsome Dunmer, with long copper hair. His limbs are lean and sinewy, but with enough strength to easily pitch his own tent and set up a stall at the many towns he visits.
Apparel - Malay typically wears simple Ashlander garb, and also keeps a suit of well-maintained boiled netch leather armor for when he's crossing the wilderness. He wears a roughspun brown cloth cloak with a facecover for when the ashstorms get particularly bad.
Weapons - A Chitin shortsword, a Chitin longbow with two dozen chitin arrows, and an ebony dagger (Won in a dice game in Suran)
Misc. Items - 23 gold, a packguar, a wagon, a tent, portable stand, and a small collection of ashlander goods for selling (Mostly everyday items like oil lamps, native liquor, fabrics, clothes, windchimes, et cetera) 3 days rations.
Personality - Malay is clever, yet naive and inquisitive about the culture of settled folk. He left the Urshilaku camp when he came of age, finding his people's culture too restrictive, and driving by a wild curiosity about the world beyond the ashlands. Malay is kindhearted, but with a little bit of a mischievous nature. He is quite good at sneaking and hiding, a natural extension of his thief birthsign. Malay is a shrewd businessman, knowledgeable and skilled at getting the most out every transaction. He has also recognized the effectiveness of applying these skills at various forms of gambling, often taking advantage of the "stupid ashlander" personage that others apply to him.
Bio:Malay lived a sheltered life among the Urshilaku... Until the day a strange wanderer claiming to be the Nerevarine walked into the camp. That was the day everything changed. Malay couldn't contain his fascination with the stranger, and harried him constantly with questions about life outside the ashlands. Everything about the stranger was fascinating to Malay: His clothes, his accent, his weapons.
After the fall of Dagoth Ur, a number of sweeping changes took the land, and paved the way for Malay to strike out on his own. The Tribunal temple was losing it's grip on the land, and by extension, so were the great houses. Trade and commerce between the ashlanders and the settled people flourished as more and more Dunmer once again sought a deeper connection to their own culture.
In his late teens, Malay joined with a caravan of traders that came through the camp, and never looked back. He spent years traveling around Vvarden'fel and got to know the island and it's many foyadas and secret paths well. In time, he saved up enough to purchase his own Guar and strike out on his own. He made a name for himself during the Oblivion Crisis, fearlessly delivering relief to stricken cities in the form of provisions and arms, his knowledge of the island and it's layout allowing him to act quickly in times of need. He even earned an imperial commendation for helping dozens of native and imperial refugees escape during the climactic battle for Ald'Ruhn.
He did not, however find fame to his liking, and, true to his Dunmer upbringing, quickly moved out of the limelight and returned to a life of simple trading, happy to see new lands and new faces, and spend endless nights camping under the beautiful binary moons.
The town of Gnisis became a regular stop for him, he could sell his various curios from the ashlands there, as well as pick up imported goods to bring back and sell to the ashlanders. Perhaps It was fate, or perhaps Azura's grace, or sheer dumb luck, that would have him there on a fateful day.
Race - Dunmer (Velothi)
Birthsign - The Thief
Age - 23
Class - Thief
Skills -Athletics, Acrobatics, Hand-To-Hand, Light Armor, Marksman, Mercantile, Security, Shortblade, Sneak, Speechcraft
Appearance - Malay is lean and not overly tall. He is a young and somewhat handsome Dunmer, with long copper hair. His limbs are lean and sinewy, but with enough strength to easily pitch his own tent and set up a stall at the many towns he visits.
Apparel - Malay typically wears simple Ashlander garb, and also keeps a suit of well-maintained boiled netch leather armor for when he's crossing the wilderness. He wears a roughspun brown cloth cloak with a facecover for when the ashstorms get particularly bad.
Weapons - A Chitin shortsword, a Chitin longbow with two dozen chitin arrows, and an ebony dagger (Won in a dice game in Suran)
Misc. Items - 23 gold, a packguar, a wagon, a tent, portable stand, and a small collection of ashlander goods for selling (Mostly everyday items like oil lamps, native liquor, fabrics, clothes, windchimes, et cetera) 3 days rations.
Personality - Malay is clever, yet naive and inquisitive about the culture of settled folk. He left the Urshilaku camp when he came of age, finding his people's culture too restrictive, and driving by a wild curiosity about the world beyond the ashlands. Malay is kindhearted, but with a little bit of a mischievous nature. He is quite good at sneaking and hiding, a natural extension of his thief birthsign. Malay is a shrewd businessman, knowledgeable and skilled at getting the most out every transaction. He has also recognized the effectiveness of applying these skills at various forms of gambling, often taking advantage of the "stupid ashlander" personage that others apply to him.
Bio:Malay lived a sheltered life among the Urshilaku... Until the day a strange wanderer claiming to be the Nerevarine walked into the camp. That was the day everything changed. Malay couldn't contain his fascination with the stranger, and harried him constantly with questions about life outside the ashlands. Everything about the stranger was fascinating to Malay: His clothes, his accent, his weapons.
After the fall of Dagoth Ur, a number of sweeping changes took the land, and paved the way for Malay to strike out on his own. The Tribunal temple was losing it's grip on the land, and by extension, so were the great houses. Trade and commerce between the ashlanders and the settled people flourished as more and more Dunmer once again sought a deeper connection to their own culture.
In his late teens, Malay joined with a caravan of traders that came through the camp, and never looked back. He spent years traveling around Vvarden'fel and got to know the island and it's many foyadas and secret paths well. In time, he saved up enough to purchase his own Guar and strike out on his own. He made a name for himself during the Oblivion Crisis, fearlessly delivering relief to stricken cities in the form of provisions and arms, his knowledge of the island and it's layout allowing him to act quickly in times of need. He even earned an imperial commendation for helping dozens of native and imperial refugees escape during the climactic battle for Ald'Ruhn.
He did not, however find fame to his liking, and, true to his Dunmer upbringing, quickly moved out of the limelight and returned to a life of simple trading, happy to see new lands and new faces, and spend endless nights camping under the beautiful binary moons.
The town of Gnisis became a regular stop for him, he could sell his various curios from the ashlands there, as well as pick up imported goods to bring back and sell to the ashlanders. Perhaps It was fate, or perhaps Azura's grace, or sheer dumb luck, that would have him there on a fateful day.
JDKilla
Spoiler
Name: Draryn Uvulas
Gender: Male
Age: 220
Race: Dunmer
Birthsign: The Lord
Class: Slave-hunter
Skills: Light Armor, Tracking, Survival, Stealth, Spear, Short Blade, Illusion, Marksmanship, Alchemy
General Appearance: Draryn has the skin tone of your typical Dunmer, that being the dark, ashen color one would see around the Red Mountain and his eyes are the same color as its lava. His hair is almost as white as the snows of Skyrim, and is worn in a shaggy mane. The slave-hunter is of average height, only standing around six feet tall, and he is fairly stocky, but a casual glance would not show it. Scars cover his whole body, many of them small, but several of them are fairly large. The largest of them consists of three claw marks that stretch from his upper left chest to his lower left abdomen. The most visible one, however, starts above his right eyebrow and extends to just below his cheek bone. Due to his skill in the arts of illusion, however, he can easily mask the scars, but usually chooses not to.
Clothing/Armor: In most situations, Draryn wears his armor, which consists of a cuirass of boiled Netch leather, and boots, greaves, pauldrons, and gauntlets of regular Netch leather. He does not wear a helm, only adopting a common Ashlander mask when there is a need for one. Over top of his armor, he wears a thick, dark cloak, the hood of which he only wears occasionally. When not in his armor, which is rare, he wears only a common set of clothing, consisting of dark pants, shoes, and a dark shirt.
Weapons: Draryn always carries a rare Dwarven short sword that his father gave him when he completed his first job. Along with that, whenever he travels, he carries a steel spear and several steel darts that are kept in a small holster on the inside of his forearm. The tips of the darts are coated in an extremely potent poison that causes the victim to go into a comatose state for two full days. When the subject of his mission is known to be a fighter, he coats the darts with a poison that causes total paralysis for two hours.
Character Traits: The slave-hunter was born into a family that had served House Dres for as long as it had been in existence. A natural animosity towards the beast races had therefore been almost bred into the family. They also had a knack for tracking and surviving that also extended to the females of the line, making them just as deadly and just as effective as the males. Draryn was no exception to this, and had led a hard life of tracking and capturing slaves all throughout Morrowind and the border areas of the Black Marsh. Being used to a life of solitude, Draryn did not speak much, but made sure that when he did, he did not waste his words. When the House had fallen on hard times, and had eventually renounced the slave trade, the Uvulas family had not taken the news well. In essence, they were out of a job. They had never been too keen on farming for profit, only having a small farm that provided what they needed, even though they had saved up enough riches to buy several large plantations. Draryn, who was getting older, decided that since he had yet to settle down, he would leave the traditional holdings of Dres and roam Morrowind, Vvardenfell in particular, to look for the place where he would build his home and settle down. It was with that mindset that he had set off from Tear.
History: As previously mentioned, the Uvulas family had been in the service of the Great House Dres for as long as they had both existed. The first Uvulas to bind himself with the family had been a legendary bounty hunter and adventurer. He had roamed all of Tamriel and his name was whispered in the ears of many courts, taverns, and sea-side inns. He had worked with the beast races, but on one particular job when he was young, he had been beaten senseless, bound, gagged, and taken to the Black Marsh, to be used as a sacrifice for a small, Argonian cult. As the leader of the cult had been about to cut the Dunmer’s heart out, a band of slavers had raided the encampment. It was at that point that the Uvulas had started his hatred of only Argonian’s at first, but that hatred eventually spread to all of the beast races. The band of slavers that had saved him had actually been a party sent by the fledgling House Dres.
The Uvulas had returned to Tear with the slavers and had immediately offered his services as a bounty hunter, and the services of the sons that he would bear, and the sons of those sons. And so it was that Draryn had been born to be a slave-hunter. He was not exactly a slaver, or a bounty-hunter, but a hunter of runaway slaves. His childhood had been spent in the fields, training with his father, cousins, and uncles, and he had distinguished himself early, making it easy to see that he was the direct descendent of that first Uvulas. When they were still fairly young, Draryn and his cousins had taken a job that sent them near the border with Black Marsh. While tracking one of the escaped slaves, they had stumbled right into an ambush. Two of his cousins had been killed almost instantly, with another of them dying soon after. Draryn and the other two cousins had fought their way out, but just barely, and all three of them had sustained severe injuries. It was that confrontation that had given Draryn the massive scar across his chest. The trip back to Tear had not gone well, with what normally would have taken five days ending up being closer to two weeks. They were found by a search party two days after their supplies had run out and their wounds, which had not been cleaned or taken care of, had begun to fester. It took two months to fully recover from that expedition, but when they did, Draryn and his two cousins returned with a group of other slavers that worked for House Dres and they not only killed or enslaved every Argonian they saw, but they also recovered the escaped slaves who had been the original targets. Draryn and his two cousins were rewarded handsomely for the original escaped slaves, but the reward was almost doubled by the amount of new slaves they had captured.
And so an illustrious career as a tracker and slave-hunter began and ran its course, with many high profile escapee’s being caught and returned, along with other escaped slaves that their previous owner’s had thought long gone. The riches mounted up, since Draryn had little use for them besides to purchase supplies or repair a weapon or his armor every now and then. After the official announcement that House Dres would be renouncing the slave trade, Draryn had taken his fortune, said his goodbyes to the cousins and slavers he had worked with, and had set off for Vvardenfell. He knew that there were places on the island that were so beautiful, nothing else could compare, and he had gone in search of these places, hoping he could use his fortune to build a small farm and start a family. So it was that he found himself in Gnisis.
Gender: Male
Age: 220
Race: Dunmer
Birthsign: The Lord
Class: Slave-hunter
Skills: Light Armor, Tracking, Survival, Stealth, Spear, Short Blade, Illusion, Marksmanship, Alchemy
General Appearance: Draryn has the skin tone of your typical Dunmer, that being the dark, ashen color one would see around the Red Mountain and his eyes are the same color as its lava. His hair is almost as white as the snows of Skyrim, and is worn in a shaggy mane. The slave-hunter is of average height, only standing around six feet tall, and he is fairly stocky, but a casual glance would not show it. Scars cover his whole body, many of them small, but several of them are fairly large. The largest of them consists of three claw marks that stretch from his upper left chest to his lower left abdomen. The most visible one, however, starts above his right eyebrow and extends to just below his cheek bone. Due to his skill in the arts of illusion, however, he can easily mask the scars, but usually chooses not to.
Clothing/Armor: In most situations, Draryn wears his armor, which consists of a cuirass of boiled Netch leather, and boots, greaves, pauldrons, and gauntlets of regular Netch leather. He does not wear a helm, only adopting a common Ashlander mask when there is a need for one. Over top of his armor, he wears a thick, dark cloak, the hood of which he only wears occasionally. When not in his armor, which is rare, he wears only a common set of clothing, consisting of dark pants, shoes, and a dark shirt.
Weapons: Draryn always carries a rare Dwarven short sword that his father gave him when he completed his first job. Along with that, whenever he travels, he carries a steel spear and several steel darts that are kept in a small holster on the inside of his forearm. The tips of the darts are coated in an extremely potent poison that causes the victim to go into a comatose state for two full days. When the subject of his mission is known to be a fighter, he coats the darts with a poison that causes total paralysis for two hours.
Character Traits: The slave-hunter was born into a family that had served House Dres for as long as it had been in existence. A natural animosity towards the beast races had therefore been almost bred into the family. They also had a knack for tracking and surviving that also extended to the females of the line, making them just as deadly and just as effective as the males. Draryn was no exception to this, and had led a hard life of tracking and capturing slaves all throughout Morrowind and the border areas of the Black Marsh. Being used to a life of solitude, Draryn did not speak much, but made sure that when he did, he did not waste his words. When the House had fallen on hard times, and had eventually renounced the slave trade, the Uvulas family had not taken the news well. In essence, they were out of a job. They had never been too keen on farming for profit, only having a small farm that provided what they needed, even though they had saved up enough riches to buy several large plantations. Draryn, who was getting older, decided that since he had yet to settle down, he would leave the traditional holdings of Dres and roam Morrowind, Vvardenfell in particular, to look for the place where he would build his home and settle down. It was with that mindset that he had set off from Tear.
History: As previously mentioned, the Uvulas family had been in the service of the Great House Dres for as long as they had both existed. The first Uvulas to bind himself with the family had been a legendary bounty hunter and adventurer. He had roamed all of Tamriel and his name was whispered in the ears of many courts, taverns, and sea-side inns. He had worked with the beast races, but on one particular job when he was young, he had been beaten senseless, bound, gagged, and taken to the Black Marsh, to be used as a sacrifice for a small, Argonian cult. As the leader of the cult had been about to cut the Dunmer’s heart out, a band of slavers had raided the encampment. It was at that point that the Uvulas had started his hatred of only Argonian’s at first, but that hatred eventually spread to all of the beast races. The band of slavers that had saved him had actually been a party sent by the fledgling House Dres.
The Uvulas had returned to Tear with the slavers and had immediately offered his services as a bounty hunter, and the services of the sons that he would bear, and the sons of those sons. And so it was that Draryn had been born to be a slave-hunter. He was not exactly a slaver, or a bounty-hunter, but a hunter of runaway slaves. His childhood had been spent in the fields, training with his father, cousins, and uncles, and he had distinguished himself early, making it easy to see that he was the direct descendent of that first Uvulas. When they were still fairly young, Draryn and his cousins had taken a job that sent them near the border with Black Marsh. While tracking one of the escaped slaves, they had stumbled right into an ambush. Two of his cousins had been killed almost instantly, with another of them dying soon after. Draryn and the other two cousins had fought their way out, but just barely, and all three of them had sustained severe injuries. It was that confrontation that had given Draryn the massive scar across his chest. The trip back to Tear had not gone well, with what normally would have taken five days ending up being closer to two weeks. They were found by a search party two days after their supplies had run out and their wounds, which had not been cleaned or taken care of, had begun to fester. It took two months to fully recover from that expedition, but when they did, Draryn and his two cousins returned with a group of other slavers that worked for House Dres and they not only killed or enslaved every Argonian they saw, but they also recovered the escaped slaves who had been the original targets. Draryn and his two cousins were rewarded handsomely for the original escaped slaves, but the reward was almost doubled by the amount of new slaves they had captured.
And so an illustrious career as a tracker and slave-hunter began and ran its course, with many high profile escapee’s being caught and returned, along with other escaped slaves that their previous owner’s had thought long gone. The riches mounted up, since Draryn had little use for them besides to purchase supplies or repair a weapon or his armor every now and then. After the official announcement that House Dres would be renouncing the slave trade, Draryn had taken his fortune, said his goodbyes to the cousins and slavers he had worked with, and had set off for Vvardenfell. He knew that there were places on the island that were so beautiful, nothing else could compare, and he had gone in search of these places, hoping he could use his fortune to build a small farm and start a family. So it was that he found himself in Gnisis.
Sparda65
Spoiler
Name - Zarek Levathi
Race - Dunmer
Birthsign - The Thief
Age - 29
Class - Skilled Adventurer
Skills - Marksmen, Short-blade, Speechcraft, Mercentile, Sneak, Light Armor, Athletics, Acrobatics, Illusion, Alchemy,
Appearance - Zarek is a slim but fit Dunmer, built for speed and control rather then pure strength. He stands at a usual 6'0" tall. His hair is mid neck width, black with red highlights. His eyes are a light red, as usual for a Dunmer.
Apparel - For those casual days roaming cities or socializing with other patrons Zarek wears black common clothing. When he is traveling or wandering the wilderness he prefers to wear his netch leather armor (no helm)
Weapons - Chitin Long Bow, two dozen Chitin Arrows, steel short sword, steel dagger.
Misc. Items - 50 septims, carpenters knife for making spare arrows, some scraps of netch hide to repair any damage to his armor, one torch, skin flask for water, flint and tinder for campfires.
Personality - Zarek is quick to anger at times, but he is clever and well mannered for a nomadic Dunmer. Once apart of the Urshilaku tribe in the ashlands, he left to gain knowledge on other cultures and pillage the various ruins and tombs of Vvardenfell. At times his Ego will get the best of him, but when it comes down to it, he can handle himself very well. Skilled with both blade and bow he has learned the meaning of survival out in the wilderness alone.
Bio: Zarek had a simple Ashlands life. He was born an Urshilaku and Urshilaku will always be in his blood. He was trained at an early age as where other male children of the tribe to hunt and survive in the harsh lands with bow and sword. His father was a common hunter, his mother the common hut wife. When he became of age he decided to leave the life of the Urshilaku to adventure and learn more about the things outside the camp. He might have left his tribe behind, but their teachings and culture will always be with him.
Race - Dunmer
Birthsign - The Thief
Age - 29
Class - Skilled Adventurer
Skills - Marksmen, Short-blade, Speechcraft, Mercentile, Sneak, Light Armor, Athletics, Acrobatics, Illusion, Alchemy,
Appearance - Zarek is a slim but fit Dunmer, built for speed and control rather then pure strength. He stands at a usual 6'0" tall. His hair is mid neck width, black with red highlights. His eyes are a light red, as usual for a Dunmer.
Apparel - For those casual days roaming cities or socializing with other patrons Zarek wears black common clothing. When he is traveling or wandering the wilderness he prefers to wear his netch leather armor (no helm)
Weapons - Chitin Long Bow, two dozen Chitin Arrows, steel short sword, steel dagger.
Misc. Items - 50 septims, carpenters knife for making spare arrows, some scraps of netch hide to repair any damage to his armor, one torch, skin flask for water, flint and tinder for campfires.
Personality - Zarek is quick to anger at times, but he is clever and well mannered for a nomadic Dunmer. Once apart of the Urshilaku tribe in the ashlands, he left to gain knowledge on other cultures and pillage the various ruins and tombs of Vvardenfell. At times his Ego will get the best of him, but when it comes down to it, he can handle himself very well. Skilled with both blade and bow he has learned the meaning of survival out in the wilderness alone.
Bio: Zarek had a simple Ashlands life. He was born an Urshilaku and Urshilaku will always be in his blood. He was trained at an early age as where other male children of the tribe to hunt and survive in the harsh lands with bow and sword. His father was a common hunter, his mother the common hut wife. When he became of age he decided to leave the life of the Urshilaku to adventure and learn more about the things outside the camp. He might have left his tribe behind, but their teachings and culture will always be with him.
STILL AWAITING THE CS'S OF A FEW! THERE IS NO LIMIT TO HOW MANY PEOPLE I WILL TAKE SO NO NEED TO RESERVE SPOTS!