Divayth Fyr claims to have found the cure for corprus. Test subjects already infected with corprus show 100% improvement, becoming completely human in a matter of weeks. Tests on normal subjects (subjects without corprus) have shown the opposite effect; the subject transforms into a full-fledged corprus beast in a matter of days. Divayth Fyr decides to have the cure confined to his corprusarium.
Year 4E35
Divayth Fyr decides that one of his cured subjects, known only as Mike, is ready to be released back into society. But Mike has bigger plans. When Divayth takes Mike to Balmora for release, Mike steals a bottle of the cure, taking it with him.
One week later
For unknown reasons, certain citizens of Balmora have shown signs of corprus, and the disease is rapidly spreading. Divayth Fyr attempts to give those who are infected the cure, but then finds that the disease has mutated, forming a new, more resistant strain. Fyr returns to his tower indefinitely, trying to find a cure for the new strain. All clues point to Mike as the culprit.
Year 4E38
All of Vvardenfell has been infected, the status of Divayth Fyr is unkown. The disease has spread to the mainland, and corprus beasts have destroyed Mournhold and killed all of its inhabitants, including King Helseth. The Horde now moves to the other provinces, the majority heading toward Cyrodiil...
You play as a normal person, trying simply to survive the onslaught of the corprus horde, which is right at your doorstep in Cheydinhal. The Empire has lost all communication with Morrowind, and nobody alive is aware of the looming corprus threat. Ocato has dispatched a large portion of the imperial legion to guard the Cyrodiil-Morrowind border, spread thin across the contryside. You can work with others, go it alone (not advisable), or take the fight to the monsters in the fight to survive.
Some info on the corprus beasts.
About 80% of the horde will be mad up of generic, but powerful, corprus beasts. Although quite strong, they move obnoxiously slow due to their extensive muscle and bone decay. They can run clumsily to a certain extent. These beasts have heavily decayed brains, only able to make simple thoughts, and have only the most primal of instincts: To stay alive, and to eat.
Another 19.9% of the corprus beasts will be made up of the recent infectees; these beasts have only recently be infected, and therefore will not have suffered from the same muscle and bone decay as their slow counterparts. Their brains, however, are just as damaged as the others and stil cannot carry out complex thoughts.
The other 0.1% (one in a thousand) is quite different. This group is made out of corprus beasts that were exceptional in their life. These beasts had immense willpower as a human, and therefore retained much of their mind, stil able to carry out complex thought processes. These few can cast spells, use weapons and tools, even command lesser corprus beasts. Be wary of them, as they can match and even outsmart your character.
All corprus beasts, no matter how powerful, are extremely sensitive to UV radiation, and therefore stay out of the sun. Thus, they only come out at night, often hiding from the sun in caves, ruins, or even people's basemant's during the day.
Character sheet format
Name:
Race:
Gender:
Apparent Age: (How old you appear to be)
Actual Age: (How old you really are)
Skills: (Not necessarily those in the games, just whatever you're character is good at)
Armor/apparel: (Please don't pick anything better than Mithril or its heavy armor counterpart)
Unique apparel: (Jewlery, etc.)
Weapons: (Nothing ebony or daedric, please)
Equipment: (money, food, etc. If you have a horse put it here)
Physical Appearance:
Unique Appearance: (Scars, Tattoos, etc.)
Mental Description:
Short Bio:
Rules:
1. No ubering/character controlling
2. No one-liners
3. You are not immune to corprus
4. PM all character sheets to me
5. My word is law. Disobedience will be punished by me killing/crippling/dismembering/eating your character alive
6. No short posts. All IC posts must be a minimum of 50 words.
7. No OOCs without also including and IC.
8. Romance and cursing are both fine.
9. You know the '0.1%' of corprus beasts that can think for themselves? Well it is me and only me that gets to decide who those are, when they appear, and what they do.
What's happened so far
http://www.gamesas.com/index.php?showtopic=0
The Corprus Horde, its existence unknown to the public, attacks the city of Cheydinhal one rainy night. The horde engulfs the city, devouring all who stand before it. The lucky survivors start to form small groups. Fanier and Amiel (an altmer/bosmer cross-breed and an imperial, respectively) make their way to the Cheydinhal castle, with Primo, a guard captain, and Calendras, an altmer necromancer, folowing close behind. The group survives the night hold up in the castle.
Morning comes, and the Corprus beasts flee teh sunlight, leaving the city in ruins. Fanier, Amiel, and Calendras scavenge through the ruins for survivors and supplies. Calendras separates fro the group to search his house, finding a large group o survivors hiding within. Rather than offering them refuge, Calendras sees an oppurtinity to practice his prodigious skill in necromancy, slaying the lot. He then piles the bodies into a large cart, which he totes around with him for later use.
Fanier, after seeing the bodies, examines them, and finds out that it was Calendras that killed them. Outraged, Fanier nearly starts a fight with Calendras, but deems their current situation too urgent to lose another worker among the group. Meanwhile, Primo meet up with Adrian, an imperial mage. Rothis, a dunmer blacksmith, and Trisha, an argonian girl, continue to wander the ruins independently from any of the others.
All the while, Durus Broad, an imperial, is barely surviving in his village outside Cheydinhal, one of the first to be attacked by the corprus beasts...
The current characters:
Name: Dro'Raska
Race: Khajiit
Gender: Male
Apparent Age: 27
Actual Age: 27
Skills: Marksman, Dodge, Acrobatics, Athletics, Sneak, Mysticism.
Armor/apparel: Black Pants, Black Cloak, and Dark Leather Belt.
Unique apparel: Gold Stud Earring and Gold Ring Earring.
Weapons: 17 Throwing Knives, Silver Longbow, and Barbed Silver Arrows.
Equipment: 39 Gold.
Physical Appearance: About 6', Average build, Black fur and dark orange stripes, and Orange-Gold eyes.
Unique Appearance: (none)
Mental Description: He does what he needs to get by and often doesn't care who or what he has to overcome. He is quite affectionate towards Argonians and Khajiits. He is bisixual.
Short Bio: Dro'Raska was born in Elsweyr where he was shipped off within a year of his birth. He was taken to the Black Marsh and was raised among Argonians. He was taught to hate the legion and strike hard and fast. An Argonian shaman, Ral-Kitjar adopted the out of place Khajiit. Ral-Kitjar taught the young Khajiit mysticism. Although it took much practice and perseverance he eventually mastered the school to a degree. While he was there he was taken on raids of Imperial troops. To prepare for these raids he was taught how to sneak away from the troops as well as how to effectively take out an enemy from afar. Ral-Kitjar was killed, when the Legion ventured into the swampy marshes and attacked. Dro'Raska escaped but hid inside a Legion caravan to the Imperial City. From there he set out to Cheydinhal, where Ral-Kitjar had said family was.
BladeMaster07's 2 characters
Name: Adrian Vlantarus
Race: Imperial
Gender: Male
Apparent Age: Early Thirties
Actual Age: 39
Skills: Destruction, Illusion, Concentration, Alteration
Armor/apparel: Dark Brown cotton robes. Leather boots.
Unique apparel: A ring with a diamond set into it, that allows him to cast a powerful lightning bolt once a day. (change if to powerful.)
Weapons: Just a steel dagger, carved with runes.
Equipment: Book of spells. Some magical components for spells in a belt which has many pouches. Quill, ink and parchment.
Physical Appearance: A tall, and rather skinny Imperial, he stands just above six feet, but weighs well under two hundred pounds. His skin is tanned and smooth, and his eyes are a very light brown. His hair is a raven black that hangs down just into his eyes, and always seems unwashed and greasy.
His nose is slightly hooked, like the beak of a bird, and his eye brows are almost none existant.
Unique Appearance: On his left wrist (inside) two snakes wrap around a lightning bolt in the middle, their heads meeting at the top.
Mental Description: Rather eccentric and almost overfriendly, he loves magick and learning new spells. His trust is gained easily, and his friendship may be questioned at first as he seems loud and rather annoying, but his value in a battle is not to be ignored.
Short Bio: He grew up in Skingrad, his father being a mid-ranking member of the mages guild there, and he took to magick at a young age. Following the teachings of the members in Skingrad, he soon became proficient at Destruction and its properties, and soon he set out to become a member of the guild, succeeding at the age of twenty five.
During his travels, he learned more of the arts of illusion and alteration, and soon set out to learn more of these schools, becoming rather skilled with illusion. Now he has made his way to Cheydinhal, where he plans to further his studies on alteration.
Name: Rothis Adondasi
Race: Dunmer
Gender: Male
Apparent Age: 32
Actual Age: 64
Skills: Smithing, Blunt, Heavy Armor.
Armor/apparel: Heavy Apron for smithing. Worn grey shirt, and brown pants. Hard leather boots. Also has his prized steel cuirass in his house. A simple wooden shield with iron reinforcements.
Unique apparel: None.
Weapons: Heavy one-handed hammer.
Equipment: Repair hammer (x1), a small amount of gold. Keys to his house.
Physical Appearance: Standing just below six feet, he is rather tall for a Dunmer. He is also quite strong from his smithy work, especially his arm strength. His face is strong and has a few burn marks from the flying sparks. His eyes are normal Dunmer red, and his hair is white, long and drawn back into a ponytail while he works. It is almost permanently streaked from the soot.
He is missing a front tooth, and his hands are very rough.
Unique Appearance: A scar on his arm, running the entire length of his left arm.
Mental Description: A rather gruff person, he is hard to get to know, and even harder to like. However, those who are friends with him value his loyalty as a friend, and he can be quite sociable with people he is comfortable with. He loves a good ale, and can haggle like nobodies business.
Short Bio: his home is Cheydinhal, and has been since the say he was born. His life was simple, his father a smith as well, and his mother working as a maid in the castle, so they had a decent living. He took over his fathers business when the mer could barely lift a hammer anymore, and has led a rather uneventful life. He loves smithing, but longsto save up enough money, and travel when his father dies
Krimsin
Name: Xa-raku
Race: Argonian
Gender: Male
Apparent Age: Late thirties
Actual Age: 31
Skills: Martial Arts Mastery (H2H, Acrobatics, Block, etc.), Free-running, Athletics, Alteration, Meditation
Armor/apparel: Black travel robes w/ hood, leather braided sandals
Unique apparel: None
Weapons: His own body
Equipment: Barely any money, a decent amount of food. Some health potions
Physical Appearance: Mostly black or dark green, with splashes of green on his face, chest, hands, and feet.
Unique Appearance: Fins
Mental Description: Rather stoic and peaceful. Avoids combat unless necessary. Hates slavers.
Short Bio: Xa-raku was given over to a teacher of martial arts, Lin-koh, at a young age to ensure his safety from slavers and the ever-present dangers of the Black Marsh. Xa-raku rarely saw real combat, but eventually became Lin-koh's top student, and inherited the argonian's school after Lin-koh passed away. Xa-raku was hesitant to take on the new responsibility, but agreed. During Mehrunes Dagon's invasion of Tamriel, an oblivion gate opened near his village. He urged everyone to stay inside the village, but one of his students took it upon themselves to lead an attack into the gate and successfully closed it. That student, Luah, criticized his indecision, got into a heated argument with him, and finally left the school entirely.
forrest gump951 (me)
Name: Fanier
Race: Wood Elf/High Elf mix
Apparent Age: 25
Actual Age: 63
Gender: Male
Skills: Fanier's a master at close quarters combat, very deadly with shortswords and hand-to-hand. He's also pretty good with long blades and bows. When necessary, he can cast a basic fire or restoration spell.
Armor/apparel: Fanier has a full suit of leather armor minus the helm. When he's not wearning armor he has some simple clothes and a nice burgundy jacket for when its cold.
Unique Apparel: Fanier always wears the amulet of his late wife.
Weapons: Fanier has an elven shortsword, along with a simple shortbow with a quiver of 30 arrows.
Equipment: He's got about 50 gold in his savings, aong with a bay horse named Perce kept not in the stable, but tied outside his house.
Physical Appearance: 6 feet, 2 inches, due to high elf ancestry. 160 pounds, little body fat, average muscle mass. Brown hair, often tied in a short ponytail or let loose in a short, ruffled fashion. Hazel eyes, some stubble around chin and upper lip.
Unique Appearance: Fanier has several scars across his chest from a nasty fight with an argonian a while back.
Mental Description: Charming man, though has a bit of somberness behind the charm from the death of his wife fifteen years ago. When forced to talk about his wife, he becomes irritable, sometimes breaks down. Always carries her amulet to remember her by. He doesn't like it when people try to feel sorry for him. He isn't bothered by blood, gore, etc.
Short Bio: Son of a nobleman in summerset isle, left his family as he grew tired of the noble life. Traveled across Tamriel, and met a beautiful wood elf named Lathora in Cyrodiil. They traveled together, and were married in the Temple of the One. A year later, during a visit to Morrowind, Lathora came infected with Corprus, and eventually became a fully fledged corprus beast. Devastated, Fanier took her amulet and left Morrowind. He became a privateer for well-paying customers, sometimes easy jobs like pest-extermination (rats), sometimes doing the dirty work for skooma dealers. Although he sometimes murdered, he never did so unless his employers told him what they did to deserve such a fate. Fanier never told anyone of his wife.
DarthRavanger
Name: Amiel
Race: Imperial
Gender: male
Apparent Age: 34
Actual Age: 37
Skills: blade, cooking, light armor, block, tracking
Armor/apparel: Leather armor (whole set minus headgear), a ragged gray shirt, a worn pair of black pants, a leather overcoat, a chainmail shirt, and a left steel pauldron.
Unique apparel: Nothing
Weapons: A steel longsword
Equipment: About 1200 drakes, The real barenziah volume 1, a small amount of bread, and a bottle of mead.
Physical Appearance: A muscular imperial, he has hair reaching to the base of his neck, and has brown eyes.
Unique Appearance: he has minor scaring on his torso.
Mental Description: Amiel on the outset appears to be a very stoic individual, however this image is shattered whenever he's drunk or among friends.
Short Bio: Amiel has been in the fighters guild since his early twenties. He has had a successful career in the guild, and has reached the rank of protector. Unfortunately Amiel's family has been much more difficult, and he has on more then one occasion been forced to bury a sibling or cousin who died thanks to his family's internal conflicts.
RavenVW
Name: Durus Broad
Race: Imperial
Gender: Male
Age:27
Skills: Tracking, Bow, Light Armour, Blade, Speechcraft
Class: Hunter
Mental Profile: Although still relatively young, Durus knows a lot about different forms of hunting. Be it deer or daedra, he is familiar with adventure, battle and misery at a young age, but he likes to feel it hasn't affected him, which is true to an extent. He's witty, fun to be around and generally a pretty talkative fellow, but his past has made him vengeful, and aggressive. It's a flaw to his character that has helped him survive in life.
Weapons: A strong wooden bow that he crafted himself, and a delicately balanced steel longsword. He is skilled with both.
Armor: Prefers light armour, as he is a fast mover rather than a big hitter. Most of the time sports simple leather armour.
Physical Appearance: Genuinely handsome, with a straight nose, strong chin and short, clean brown hair. He nonetheless has something underneath that exterior appearance that doesn't reveal itself until he gets angry, he has a stare that can break a man, and his glare is twice as strong. His eyes are so dark they're almost black, and his forehead is already beginning to get noticeable frown lines.
Unique Appearance: Several scars across his arms and body from hunting, but no particularly mentionable ones.
Short Bio: At the age of fifteen his mother was killed by a vampire, and his father was badly wounded. Knowing that he would turn into a vampire, the father asked to be killed by his own son, and after Durus denied, he threw himself off a cliff. Now an orphan, Durus stayed with a close friend for several years, learning the basics of swordplay and marksmanship. Already out of schooling of any form, he began to hunt, small, relatively safe animals at first, he soon began to get bigger aspirations.
He killed his first mountain lion at eighteen, his first bear at nineteen. But it wasn't until twenty that he killed his first vampire, it wasn't the one who killed his family, he never did find that one, but he didn't care. Since then he went after bigger things, even making a name for himself in small circles.
It is these skills, he thinks, that have helped him survive thus far. The village he was in was one of the first place in Cyrodil to bear the brunt of the undead, and now he is imprisoned within his own home, which he has made into a full on fortress. Barricaded on every window and door, the dead have never got inside, but he is running short on supplies.
W00tz
Name: Primo
Race: Imperial
Gender: Male
Age: 37
Skills: Very good with a sword. Strong and Agile, Fatigues very slowly. Tends to be charismatic and convincing.
Armor/apparel: Standard Issue Imperial Legion Armor.
Unique apparel: A unique enchanted necklace making the wearer stronger.
Weapons: Silver Longsword.
Equipment: Food Stocks and a moderate pouch of gold. Rides a fast, strong black horse.
Physical Appearance: Battle hardened, a determined look in his eyes. You can tell he has been places and seen things. Dark hair, Dull gray eyes.
Unique Appearance: Little scars and knicks all over his body.
Mental Description: Worried about his men, sometimes struggles to make the right decision.
Short Bio: From a long line of Imperial Soldiers.
First member of his family to actually be put in charge of a group of men.
Spider pig
Name: Dynter
Race: Nord/altmer crossbreed( I know, i'm not sure what happened there either.)
Gender:Male
Apparent Age: 35
Actual Age: 80
Skills: Smashing Skulls(Blunt weapons) Light armor. Surivival in the wilderness. A tiny bit of Destruction.
Armor/apparel: Fur boots, greaves and cuirass
Unique apparel:
Weapons: BIG HAMMER. BIG BIG ELVEN WARHAMMER OF 5+ SMASHINESS. Dynter would never give it up.
Equipment: Horse( In horses saddlebag are two scrolls, one of jumping and one of slowfall(OOC: I'm not making the same mistake twice Dammit!))
Physical Appearance: Ragged black hair. VERY VERY Strong. A massive man.
Unique Appearance: None
Mental Description: Dynter acts like the Cliche "I SMASH" Barbarian...but he is actually quite smart. Underestamation can be used to an advantage...
Short Bio: Orphaned as a child and raised by his elven half brother until age 21. He worked as a mercinary for most of his life. He was in Chaydinhal at the time of the attack.
XxHavokxX
Name:Xerxes iron-Roar
Race:kahjiit
Gender:Male
Apparent Age:30
Actual Age: 30
Skills:blunt,blade,heaby armor,hand-to-hand,athletics,acrobatics,speech craft
Armor/apparel:heavy bonemold armor with some cloth bits
Unique apparel:silver bells that hang from his double headed glaive,ivory braids that hang from the few dreds in the front of his mane
Weapons: mythril Glaive
Equipment:smoked deer meat. medium sized bag of gold (200)
Physical Appearance: http://www.mtgstaples.com/mediac/450_0/med...IR_11601/b7.jpg
Unique Appearance:a dark scar over his left eye
Mental Description:smart,quick-witted, flirty,h could rage if something particularly gets to him. he doesnt talk much,but waht he says is usualy profound
Short Bio:Xerxes was born in southern elswyr he was a leonide of the tribe. after many battles with slavers and other tribes Xerxes was given reign of his tribe. after the corprus infection he led the men of his clan into battle with a den of the beasts,only he survived and even though his tribe was safe for the moment. he couldnt return,since then he has been wandering the lands looking for something to do.
Aulakauss
Name: Trisha Cerrius; Dessinta [Lapsed]
Nicknames: Trish, Tiim-Kast (male alias)
Gender: Female
Race: Argonian [Morrowind variety]
Age: 19
Birthdate: 5th, Sun's Height
Birthplace: Drellor Plantation, mainland Morrowind
Class: Tinker
Class Description: Trisha is a tiny being of massive curiosity, and as such, reads, researches and experiments a lot. She works mostly with Alchemy and the study and (attempted) assembly of Dwemeri-style technology. She refers to herself as 'A scholar and a tinker.'
Major Skills: Enchant, Alteration, Acting, Alchemy, Mechanical Construction
Minor Skills: Restoration, Illusion, Destruction, Athletics, Mysticism
Birthsign: The Apprentice
Eyes: Bluish green
Hair: Fins, purple on the back tips.
Skin/Scale Color: Tan-green flesh with both purple and leaf green scales
Height: 5' 4"
Build: Scrawny and Thin, save for her legs; often misses meals.
General Description: The best words to describe Trisha's physical appearance are unkempt and cute. She is one of those people that you're never quite sure of their gender until they tell it to you, since they look and sound like they could be either an adolescent boy or a young woman. Her body lacks briasts and a navel entirely and the only reason her waist is curved at all is because of how wispy she is; with nothing to support it in way of muscle or fat, the skin between her ribcage and hips has simply pulled tight and curved inwardly.
Her skin is a tannish green color and is only visible on her fingers and palms, around her eyes and mouth and on the bottoms of her feet. Otherwise, leaf-green scales dominate the surface of her tiny frame, covering her in most places. In others, her scaling fades from green to a reddish-purple. These include her rear, the backs and inside of her thighs, the underside of her tail and a large patch from her groin up her belly to the top of the little upside-down V-shape of the bottom of her ribcage. A little smudge of purple is also visible on the very back tips of the fins that run from just above her eye on either side and end at the rear-sides of her skull.
Primary Clothing: Among the few she associates with enough to be herself around, Trisha wears a patchwork shirt and skirt or long, sack cloth pants with a heavily patched blue coat. Otherwise, she either hides herself under her armor or dons a Huntsman vest and pants. She wraps the bottoms of her feet with strips of leather in place of shoes.
Tattoo/Scars/Piercings: Burns and cuts of various sorts from mechanical and alchemical mishaps, mostly on her hands. Her right fin is pierced twice with golden rings. She'd never dream of having a tattoo anywhere, ever, for any reason.
Armor: This sans the boots. Only donned to hide herself or for protection when traveling
Inventory: Apprentice-level Alchemy gear, save for her Master Calcinator, which was a gift from a friend for her 18th birthday. Has a bunch of little organized sacks of ingredients in the smallest, front pouch of her pack and her alchemy gear, gold and potions in the larger one. A homemade steel pocketwatch sits in her pocket, attached by an iron chain to her belt, powered by a shard of a Varla stone. Also carries some bottles of tea and loaves of bread along with two full changes of clothing.
The two small side pouches of her pack are filled with a pair of notebooks, one each: the left one contains machinery schematics and all sorts of miscellaneous notes written in quick quillstrokes that few but her can read, and the right is an exhaustive documentation of every ingredient she has ever found, what effects it has and where it can be found, again along with random scribbled notes only legible to their author. The core notes themselves in both volumes are hard enough to read by themselves, but the margin notes are almost entirely undecipherable.
Weapons: A razor-sharp glass dagger sheathed in leather at her left hip, stained with all sorts of ingredient juices. She has no idea how to wield it in battle.
Magic:
Conjuration: N/A
Illusion: Apprentice
Destruction: Apprentice
Restoration: Journeyman
Mysticism: Apprentice
Alteration: Expert
History: Trisha was hatched a slave, though she thankfully recalls little of her first four years of life. After she'd hatched, she was taken from her parents and sold to a nearby plantation that wanted beast children to raise and sell. Two weeks after turning two, Trisha, then named Dessinta and redesignated Argonian Female #219, was put up on sale in Suran. The tiny Argonian was forced to labor for the slave trader until she was rescued two days before her fifth birthday.
Her saviors weren't heroes though, not in the common usage of the word. A pair of upper-middle-class Imperials, Savain and Marina Cerrius, were visiting relatives in Morrowind and had found themselves appalled at the slave trade and the cruelty with which the Argonians and Khajiit were treated. Marina was, despite their repeated tries, unable to conceive a child and they'd all but given up hope of having a child when Savian suggested they visit the local slave trader and buy a beast-child their freedom.
Upon reaching the trader, though, they found that most of his 'stock' was full-grown. They'd almost given the idea up when Marina spotted a tiny scaled child holding the bars of a cell they'd thought empty before, its little right fin bearing an iron piercing with a little metal tag on it. They took her home to Cheydinhal and raised her as their own, giving her the Imperial name of Trisha. At the age of ten, she showed interest in the local Mage's Guild and, after a little convincing, was allowed to join despite her age.
Now, at the age of nineteen, she is an unsung heroine of her local Guild chapter, a little wunderkind that even the older mages go to for advice regarding Dwemeri and Alchemical studies. She is fairly poor at actual spellcraft, but her vast knowledge and skill in her fields of expertise are enough for most people to overlook that particular flaw.
Personality: Trisha is an introvert, a reclusive little girl that hides in her room in the Cheydinhal Mage's Guild and only comes out for visits to the kitchen, toilet or ingredient room. As such, she hasn't the slightest idea how to deal with regular people. By nature, she is timid, softspoken and if anyone argues with her she backs down and nods while murmuring in mild fear. If faced with something scary or traumatic or given physical threats she will either scream and run, try to hide or, on more extreme occasions, faint. Sarcasm and innuendo are almost entirely lost on her.
Despite this meekness and innocence, she is very useful when in her element. Despite not even being two decades old, Trisha knows more about Dwemer technology and alchemy than a great majority of the entire Cyrodiilic Mage's Guild and will happily recite tidbits of her knowledge to anyone she overhears having trouble with something in her field (unless you look at her menacingly or tell her to be quiet, in which case she falls silent and slinks off).
Sadly, her expertise is rather confined to these two elements of arcane study; her spell casting abilities are limited at best and she can't cast anything more powerful than a small healing spell on anyone but herself, her casting attempts frequently either backfire or fail entirely and she forgets incantations that she doesn't use constantly.
As another result of her reclusive lifestyle and the constant ribbing and ridicule of her magickally-skilled peers, Trisha also has severe self-confidence issues. As she is more reptilian than most Cyrodiilic Argonians, she does not have the shape of most females and is often mistaken for a male, something she is very aware of and extremely self-conscious about. Envious of practically every other female she meets, embarrassed by her lack of femininity and fearing being made fun of, Trisha prefers to speak and act as though she is a male around strangers, leading to some strange and awkward moments of realization for any new friends she makes.
Other Traits/Oddities:
- Cannot tell a joke to save her life.
Misc Skills [non-combat]:
- Considering her meek nature, Trish is strangely good at lying and has no problems with stealing/borrowing the property of others sans permission. With exception of ingredients, she usually puts back what she takes when she's done with it, though.
- Trisha can mimic almost any sound or voice she hears. One of the mages lovingly calls her 'Mockingbird'.
Jerod Kayne
Name: Radek
Nickname: Wild-Eye
Race: Argonian
Gender: Male
Apparent Age: Early Teens (16-19)
Actual Age: 20
Skills: *Hand to hand, *Athletics, *Acrobatics, Blade, Sneak
Armor/apparel:Dark Green shirt, Old raggedy Chain mail Shirt (Wears over Green shirt), Black Trousers, Leather Boots, Chain mail Gauntlets with half finger-sleeves.
Unique apparel: None
Weapons: Steel Dagger
Equipment: Food, little gold, map
Physical Appearance: http://contemp.artspots.com/files/image/file/20887/resized/Oblivion_Argonian_by_PyroTeamkill.jpg
Unique Appearance: Long cut marks, scraqes, scars all over his body, incredibly long claws on his feet and hands. Long sharp teeth.
Mental Description: He's not the most sanest person you'll ever meet. Sometimes, he can act incredibly crazy, almost like an animal. In other times, he can be peaceful, calm, even happy.
Short Bio: Radek used to be normal. Which was before the Corprus Plague, during which, he lost part of his mind. His parents were killed a few moths before the Corprus Invasion, they're deaths unknown. Dealing with both the trauma from his parents deaths and of the Corprus plague, he went crazy, and developed a split-personality, one side being his normal self, the other being a crazy-animal side.
He now wanders the wilderness, mostly in hiding from the Corprus, nearly being killed dozens of times by them. He barely scraqes by each day, which has made him incredibly skinny. He is incredibly skilled in Hand-to-hand combat, due to his 'crazy' side, in combat, Radek's foes usually end up a bloody mess.
Wild-Eye's been on his own for several months, scavenging through out ruins and destroyed cities.
Faldom
Name: Kiel
Race: Reguard
Age: 34
Skills: Long blade, marksman, light armor, athletics, armorer, and climbing
Mental Profile: Rather calm except for in heat of action, he lets his natural Reguard adrenaline take over
Weapons: Mithril longsword, mithril bow and arrows
Armor: A suit of full mithril armor
Physical Appearance: Bigger and taller than most Redguards, has a rather average face but with a more "squarish" jaw
Unique Appearance: Tatto of Yokuda (original redguard continent) on right bicep.
Short Bio: Hammerfell born and raised, grew up as a blacksmiths apprentice, at 18 he gave up the life of a blacksmith for that of a freelance adventurer, he spent his days doing various quest and looting dungeons.
Lord Dren
Name: Aniquette Saccius
Race: Imperial
Gender: Female
Apparent Age:30
Actual Age: 28
Skills: Destruction, unarmored, shortsword, restoration, conjuration, alchemy
Armor/apparel: Blue Mages guild robes, no hood
Unique apparel: Enchanted ring of illusion(Paralyze)
Weapons: Fine steel shortsword
Equipment: Two scrolls of fortify intelligence and three potions of healing
Mount: Black Horse named Surefire
Physical Appearance: Aniquette stands at around 5'7", has thick brown hair and sea green eyes with steel grey strieks, giving her a rather fierce gaze.
Unique Appearance: n/a
Mental Description: Can show loyalty with a good reason to, has no compassion for the Altmer, and is deadly commited to the Mages Guild. She prefers the lifestyle similar to that of the Telvanni, having visited the Great House during her involvment in uncovering corruption in the Mages Guild
Short Bio: She was born Aniquette Potema Saccius, having shown much of the signs of the old Wolf Queen of Solitude Potema Septim, while in the womb. Her frequent rebellions resulted in her middle name. Her first name was given to her to honor her great grandmother, Aniquette Mercius, a famous writer from the second era.
She has lived most of her life in Cheydinhal, sticking to what she knows best--magic. Occasionally, Aniquette visits Morrowind to gather rare ingredients from the native plants that grow abundantly from the Ashlands and Grazelands.