City of Ysgramor
Legends speak of the first city of Man, built in the coldest north of Skyrim. Hewed from the stone, and built on timber frames, the Atmorans constructed a haven, a place they could truly call their own. Saarthal, City of Ysgramor. The Falmer, snow elves, looked at this mighty city, built by Man, and sought friendship. Freely given, Man embraced Mer, and Saarthal grew even more powerful in wealth and trade. Ysgramor ruled justly from his throne, and peace was enjoyed throughout all of Skyrim.
Man multiplied across the land, and the elves looked on and grew jealous and hateful of what they once thought of as friends. Together, the chiefs of Falmer hatched a crafty plan to rid themselve and Tamriel of Man's influence. Under the guise of peace, they entered Saarthal, and when night came they fell upon the city in what would become known as the Night of Tears.
Countless Atmorans, men and women, were consumed by Merish wrath, and when Magnus rose over the horizon to look down upon the City of Man, only a smoldering ruin remained. Ysgramor, chief amongst all Men, had fought his way free with his two sons, slaying numberless amounts of elves in their escape. They escaped back to Atmora in the last ship in the harbor, and the City of Man was no longer known by that name, and the Falmer did their best to blot out the memory of golden Saarthal from history.
But it was not to be! Ysgramor returned, with his Five Hundred Companions, and met the elves on the field of battle with steel, spell, and Voice. Fueled by wrath, Man recaptured the ruins of Saarthal, but there was no jubilation. No. Revenge was to be had, and the Mer payed the price for their betrayal. Some elves managed to flee to their cousins in the West and South, but countless were slain under the swords and axes of the Atmorans, and soon Man reigned supreme in the north of Tamriel, and they named their land Skyrim.
The memory of Saarthal never truly faded from the mind of the Atmorans, who became the Nords, and the cities built across Skyrim were mere emulations of the First City. Winterhold itself, glorious in the North, was built atop the ruins of Saarthal. But the jarls and thanes guarded the few entrances underground to the First City, and soon all knowledge of the First City faded from memory, held onto only in scant legends and myths amongst the Nords.
In 4E 71, the Masons Guild of Winterhold discovered an odd hole in the ground when they were clearing away some rubble to make room for a Temple to Kyne. Intrigued, they delved into it but were stopped by a great door, upon which images of ships and men of old were carved. They took their finding to the King of Winterhold, and he went down to see for himself. When he came to the door, he fell to his knees and wept, for Saarthal had once again been found by Man.
And it is the Right of Man to go to the First City. So the King of Winterhold sent out a call for explorers, to enter the Great Door to the ruins, and find what they could. Be it treasure, artifacts, or the bones of ancestors.
Who Are You?: In this RP, you play as an adventurer who, after hearing of King Snorri of Winterhold's call for explorers, has made his/her way to Winterhold to answer that call. You can be of most any backround, and characters of all types will be useful in the ruins of Saarthal. The ruins are a rather dangerous place, and not just from loose rock and crumbling ruins. All sorts of terrifying creatures, both common and of legend, dwell in the ruins of Saarthal.
What Do We Do?: This is largely a classic dungeon crawl. Fighting monsters that have been trapped in the ruins, discovering treasure, overcoming hardship, and returning to Winterhold with precious artifacts for the cities King and nobles. You wouldn't be the only adventurers, for the ruins branch out in many paths, so conflicts with other parties are almost guranteed. The general goal of this RP, however, will to get to Ysgramor's Throne, and to hopefully recover his ancient crown, something of great interest to the King of Winterhold. According to the knowledge of sages, the throne room is located in the High Hall, deep beneath the ground. Hazards stand between you and there. Adventures will also take place in Winterhold, where discovery of Saarthal has led to some interesting conflict amongst more than a few groups.
Winterhold: This is one of the oldest cities in Tamriel, although it is eclipsed in power by Whiterun. It is ruled over by King Snorri Thunderbeard, and divided up into five districts: The High District where the castle and noble houses are, the Low District where the slums sit, the Docklands, the Merchant District where numerous shops are, and Guild Row.
**More information about Winterhold will be added as the RP progresses, as well as information on surrounding areas and Saarthal**
Rules:
Pm character sheets to me after the RP has started.
If your character dies, you will be allowed another character, of course.
No uberness. Powerful characters are alright, but you must be able to play it effectively.
No mind-reading.
No Character Control unless agreed upon by all parties.
!Write in the third-person!
Vampires and Werewolves are not allowed.
Romance is alright.
Character Sheet
Name:
Gender:
Race:
Age:
Birth Sign:
Combat Skills (Limit Seven - Includes all game skills):
Non-Combat Skills (Limit Ten - Non-game skills):
General Apperance:
Hair Color:
Eye Color:
Weapons:
Armor:
Other Items:
Mental Condition:
Brief History:
Characters so far:
Trannigan
Gender: Male
Race: Imperial
Age: 27
Birth Sign: Warrior
Combat Skills: Blade, Armoror, Heavy Armor, Unarmored, Distruction, , Hand to Hand, Axes (but only one handed ones)
Non-Combat Skills (Limit Ten - Non-game skills): Mercantile, Speechcraft, Survival,
General Apperance: Slightly taller than the average Imperial, and with a more muscular body build. He is stronger than most men of his race but less agile because of being slightly more built than most. He has tanned skin and unkempt hair grown a few inches past the shoulders aswell as a grown out goatee.
Hair Color: Black
Eye Color: Bright Green
Weapons: Elven ongsword and a few steel daggers.
Armor: Orcish shield, boots and gauntlets, Ebony Greaves and an Imperial Horseman helm.
Other Items: Normal clothes consists of a long sleeved wool shirt and blacksmiths pants, aswell as deer skinned moccasins and a dirty, dark green cowl. Carries with him a sack that has a few store bought health potions aswell as some food to make a meal at the next camp stop aswell as a money sack with 100 gold in it.
Mental Condition: Confident in his abilities yet sometimes very arrogant and full of himself. He has been known to pick fights with individuals for various reasons, the main one being when someone insults him or insinuates that they are better then he is. He also tends to be quiet when in a group, which some people view that as him being a shady individual but he is usually just not a very chatty person unless in a good mood or drunk. Tends to have respect for the beast races of Tamriel on account of where he grew up as a child, he also has a respect for Orcs, Nords and Redguards while disliking most Dunmer for their thinking they can use others as their slaves and male Bosmer as very tiresome to be near for too long. Altmer and Bretons he is indifferent about, as he respects the arcane power that they wield yet finds them to be of the most arrogant of all races.
Brief History: Originally from his home land of Cyrodiil, Trannigan grew up in the city of Bravil, Trannigan figured out in his early teen years how much he liked doing tasks that let him use his natural talents, aswell as tasks that came with a payload; so he became a Mercenary. He then traveled the country for years doing most tasks he found that payed well enough, save for a few things that went against his moral code such as slavery or skooma/sugar smuggling. Although Trannigan did gain fame aswell as quite a bit of infamy in Cyrodiil he got the desire to travel around tamriel where he eventually ended up in Skyrim.
The Master Thief
Race: Khajiit
Age: 27
Class: Night Prowler
Sign: The Shadow
Combat Skills:
Acrobatics- Growing up near the forests of Elsweyr and Valenwood, Juhanor is a natural at Acrobatics, able to jump and climb in ways that would amaze most people
Hand-to-Hand- Juhanor knows a plethora of close combat fighting styles, and mastered most from the older members of his tribe, and can even block some weapons using his skill
Marksman- Juhanor is proficient at archery
Athletics- Living the harsh life of a tribal Khajiit has taught Juhanor how to move fast and far, with no rest stops in between
Unarmored- Juhanor was brought up to fight and move without armor
Dual Blade- Juhanor knows how to fight with two or more short blades, but not long
Non-Combat Skills:
Alchemy- Juhanor knows how to mix potions from a multitude of herbs, as well as brew Skooma
Prehensile Tail- Juhanor has a prehensile tail
Eye of Night- Juhanor can see in the dark, as part of his Khajiiti heritage
Sneak- Juhanor knows how to move silently, and pickpocket objects from people without being caught
Reading and Writing- Juhanor learned how to read and write from a kindly Breton hermit during one of his travels
Drug Resistance- Because of the large amounts of Moon Sugar he has consumed over the years, Juhanor is immune to most adverse side effects from drugs
General Appearance:
Juhanor has dusky orange fur. Bright blue eyes. Two circular scars on his wrists. Juhanor is well-muscled, but not overtly so. Stands at 6 feet, 3 inches. Has a tattoo of the number of slavers he has killed on his back. Razor sharp claws.
Weapons:
Juhanor has a family longbow, Vaba, enchanted to be able to punch through most solid materials. A set of 10 throwing knives strapped to his left leg. A pair of Kukri knives. Quiver of 20 Ebony Arrows on his back.
Armor:
Juhanor wears a pair of black pants, along with a pair of Silver Caestūs, with fur trimming on the wrists, on his hands. In addition, Juhanor wears a scabbard for both of his Kukri knives across his chest.
Bio:
Juhanor grew up in Elsweyr, the land of the Khajiiti. Due to his tribal family's roving ways, Juhanor spent much time in the different parts of Elsweyr, from Rimmen to the Forests of Elsweyr and Valenwood. When he was but a kitten, a horrid Bosmer slaver attempted to capture Juhanor, with plans to sell him to a merchant in the Imperial City. Juhanor escaped, but not before taking the slaver's life and weaponry, a pair of Kukri knives, in addition to a pair of circular scars upon each of his wrists (from the shackles). Juhanor then spent his years learning how to defend himself, and became a superb Marksman and Blade wielder. Upon reaching the age of 20, Juhanor decided to leave his tribe, in order to bring justice to those in need of it. During his adventures, Juhanor had his family longbow, Vaba, enchanted by an Altmer mage, giving it the ability to fire arrows with much more force than before, and learned how to read and write most scripts from a once-wealthy Breton hermit living in the Imperial City.
Mental Condition:
Juhanor, being a Khajiiti, takes most things as they come to him, and has a very relaxed personality. If he sees something unjust occuring, however, Juhanor instantly intervenes, sometimes leading to dangerous situations. Juhanor can't abide less-than-reputable characters. In addition, because of his kittenhood incident with a Bosmeric slave, Juhanor spends much of his time hunting slavers, and is wary of most Bosmer, until they prove their good intentions.
Other Items:
20 meters of climbing ropes
Pitons
Sack of Moon Sugar
Blademaster07
Gender: Male
Race: Imperial
Age: 34
Birthsign: The Steed
Appearance: Standing at a tall 6'2" but not filling out that frame at only 168 pounds, Octavius is however no means a stick of a man. Years of traveling and roughing it have given him a slender but "durable" muscle build, though in battle he is by no means strong. His face is thin, tan and a mix of boyish and rugged mountain-man qualities, with a hint of stubble on his chin, jaw and upper lip but this is opposed by watery blue eyes and a small nose. He is not considered generally handsome though as all of his features are somewhat elongated looking in addition to quite prominent ears. His mouth only seems to open to the right when he smiles to reveal small, pointy teeth, and his eyebrows are quite thick and black. This is opposite of his dirty blonde hair, which is cut short, but still long enough for a "windswept" look to it as if he's constantly getting out of bed.
Combat Skills: Marksmen, Alteration, Destruction, Restoration, Acrobatics
Non-Combat Skills: Speechcraft and Rhetoric, Survival skills (ie making fires, sttting up shelters), swimming, Reading and writing (as well as being able to create minor scrolls), basic math skills.
Weapons: Hand Crossbow with belt pouch containing 40 bolts.
Armor/Clothing: No armor. Instead, he wears a dark brown, short sleeved tunic with long-sleeved white shirt underneath. A pair of black linen pants, and leather boots. Fur gauntlets/gloves. Somewhat thick dark green traveling cloak with hood lined with fur.
Other Items: his pack includes:
- bedroll and square of shelter
- some dried fruit and salted meat
- 10 meters of thin, strong rope (used to hold shelter up among other things)
- leather skin for water
- map of Cyrodiil
- book The Last King of the Ayleids and The Book of Daedra at the moment --> borrowed from the Skingrad Mages Guild Hall
- 1 scroll of invisibility (for emergencies)
Mental Condition: Like any aristocratic Imperial, he grew up around speaking, writing and reading languages. He is well versed in rhetoric, philosophy and politics (or so he likes to think) and so he comes off as intelligent though he tries hard not to be snotty like other noble-born folk. He is cheerful, if not a little quiet when visiting bars with no friends but he is easy to talk to and was known to irritate prestigious Guild members by constantly debating them on their fields of "expertise".
Brief History: Growing up the average boring upper class aristocratic life in the Imperial City was bad enough for Octavius though he did learn basic magick from his uncle when he was 10 until he left at age 19. But when he found out at age 16 that he was being pushed by his parents into a career of politics, he flatly refused a lifetime of perpetual boredom, only broken by the fun magick learning sessions with his uncle. FOr a year he firmly resisted his parents as they tried to force him and his uncle apart, until finally he snapped, packed his things and followed the lead of one of his older friends who had "hit the road" several years earlier to escape the life of boring old politicians that his parents had promised him.
Though he wasn't technically a Guild Member yet, he joined as soon as he got to Skingrad and has been in it ever since, though he still hasn't gotten his recommendations yet. He is perfectly happy being able to access the Guild Halls libraries, eat their food, use their beds occasionally and learn valuable things from the few members who are friendly with him.
He got a few jobs going along with full-fledged members of the Guild on trips to ruins they wished to study and managed to see his first real action with numerous undead, bandits and even Daedra by the time he was 25. These are the only real combat jobs he gets though (escorting Mages to research sites to earn a little gold here and there) and has spent most of his time doing odd jobs throughout Cyrodiil, though he has never visited CHeydinhal or Bruma. His significant charm and humor usually get him menial jobs in Castles or shops in cities for a while before he gets bored of his current situation and packs up to move out.
Hi!
Age: 32
Race: High Elf
Birthsign: The Lady
Class: Monk of Ebonarm
Skills: Yaken, being a disicple of Ebonarm, is trained heavily in almost all forms of combat. Although he is very particular in his method of fighting. He prefers to use small concealed blades and his own bare fists...
General Appearance: He's around 6'6, his head is entirely shaven and he has an essortment of many tattoos across his body. His skin is an unnatural white color versus other Altmer who have a golden tone. He has typical sharp features one would see in a High Elf.
Clothing/Armour: Yaken very rarely wears armor due to the fact that all of his fights are started by him and he almost always gets the first and final strike but when he does he wears leather armor thats been dyed black. Other than that he wears a common monk robe along with regular sandals
Weapons: Although he is trained heavily in all forms of weaponry he only carries around a concealed glass dagger given to him by his master at the Citadel of Ebonarm. Also he carries around fifteen to twenty throwing knives which he keeps hidden in a special sheath that he constructed to wear around his arm underneath his robe
Character Traits: Yaken is a very odd Altmer due to his humblness versus his kinfolk who are usually snooty and almight. He also has a lack of respect for authority outside of the Citadel, not to be mistooken for rudness just he doesnt follow orders well. Yaken also has a strong hatred for all non elves. Although hes not a snooty bastard the enviroment he grew up in influnced his racism...
Biography/History: Born in Daggerfall he was abandonded as a child and left at a fighter guilds doorstep in the Alik'r Desert. He was taken in and showed true potential. He became the guild masters favorite very quickly and also became hated by the other students. One thing he had that everyother Altmer lacked was humility. His modesty always came off as disrespect to others and usually caused him trouble. He learned how to take a beating and pain became no stranger to him. After eighteen years at the guild he was given the choice to become the new guild master but instead gave it up and traveled to The Citadel of Ebonarm where he was taken in as a monk. There he was treated with utmost respect and honor. He still remained a very modest man and rarely ever left the Citadel. Although at a first glance he seems like a man who looked very quiet and keeped to himself and this was true for the most part. He stayed there untill his twenty-eighth birthday where he said his farewells and moved to Skyrim. Because Ebonarm is enemys with almost all Daedra princes Yaken made it his job to hunt down and kill all creations of Daedra gods. But when he was informed of the newly discovered ruins he jumped at the chance to explore
Don't Forget This
Gender: Male
Race: Nord
Age: His Thu'um has extended his life well beyond that of a normal nord (Lore evidence for this is the Greybeards who are thousands of years old. He's not as good as them, but he is still capable enough to extend his life.) Assuming that Oblivion took 2 years, he is 116
Birth Sign: lord
Combat Skills (Limit Seven - Includes all game skills):
Long Blade, Heavy Armor, Thu'um, Tracking (like animals)
Non-Combat Skills (Limit Ten - Non-game skills):
Swimming, Teaching, Sailing, Farming (which includes knowledge of the plants and animals in his native skyrim)
General Appearance: His hair is the only quality of his that takes after his Clovian grandfather. Across Hjolifur's chest are three scars made from a wereboars claw while hunting as a child. Hjolifur's limbs contain manny smaller scars, but his face contains none. As with most nords, Hjolifur has blue eyes with exeptional 20/15 vision. Due to how his job pays, Hjolifur hunts and farms to feed his family; which keeps him in fairly good shape. 225 pounds and 6'2"
Hair Color: Greying brown hair
Eye Color: Blue eyes
Weapons: Iron broadsword with silver edges.
Armor: To class wears a heirloom White Clovian Fur Helm (given to one of his ancestors by King Reman II for service in battle against Resdayn) and a white Robe. When hunting wears what is left of his uniform in the war of Benfr'Mahk, a steel curiass and greaves just to be safe. On one of his adventures, King Thain of Skyrim himself gave him steel pauldrons, Steel boots, Nordic iron bracers, a Trollbone shield, and a Nordic Iron gorget (neck guard).
Other Items: Sack of spare clothes, some coins, emergency snacks, and a rolled-up blanket. It's mostly empty though.
Mental Condition: iendly, honorable and Intelligent. Although Hjolifur is strong, he is not the average 'dumb Nord' and has never had his clothed stolen by a Witch. This isn't to say that he's a genius, but he is capable of political debates and talking about scientific and magical discoveries. Hjolifur was offered his well-paying job as a professor at the College of the Voice, he turned it down saying "There are more worthy applicants than I, and I will not rob them of their promotion." Five years later, he accepted a full-time teaching job.
Brief History: Hjolifur was raised on a farm and taught the basics of farm life from his parents. His Father actually taught him to use the Thu'um. When Hjolifur was 13 and the War of Bend'r-mahk started, he ran away from home and fought for Skyrim. After the war he served in the army of Markarth Side Where his Thu'um and sword fighting skills developed. On leave at age 23, Hjolifur decided to return to his family's farm, only to find his parents eaten by Werewolfs. Even with his scar, Hjolifur never disliked werewolfs more than any other animal, but at this moment hated them witha burning passion. Hjolifur had his sword forged for him and rebuilt his family's farm. Hjolifur hunted werewolves across all of Skyrim and even Morrowind and High Rock. After meeting his wife Guma, Hjolifur settled down on his farm and started teaching at the College of the Voice. Although Hjolifur is capable of utilizing the Thu'um, most of the Shouts have been lost to time. His Thu'um is usually limited to breaking weak materials, sharpening some weapons, inflicting minor injury, cting as a strong form of Telekinesis, and minor healing. Hjolifur has three sons, all capable Tongues, and they have built farms near to his, which is 15 miles east of Markarth.
Carrot Sandwich
Gender: Female
Race: Dunmer
Age: 23
Birth Sign: The Steed
Combat Skills (Limit Seven - Includes all game skills): Blade, Light Armor, Destruction, Athletics.
Non-Combat Skills (Limit Ten - Non-game skills): Alchemy, Acrobatics, able to drink copious amounts of alcohol without falling over, running great distances.
General Appearance: Sora is a fairly normal looking young Dunmer, apart from her bright red hair; a strange trait that was inherited from her Mother. She is of average height at 5’7”, and is slender yet strong.
Hair Color: Bright red
Eye Color: Dunmer red
Weapons: Sora wields a Fine Silver Longsword. It was her very first purchase of a weapon, so she holds it dearly. To her it is a symbol of her maturity and her progression towards advlthood. Sora also carries a Silver Dagger, so she would have something to defend herself with if she lost her prized Longsword.
Armor: Sora wears a Mithril Cuirass, with Chainmail Greaves, Gauntlets, and Boots. In cold or wet weather, Sora will wear a fur helmet.
Other Items: Sora always wears a Jeweled Necklace that was given to her by her Mother when she left home. She also carries a backpack, which holds the items essential for her travel such as a bed roll lined with bear pelt, and extra food.
Mental Condition: Sora is a determined young woman, but she keeps her goals realistic. She tends to stay quiet in most social situations, as she is often a little distrusting around other people (as most Dunmer are). However, when she warms to someone, she will reveal a softer side, which isn’t seen often. Sora can be very sarcastic and harsh to people that she doesn’t agree with, and will readily voice her feelings about them.
Brief History: Sora grew up in a large house not far from Cheydinhal, with her parents and her two younger sisters. Her parents were wealthy, well educated mages, who constantly encouraged and pushed her skills in Destruction and Alchemy. While Sora enjoyed practicing her magical abilities, she was always looking for adventure. She was constantly exploring the wilderness around her house, advancing her abilities in Acrobatics, Athletics and Blade. She enjoyed her childhood, as her parents were always caring and supportive, but she had always looked forward to growing up and going her own way.
At the age of 19, Sora’s parents encouraged her to travel to the cities and gain access to the Arcane University, to further her learning in Alchemy and Destruction. However, Sora was more interested in her physical talents, and joined the Fighter’s Guild as soon as she left home. After a year, Sora grew tired of the lack of freedom in the Fighter’s Guild, and became less involved with the guild. Sora then began a life of Adventuring, while sustaining a small courier job to keep her in a good amount of money. Sora often travels to Bruma, as she enjoys the company of Nords, and the feel of the icy wind on her skin.
Broken-Scale
Gender: Male
Race: Imperial
Age: 23
Class: Bard
Birth Sign: The Steed
Combat Skills (Limit Seven - Includes all game skills):
Long blade
Short blade
Acrobatics and athletics (for these, think of them being used like free-running in Assassin's Creed)
Light armor
Marksman
Security.
Non-Combat Skills (Limit Ten - Non-game skills):
Dodging, enhanced by the quick reflexes of those born under the sign of the Steed.
Smooth-talking women
Dual wielding
Excellent at playing the lute
Tends to be lucky in most things he attempts.
General Appearance: Cordus is relatively tall, standing at about a half-inch over 6 feet tall. Cordus is very strong and muscular, but also lithe and agile, possessing of defined but not bulging muscles across his body. He is considered very attractive by most, if not all, women who have met him, and even some men. He has longish blonde hair that just barely falls over his eyes, but far enough to have caused him to develop a habit of flicking his head to one side in order to keep it out of his face. He also has strikingly blue eyes, and abnormally straight and white teeth, which are nearly always shown in a perpetual smirk-like grin.
Weapons: Cordus wields a silver longsword (Carried on his left hip), a pair of matching silver dueling daggers (carried on the back of his belt), and an oak and steel crossbow (Carried on a back-strap with the handle over his right shoulder; he carries a quiver of 20 bolts on his right hip).
Armor: Cordus wears a set of expensive clothing, complete with a hood, over which he wears leather gauntlets, shoulder pieces, chest plate, and boots. For his trip to Skyrim, he has added a short fur cloak to his ensamble. Cordus also wears a family heirloom on his right ring finger: a ring that is said to improve his marksmanship, dexterity, and reflexes. In terms of overall appearance, think this
Other Items: Pack contains:
- bedroll
- a book (The Lusty Argonian Maid)
- his prized lute (his "Fat Lute")
- spare food and water
- extra bolts for his crossbow
- lockpicking set
- coin-pouch currently containing 683 Septims.
Mental Condition: Cordus is stable mentally, and has a very laid back view on life. However, he is generally very full of himself, and he tends to think of himself as the Nine's gift to women. He usually plays up the part of a typical "dumb blond", but is actually fairly intelligent. Cordus is a great people-person and a natural comedian, and is usually able to become friends with most people he meets. However, the ones whom he can't make friends with tend to find him annoying, a fact that both saddens him, and that he can't understand.
Brief History:
Cordus grew up in Skingrad, the son of a minor noble there. He was trained in swordplay and marksmanship by his father, and used his free time to practice his acrobatic abilities across the city rooftops. However, his real passion lied in playing the lute. He was quickly noticed amongst the city for his great lute playing, and with this discovery came a growing sense of confidence, as well as ensuring him his pick of girls across the city. However, when he was 16, he and his father had an argument that resulted in him leaving Skingrad, taking with him his inheritance (his ring and a fairly large supply of gold). He used his lute-playing to set himself up as a traveling bard. Using the money from his inheritance and the money he got from barding, he bought himself weapon and armor and became a part-time adventurer. He became known as one of the best duelists and dungeon-crawlers in Cyrodiil, as wel as being one of the top bards. Now, 7 years later, after gaining and losing many fortunes, and accessing the hearts -and beds - of many women across Cyrodiil, he has heard of a new challenge in Skyrim. A massive dungeon, full of traps and baddies and riches, that could finally put his swordsmanship, trap evading skills, acrobatic abilities, and, most importantly, his luck to the test. And he figures, "Hey, maybe I'll meet some nice Nordic women along the way, too!"
Faldom
Gender: Male
Race: Nord
Age: 58
Birth Sign: The Warrior
Combat Skills: Axe, Medium Armor, Short Blade, Shield, Throwing Weapons
Non-Combat Skills : Intimidation, Tactics, Survival, First Aid, Armorer
Weapons:A large two handed silver axe engraved with nordic writings, a nordic style iron short sword accompanied by a small, engraved round shield, a bag of heavy throwing axes that double as a melee weapon.
Armor: A bulky suit of engraved silver armor lined with furs. The armor, like his weapons, are mostly made to be decorative but still were made with practical use in mind.
Other Items: A purse of coins, War medals, a canteen filled with varying types of alcohol, a medallion gifted to him by his parents, a bedroll, a pouch of dried foods, a fire starting kit, a first aid kid, and a pipe
General Appearance
Like most Nords, he is indeed tall and fair skinned. Drenriir has short, ragged dark brown hair and a long beard that is beginning to go gray. His face is intimidating in appearance bearing a low, thick brow, with small, dark eyes and a flat but large crooked nose. His body is the true source of fear he inspires. It is massive and at a time was filled with muscles, today his arm muscles have remained full due to his occupation as a blacksmith, but he has gained bulk through weight gain. He is covered in scars of the large and small variety that he does not recall "earning", but are certainly from his lifetime in the military. He has decorated his body with warrior's tattoos. They form linear patterns and have been applied in blue ink.
Mental Condition
Bitter and stubborn. Feels angered that he is becoming less useful in his old age. Is considerable racist to those who aren't Nords and even more so to the non human races, especially Dunmer. He stills feels sorrow and blames himself for the tragic loss of his wife and three sons.
Brief History
His name completely reflects who he is. He was born the only child to two great military figures and since very early on he was expected to be able to meet if not surpass the legacy that his parents had set. He grew up in a military academy being trained in brutal ways to become a force of war. The training resulted as planned, he immediately entered Skyrim's army as an elite soldier in command of a unit. He went on to fight the continuous border struggle with Morrowind and other occasional provinces, winning many battles and taking many lives. In his time between campaigns he found a wife and started a family, his sons were immediately entered into the military academy as he was and they made him proud. His sons graduated from the academy and joined Drenriir's unit. The first battle all three of them were able to fight side by side, each one of his sons died. Drenriir saw himself unfit to be a leader in the military despite the battle ending in a major victory for Skyrim, he retired immediately. His wife died soon after.
Since his military retirement he became a blacksmith in Winterhold, spending most of his time working although he never really got over the grief. He didn't know what it was that inspired him to answer Thunderbeard's call, but he prepared himself to embark on a new journey.
Hircine21
Gender: Male
Race: Imperial
Age: 25
Class: Spellsword/Relic Hunter
Birth Sign: The Tower
Combat Skills (Limit Seven - Includes all game skills): Short Blade,Acrobatics,Destruction,Alteration,Conjuration,Mysticism,Illusion.
Non-Combat Skills (Limit Ten - Non-game skills): Alchemy,Survival,Mercantile,Speech,Reading & Writing,Horseback Riding,
General Appearance:Standing fairly tall at 6'1, Nathaniel having been battling vampires on a consistent basis stays in peak physical condition. He weighs in at 177 lbs. Has well groomed charcoal colored hair that runs down to his upper chest. He also maintains a very thin goatee.
Hair Color:Charcoal
Eye Color: Grey
Weapons:
Kondar - A silver shortsword enchanted with basic shock magic. The blade holds strange etchings along the fuller all the way up to the central edge. The strong and edge of the blade have a purplish hue.
Varscona - An enchanted elven shortsword. Varscona has a red gem fitted into the rain guard, it's cross-guard is a exquisite yellowish-gold, the grip is black & red, and the pommel is green with the etching of a tree. The rest of the blade looks like a common elven shortsword. The blade has weak fire and light enchantments upon it.
Armor: Nathaniel wears a thin shirt of chainmail embroidered with his family coat of arms. Over the chainmail he wears an elegant long sleeved black & gold shirt. He wears a pair of black & bleached burgundy pants with a brown girdle which holds his scabbards, potion bag, gem bag, and scroll case. Over his pants he wears a pair of finely crafted iron greaves. He also has a fine pair of leather boots dyed black. He wears of set of black leather gloves on his hands. Finally he keeps on a hooded black cloak while he is traveling.
Other Items:
Potion Bag - which holds two potions of fire damage, a potion of invisibility, a potion of fire resistance, a mortar and pestle, and several ingredients for potion making. Nathaniel also keeps his various scented tobaccos' within several clear jars.
A small brown empty bag with a bright red sash for carrying various gems.
Scroll case - holding a weak shock spell, and summon flame atronach scroll.
Rucksack Bag for carrying tomes and books. Currently in his possession are Fundaments of Alchemy, Arcana Restored, Spirit of the Daedra and The Doors of Oblivion.
Gold Pouch - currently holds seven-hundred-twelve septims.
An oaken carved pipe.
Magicka Reservoir Ring - A half charged ring that restores a moderate amount of magicka(worn on Nathaniel's left ring finger) It is a plain silver ring.
Mental Condition: A secretive cunning and intelligent individual. Nathaniel knows how to turn on the charm when he needs to but also has quite an ego which occasionally will get him into trouble. Gets angry whenever he makes a mistake but usually doesn't repeat said mistake.
Brief History: Born into the Leinhart family Nathaniel lived a life of privilege within his families seaside gold coast manor. As the third son he was favored and sheltered by his parents because he was the youngest in the household. He spent much of his youth learning the art of swordsmanship alongside his reading and writing studies. Nathaniel also was found to have an affinity with magic so he was sent to the mages guild for tutelage in how to use that skill.
After years of study and advancing to the Arcane University Nathaniel broke away from the guild for the life of a treasure hunter. Upon hearing the news of an expedition taking place in Skyrim Nathaniel took the next ship heading there to assist in the effort.
Krimsin
Gender: Male
Race: Argonian
Age: 31
Birth Sign: The Warrior
Combat Skills (Limit Seven - Includes all game skills):
-Hand-to-hand: Xa-Raku is currently the only living Master of the Winding River Martial Art, and as such is exceedingly proficient at unarmed combat.
-Acrobatics: The Marsh-Jumper technique is widely-known (and sometimes used outside of Black Marsh, often under different names) as the ability to leap nimbly across the surface of water. Xa-Raku is one such practitioner of this technique, and is also capable of exceptional feats of flexibility and acrobatic maneuvers.
-Block: The Snarling Root technique centers around disarming of opponents, deflecting blows, and even in some rare cases, catching arrows.
-Unarmored: Harsh training regimes of the Winding River allow unparalleled flexibility of the muscles and tendons while giving skin and bones a steely toughness to absorb blunt impacts and occasionally even blows from an edged or pointed weapon.
-Dodging: As above, the Winding River includes various acrobatic maneuvers, and though he may possess the swiftness to catch an arrow in flight, it is much easier to simply get out of the way.
-Polearms: The Winding River also teaches the use of commonly-available weapons, such as staffs or spears, but Xa-Raku is somewhat less proficient with these as he is with his fists. (For game purposes, let us say that this is a combination of Blunt and Spear. This is necessary since Spear got removed and Blunt includes Axes, which Xa-Raku is not trained in.)
-Athletics: Endurance is essential to Xa-Raku's Martial Arts, and as such his ability to run and leap for long periods of time are increased.
Non-Combat Skills (Limit Ten - Non-game skills):
-Dancing: Xa-Raku is a talented dancer; his agility and coordination lend themselves well to such things.
-Meditation: Possessed of an unearthly inner calm and focus, this is the result of long hours spent meditating and channeling the energies of the body, which can be put to various uses. For instance, Xa-Raku may cause his body to produce more heat than usual, thus allowing him to remain relatively comfortable in the icy lands of Skyrim, despite his species' usual dislike of cold weather.
-Well-spoken: Despite his very distinct Argonian accent, Xa-Raku's actual grasp of the Tamrielic language seems quite thorough, and while he is not necessarily verbose, seems to have a very healthy vocabulary.
General Apperance: A rather lean fellow, Xa-Raku has strength that belies his somewhat average stature and his subtle but dense musculature. Various scars can be found across nearly every part of his body, but are most prominent on his knuckles, wrists, chest, back, and knees. These scars cause his dark green scales to take on a paler tint around the affected area, giving him irregular striped patterns.
Hair Color: N/A
Eye Color: orange
Weapons: Currently, Xa-Raku possesses no weapons besides his own body.
Armor: Though not strictly "armor", Xa-Raku wears the Shackles of Lin-Koh (see below).
Other Items: A black travel robe and a tough pair of braided leather sandals, as well as some food and water.
Mental Condition: Despite his outer strength, Xa-Raku is a being of indecision. For all his efforts towards seeking inner peace, his inability to make quick decisions have cost him in the past. He realizes this, and endeavors to be more decisive in the future, but this in turn may cause him to be reckless rather than truly wise.
Brief History: Long ago, after the Arnesian War had just ended, an old Black Marsh story holds that one argonian known as Lin-Koh had been kept prisoner, but eventually escaped by snapping his chains like dry twigs and fighting his way out, deflecting the blades of his enemies with the very same shackles they had placed upon him. These wrist irons became almost legendary amongst certain tribes, though truthfully they had no real power of their own.
After his escape, Lin-Koh developed a Martial Art that later became known as the Winding River. It was designed for the sake of enslaved Argonians and Khajiit who sought escape. Thusly, it was developed to allow the fighter to gain a distinct combat advantage with nothing more than one's fists, or a nearby stick. It emphasized the use of dodging and weaving to flee the magic spells and arrows of the Dunmer slavers, and to navigate and maneuver through obstacles that the enemy could not. And, if the worst case scenario of capture became a reality, there were manifold methods of slipping out of restrains, breaking chains, and jarring open locks with merely a well-placed strike. On top of all this, there were also ways of making it effective even underwater, a tactic which to this day seriously hinders any non-Argonian opponent.
Xa-Raku was born generations later. Left in the care of a new master of the fighting style, Garkilah, he taught Xa-Raku the ways of self-defense. When asked about his parents, Garkilah would say nothing, and even when he grew old and left his legacy to Xa-Raku (as well as passing along the Shackles of Lin-Koh) he never told him who his parents were or why they left Xa-Raku with him. Presumably they felt he would be safer with Garkilah, but nothing else remained clear.
During his tutelage, Xa-Raku fell in love with one of those he trained with, an golden-scaled girl named Luah. They began as intense rivals, but soon grew to care for eachother even after Xa-Raku became the Master in place of Garkilah. But when the day came that invading Naga attacked the village, Xa-Raku's indecision on whether to advance into their territory or stay and defend cost many students' lives. A heated argument between Luah and Xa-Raku ensued both during and after the incident, and eventually culminated in Luah becoming furious and leaving the Yaksha tribe altogether, venturing out into the wilderness. Xa-Raku, distraught from the loss of his students and his lover, eventually did perhaps the first decisive thing in his life: He set out to search for Luah again, leaving another student in charge in his stead, Kiihon, who had already stepped in to teach in his stead before on several occasions. Xa-Raku didn't care if Luah didn't want to take him back, but he wanted to be certain she was alright.
While passing through Skyrim, Xa-Raku heard rumors of treasure, and although he cared not for riches, perhaps he could use the wealth to convince Snorri Thunderbeard to use his vast resources in the aid of finding his loved one....
Foxy
Gender: Male
Race: Imperial
Age: 37
Birth Sign: The Thief.
Combat Skills (Limit Seven - Includes all game skills):
Un-armoured
Short blade
Security
Speechcraft
Sneak
Mercentile
Agility
General Apperance: Jal isn't tall by any means but in his line of walk that's often an advantage. He has swept back hair, which is a dirty blond colour. He also has a perfectly trimmed goate which is the same colour as his hair. His eye brows possibly too perfectly formed. He walks with a swagger and bearing that indicates his supreme confidence in everything he does.
Hair Color: Dirty blond
Eye Color: blue
Weapons: One polished metal walking cane that has a hidden blade in the handle. He also keeps an elven dagger hidden up his sleeve.
Armor: Jal wears no visible armour. He wears a suit made from velvet and other fine materials and cut in the manner of the fashionable aristocracy of the Imperial City. It is adapted to his needs however and has several places in which to hide items and weapons. There is also a fine layer of mithril, hidden underneath the layers of fine clothing. He also wears a thick fur cloak to deal with the climate of Skyrim.
Other Items: A money purse containing what would normally be considered a small fortune. Lock picks. He wears several large rings on his fingers and an Amulet around his neck. They all give him increased levels of agility.
Mental Condition: He is confident in himself, that much is clear. Confident verging on arrogance. This is a mask however, a front to hide his insecurities surrounding his childhood.
Brief History: Jal was born an orphan and grew up in slums of the Imperial City. He has no idea who his parents are. He took to thievery to survive, as most children in his circumstances do. From a young age he fell in with the thieving crews that populate the city. He quickly learned that the best way to survive was to learn how to use a knife. He was just 14 when he became the leader of his own crew. His long career since then has given him the riches he always craved and he entered into legitimate business at the age of (he reckons) 32 when he opened his first antiques shop in Imperial City. He now owns a chain of shops which trade in antique and valuable items. His business, imaginatively named 'The Wrex Trading Company' trades all over Tamriel.
NI!
Gender: Male
Race: Bosmer
Age: 118, appears to be 38
Birth Sign: The Thief
Combat Skills (Limit Seven - Includes all game skills): Marksman
Non-Combat Skills (Limit Ten - Non-game skills): Alchemy, Destruction, Conjuration, Lockpicking, Alteration, Crafting and Tracking
General Appearance: Glaragoth is the average sized Bosmer. He has sunken cheekbones, which makes his face look smooth and young. He’s not an unattractive man, however he wouldn’t attract most women from across the tavern. He is slightly unshaven, and smells of plants. He also has dark under eyes, as a result of many sleepless nights in the wilderness.
Hair Color: Satin Blond styled in a top-knot
Eye Color: Blue
Weapons: Silver Bow and Arrows, Iron dagger.
Armor (I’m going to add clothing here too): Leather Bracers and Fur Boots are the only armor the Bosmer wears. He also wears a Dark Green Shirt and Laced Leather Pants. He also has a utility belt, which he keeps his essentials on.
Other Items: Glaragoth always carries a Mortar and Pestle, his Alchemy ingredients and at least 3 vials on his person. On his belt he carries his Tobacco Pouch, pipe and pouch of lockpicks.
Mental Condition: Glaragoth is an intelligent man. He is great at casting spells, and is talented at Alchemy and Spellmaking, working out formulas and identifying artifacts. His practical knowledge isn’t as good, but he knows how to craft a nice arrow and some decent furniture. Glaragoth is also a friendly person, and is very likeable. He has a great sense of smell and direction. He is slightly racist towards Khajiit and Altmer.
Brief History: Glaragoth had quiet childhood and lived in a Sleepy village, on the south-western coast of Valenwood. His parents – as well as many of the villagers – followed the Green Pact, so he learnt crafting and Alchemy from a very young age.
He spent most of his young advlthood being the village Alchemist, so did lead a quiet life.
At age 48, he jumped on the boat to Cyrodiil, and took ownership of a farm at the origin of the Reed River. He began gaining interest in the Arcane Arts, and after 4 years of studying casually, he gained entrance into the Arcane University. However after 2 years of intense study, he dropped out, unhappy with the conditions there and seeing problems with the management of the guild.
Skyrim interested Glaragoth, so he moved to Winterhold, where he has lived for 62 years. He works in on and off jobs, but for the last 3 years, he has worked for and eccentric Alchemist, gathering ingredients, and assisting in potion making.
Caveat
Gender: Female
Race: Altmer
Age: 26 (being an elf she looks young, like a 19 or 20 year old)
Birth Sign: The Serpent
Combat Skills (Limit Seven - Includes all game skills):
Restoration
Mysticism
Alteration
Illusion
Conjuration
Non-Combat Skills (Limit Ten - Non-game skills):
Alchemy
Reading/Writing
Drawing
Knowledge of history, mythology, and lore
General Apperance: At around 5'10 in height, Virani would be considered tall for a woman of another race but not an Altmer. She has a thin and wiry build, and is not strong but does have a bit of muscle tone from frequent travel and occasional exercise. Her hair is very dark and straight and falls to her upper back when loose - she doesn't particularly care for it and usually just ties it back in a slightly messy ponytail to keep it out of her face. She has green eyes and sharp facial features. Her skin is a very pale golden color that contrasts with her dark hair, paler than usual due to her being bundled up against the Skyrim cold.
Hair Color: Dark brown
Eye Color: Green
Weapons: She carries a simple wooden quarterstaff, smooth and unadorned. She is not very skilled with it but when she is faced with danger she likes to have something with which to keep enemies at a distance. She also carries a steel dagger in a sheath on her belt which she uses more for utility but also for self-defense.
Armor: Virani wears no armor. She dresses simply and practically: leather boots, black pants, a white linen undershirt, and a knee-length dark green woolen tunic bound about her waist by a leather belt. To combat the cold she has a pair of gloves and a thick brown hooded cloak.
Other Items: In her pack she has a couple of journals containing the record of her travels and a quill and ink to write with. She also has many items relating to her alchemical interests- vials of restorative and curing potions, samples of plants and powdered ingredients, and a mortar and pestle. She has an alchemical reference text, heavily annotated in the margins by Virani with information culled from her travels and alchemical experimentation. Finally she has some travel items- a light bedroll, a skin of water, some septims, and a candle. She has a pouch on her belt where she usually puts some items like potions for easy access.
Mental Condition: Virani has a calm, intellectual temperament, content to spend long periods of time absorbed in a book, conducting research, or just alone with her thoughts. However, she is also very curious and has a passion for new firsthand experiences that can bring out a more enthusiastic side. Her life of travel has left her with few close relationships and so she thinks of herself as a solitary person. In truth she enjoys the company and conversation although it can be unfamiliar to her, and she sometimes imagines herself to be 'above' pointless jokes and small talk. She can sometimes seem quiet or unsociable because of this.
Brief History: Virani was born in Skingrad to well-off Altmer parents. Her father was a prominent and powerful mage who had her educated from a young age in preparation for life in the Mages' Guild. As she grew up Virani showed great aptitude for spellcasting, like most Altmer, but lacked a passion for any magical discipline save alchemy. She was moved from one guildhall to another in the hopes she would find a specialty that would interest her. Instead she discovered a love of travel and non-magical knowledge. She was a voracious reader and avid listener, and began to learn and record the history and culture, the plants and wildlife of each new place she went to - the kind of knowledge that was not well known outside of its locality. At 18 years old she decided to dedicate herself fully to this pursuit and has traveled Tamriel since, using her knowledge of alchemy and restoration to make her living as a healer while keeping records of her travels in her journals. While traveling Skyrim she was intrigued by the unique opportunity to explore ruins of the Merethic era and so decided to travel to Winterhold.
If your character is not here, it's because it wasn't PM'ed to me.