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Fantasy Tales from Tamriel (Elder Scrolls) CS

OOC
Here
Characters
Here
Lore
Here

WorldWeaver

Dreamer of the Impossible
Here we can post characters for the upcoming Tales from Tamriel. Blank Character Sheets are provided below. If you've any questions, as I've said before, feel free to let me know.

Name:
Age:
Gender:
Sexuality (optional):
Race:
Class (or closest match):
Birthsign:
Occupation:

Physical Description OR Faceclaim:
Starting Gear:
Personality (optional):
Backstory (optional):
Other:

Strengths:
Weaknesses:

Altmer (High Elves)- The High Elves of Alinor, also known as the Summerset Isles, are high and haughty. Said to live for over a thousand years (though I personally don't know if that's true), High Elven culture is considered some of the most sophisticated. High Elves are known to have copper or gold skin tones, with hair ranging from silver to golden blonde, and are gifted in the magical arts.

Bosmer (Wood Elves)- Natives of Tamriel's Garden, Valenwood, the Wood Elves are talented archers whose culture revolves around the Green Pact made between them and the god Yffre, which foregoes using or eating any vegetation in their homeland. They are known to be the among the shortest of Tamriel's races, rarely getting much taller than 5 feet, and have greenish or brownish skin to blend into the thick foliage and dense vegetation of Valenwood.

Dunmer (Dark Elves)- Natives of the ash-strewn land of Morrowind, the Dunmer have a very unique culture compared to the rest of Tamriel, focusing around the worship of the three "good Daedra" Mephala, Boethia, and Azura. They typically have ash gray skin and red eyes, and like the high elves, tend to look down on other races, though the loss of much of their homeland in the earlier years of the 4th era may have softened this trait.

Breton (Part Elven Race)- The natives of High Rock are a competitive bunch, so much so there's a popular proverb: Find a new hill, become a king. Thanks to their elven Heritage, Bretons have a talent for magic, and they often pursue adventure, chivalry, and personal glory. They typically have traits of both humans and elves, though their culture is nothing like their Meric kin.

Orsimer (Orc)- The Pariah Folk, who usually either live in the small nation of Orsinium, or in strongholds scattered across Northern Tamriel. They worship the Daedric Prince Malacath as their patron deity and are talented warriors and blacksmiths. Orcs live by the Code of Malacath, and those who break the code pay the blood price.

Khajiit (Cat Folk)- These feline folk from the deserts and jungles of Elsweyr can be born into one of 16 forms, some looking like anthropomorphic cats, others indistinguishable from housecats. Nevertheless, they are all cunning, versatile, and adventurous folk with a similar duality to their culture as their homeland.

Argonian (Lizard Folk)- The natives of Black Marsh are the reptilian Argonians, who are mysterious and distrustful of other races. They worship the hist, a collective of sentient trees native to their homeland, believed to predate even the elves. Their home, a swamp and jungle territory with giant insects and diseases both known and unknown, has given them strong resistances to Poison and Disease as a whole.

Imperial- The human natives of the Heartland of Tamriel, Cyrodiil, Imperials are the most cosmopolitan race, able to get along with any other with relative ease. Their culture is somewhat inspired by Rome, and focuses on the worship of the Nine Divines. They are among the most balanced races and can fit just about any mold they choose or need to.

Redguard- The descendants of Yokudan conquerers who long ago claimed the harsh deserts of Hammerfell as their homeland, the Redguards are tall, dark-skinned humans with a warrior culture that dates back millenia to their now lost homeland. Thier culture and garb is strongly inspired by the Middle East and Northern Africa, and their home is split between the cosmopolitan Forebears, and the conservative Crowns.

Nord- The descendants of the Atmorans who settled in the cold tundras, lofty mountains, and verdant forests of Skyrim, Nords are tall, fair-skinned, fair-haired, and strong. The Sons and daughters of Kyne don't take opposition lying down. Their culture is very strongly inspired by Scandinavia, and this warrior race are a sight to behold on the battlefield. In recent years, the Nords have gone back to worshipping their old gods, but some have kept Talos as a god close to heart as well.

Acrobat- The kind of person that uses agility and endurance to their advantage. Unafraid of jumping long distances.

Agent- Charming when they can be seen and almost invisible when in shadow.

Archer- A marksman, adept at combat at great distances. Able to take down most foes before they have a chance to draw sword.

Assassin- Nimble and quiet, they move in darkness to strike at the unsuspecting. Locks hold no doors shut to them.

Barbarian- Fearsome brutes who inspire fear and dread in the hearts of their enemies. Like a storm, swift and powerful. Finding little use for heavy armor, they rely on smashing their foes into the ground.

Bard- Intelligent and personable, they prefer to accomplish tasks with their words first, and sword second.

Battlemage- Able to resolve most conflicts with either spell or sword. They are a deadly mix of scholar and soldier.

Crusader- A combatant who wields the power of brute strength and medicinal knowledge. Cheating death after every fight, they rely on their keen knowledge of restoration to fight yet again.

Healer- Fighters of poison and illness. The ancient art of restoration is their ally, and the deadly art of destruction is their weapon.

Knight- The most noble of all combatants. Strong in body and in character.

Mage- Preferring to use their extensive knowledge of all things magical, they wield a might more powerful than the sharpest blade.

Monk- Quick and cunning with the empty hand, they are strong in spirit. They prefer to solve conflict by arrow or by fist.

Nightblade- Spell and shadow are their friends. By darkness they move with haste, casting magic to benefit their circumstances.

Pilgrim- Hearty folk, well-versed in the tomes of old. They profit in life by bartering in the market, or by persuading the weak-minded.

Rogue- They use speed in combat rather than brute force. Persuasive in conversation, their tongues are as sharp as blades.

Scout- Preferring the rolling countryside to the city life, the forests rather than busy highways, they are gifted with the ability to evade, guard and protect themselves with great proficiency.

Sorcerer- Besting the most well-equipped fighters, they rely on the spells of the mystic arts. Unique to these mages is the bodily stamina to be armed with the thickest armor.

Spellsword- More nimble and athletic than the sorcerer, and better suited for spell-casting than the knight, their attacks are unpredictable. Students of combat and magic.

Thief- Profiting from the losses of others is their love. Able to be swift in shadow, and crafty in bartering. Locks are enemies, and lock-picks are their swords.

Warrior- Unafraid of light weaponry, they plow into the fray with little regard for injury. Masters of all melee tools, they put little faith in the magical arts.

Witchhunter- Swift on foot and clever with spells, they use distance as their ally. Slower adversaries are fodder for their arrows, not advised to get up close with enemies of greater strength.

Apprentice
Atronach
Lady
Lord
Lover
Mage
Ritual
Serpent
Shadow
Steed
Thief
Tower
Warrior
 
WIP
bd9f289e9097f0aa18d4595b3e5fbf6a.jpg
Name: Venora Argus
Age: 26
Gender: Female
Sexuality (optional): Bisexual
Race: Nord
Class (or closest match): Bard
Birthsign: The Lover
Occupation: Wandering Musician

Physical Description OR Faceclaim: venora is a skinny redhead who wears colorful garbs and jewelry
Starting Gear: Lute, Clothes, an ungodly amount of Mead
Personality (optional): Venora pretty much lives completely drunk whenever she can. She’s a huge flirt and sweet talker as well as a clumsy idiot. She pretty much does everything in the moment and rarely plans out anything beforehand, her actions and personality seem completely random to anyone who meets her. She sometimes comes up with amazing plans but her plans equally end up in glorious failure just as much as they completely defy the odds.
Backstory (optional):
Other:

Strengths: Talented Musician, High Speech Level, Decent stealth level and lockpicking level.
Weaknesses: Alcohol Addiction, Pretty unreliable and unskilled in combat.
 
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Name: Mairon Direnni
Age: 21
Gender: male
Sexuality (optional): straight
Race: Altmer high elf
Class (or closest match): sorcerer
Birthsign: mage
Occupation: court wizard

Physical Description OR Faceclaim:
Screenshot_20230427-214228.png
Starting Gear: blue mage robes, various ores and ingots, empty and filled soul stones, a moderate amount of gold.
Personality (optional):
Backstory (optional):
Other:

Strengths: knowledge and experience casting magic from all schools, charismatic, smithing, enchanting.
Weaknesses: pickpocketing, close combat, alchemy, anything not magic related.
 
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Name: Ainssa
 Age: 26
Gender: Female
Sexuality: Bisexual
Race: Khajiit
Class: Pilgrim
Birthsign: Steed
Occupation: Caravan Merchant, Alchemist/Apothecary

Face claim/Description:
Ainssa is a Suthay Khajiit, similar to the Suthay-Rhat (The type you see in Skyrim) with the exception of digitigrade legs. She stands at 5'6" with ebony-colored fur, green eyes, and white markings on her forehead, hands and feet. Her most common attire is a simple sleeveless purple silk dress and sky blue scarf/shawl, over which she wears a leather apron for when she's concocting potions for the ailing and poison for those who threaten her, her friends and her wares. Her bodyguard Gorath also made adjustments to the dress so leather armor can be attach to and detach from it, giving her a layer of protection should they encounter danger on the road. The section that drapes past the knees can also be removed so she doesn't trip on it while running.

Starting Gear:
>Crossbow and Bolts- Ainssa's weapon of choice to deal damage from a distance, only made more effective when she coats her ammo in poisons. Not as quiet or fast as the longbow, but has a bit more power behind it, and simple enough to use with minimum training
>Dagger- A gift from Gorath to commemorate their new partnership, this ornate blade is her only melee weapon, but it works well enough... Especially when poisoned.
>Alchemy Kit- A set of tools Ainssa uses to create her potions to cure those who come see her, and poisons to help her in battle.
>Medical tools- A scalpel, plenty of cloth bandages, and other such tools, kept as clean as possible to treat wounds and ailments her potions would be unable to deal with.
>Small cart- A wooden cart found on the side of the road and pulled by Gorath most of the time, as they don't have a horse yet. The cart carries their tents, extra clothes, supplies, and everything they need to perform their preferred crafts. Ainssa hopes to one day expand to a larger horse-drawn wagon.
>Journal- a book cataloging alchemy ingredients and where to find them, and where Ainssa writes down new recipes to try out. She inherited it from her mother.

Personality: Ainssa is a cheeky and mischievous yet kind-hearted and cheerful Khajiit who loves adventure and seeing new things as she and her companion Gorath travel across Tamriel. However, when it comes to business, she knows to get serious. Always curious, she enjoys learning about new places and cultures, as well as meeting new people. Ainssa loves warm weather and sweets, but hates getting wet, cold weather, spicy food, or tight spaces, the latter of which comes more from trauma. While others might see her as naive for her simple philosophy of heal who she can, learn what she can, go where she can, she's surprisingly capable in her own right.

Backstory:
Ainssa was born on the road, both of her parents being merchants of a Khajiit Caravan. Her father Shakhaar was a hunter who would feed the clan and either sell the furs or make leatherwork with them, while her mother Mo'andra used ingredients found in the wilderness to create potions to heal the sick and wounded, a practice she would pass on to her daughter. Known for her generosity, Mo'Andra never charged a patient in need, instead using the coin made from her sales to supplement what she could have gained.

For most of her life, Ainssa travelled with the caravan across Tamriel, studying under her mother and experiencing both the wonders and perils of the world. She longed to see her homeland, but her parents, who worried about the amount of influence the Aldmeri Dominion had there and strongly distrusted them, said the same thing each time: "Now isn't the best time." It annoyed her, but she listened. One day, however, her mother grew ill, and despite Ainssa's best efforts, died in her arms. Her father would die four years later defending the caravan from bandits in the Velothi Mountains.

The brigands stripped anything of value from the caravan, killed anyone who resisted, and took the rest as slaves, including Ainssa. For two years, she toiled and suffered the cruel abuse of her captors before one day a lone bounty hunter stormed the hideout and set her free. By then, however, she was the only survivor of her caravan. She promised the mercenary payment in exchange for him being her bodyguard while she restored her caravan. To her relief, the Orc, Gorath, accepted.

Other:
-Ainssa was born on the day just before Sun's Height, on the last day of Midyear.
-Her favorite place that she has visited so far is High Rock, namely Daggerfall.
-Ainssa has never gone any further south than the Imperial City in all her years of travel.

Strengths:
-Skilled Alchemist and Healer- Even without magic, Ainssa is an impressive doctor thanks to her knowledge of Alchemy. This also feeds into her combat style, firing poisoned bolts from her crossbow to cripple or kill enemies.
-Strong Bartering and Social Skills- Ainssa is a merchant as much as she is an apothecary, and as such, can bargain a good price for any of her wares. She's also more sociable than her partner Gorath, so he lets her do all the selling while he works and watches from the background.
-Decent Marksmanship- Ainssa is no expert in combat, but her skill with a crossbow is solid enough to get through the average bandit raid or animal attack.

Weaknesses:
-Poor Melee Combatant- Ainssa isn't the best in a more up close and personal fight. Though she has a dagger, she's inexperienced and unskilled in melee fighting, preferring to keep her distance.
-Tendency to get into trouble- Whether it's her tongue and cheek for something she either dislikes or finds hilarious, or her overwhelming curiosity causing her to wander off, Ainssa can often wind up in trouble just as much as she can talk her way out of it.

Name: Gorath
Age: 29
Gender: Male
Sexuality (optional): Hetero
Race: Orc
Class (or closest match): Warrior
Birthsign: Lord
Occupation: Mercenary/Caravan Guard, Blacksmith

Physical Description OR Faceclaim:
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Gorath is an intimidating sight to behold: a large orc, standing at 6'10" with a muscular build, clad in plates of armor and carrying a large warhammer on his back. His head is shaven, save for a lock of ebony black hair tied back into a ponytail, and his face is scarred in places, and adorned with a beard. His right ear is pierced with three silver earrings. When off-duty, he wears a simple tunic and leggings, and a pair of sturdy boots. His skin is a dark green, and his eyes a fiery orange.

Starting Gear:
-Set of Heavy Armor: put together by Gorath himself, his armor is a makeshift set from back in his days as a bounty hunter. Forged of sturdy steel with leather fastenings on the inside, it is composed of a chest plate, back plate, shoulder guards, gauntlets and shin guards. Tough leather studded by small pieces of metal guards the abdomen and sides to retain flexibility and mobility. He also carries a helmet with no visor.
-Warhammer: Gorath's weapon is a warhammer forged in the Orc Stronghold he once called home. Much like his armor, Gorath made it himself, and uses it to great effect on the field of battle, smashing armor, breaking bone and crushing organs.
-Mobile Forge/Blacksmith tools: A collection of stone bricks sanded down to make a firepit, an anvil, bellows, and a small smelting furnace allow Gorath to create weapons, armor, tools and jewelry with whatever materials he finds or buys. His employer Ainssa then sells the wares in her market and uses the profit to both pay him for his service as a guard and buy whatever they need.
-Pickaxe: Gorath keeps a pickaxe with him in case he finds a good mining spot.

Personality (optional): Gorath is surprisingly quiet and soft-spoken for an orc, preferring not to raise his voice and instead let the weight of what he's saying sink in. Nevertheless, he is still and orc, and in battle he's as ferocious as one might expect from his kind. His tongue can be just as sharp as the swords and axes he makes, and while he can be harsh, he is more often than not fair in that harshness. He's also quite diligent in his craft and duty, frequently spending his time training to become a better warrior or working at the anvil to better his skills in smithing. Once you get to know him better, you'll find him a dependable comrade who isn't afraid to call one out on their faults, but if you earn his ire, he'll remember it for a good long time.

Backstory (optional):
Born in the year 4E 176, on the 13th day of Rain's Hand, in the orc stronghold Shub-Torung, located in the Northeast corner of Hammerfell, Gorath was, like all orc infants, born the son of the chief (In an orc stronghold, only a chief, the strongest orc in the stronghold, proven by combat, can marry). He grew up alongside his siblings, parents, and the rest of his small community, hunting, fishing, fighting, raiding, smithing, and living off the land. He was one of the most skilled fighters among them, favoring the warhammer and training tirelessly to master it. As he grew into his teenage years, he seemed to be the one to bet on becoming the next chief, replacing his father, Bulgruth the Giant. Rumors had spread that the chief had grown sickly and was no longer strong enough to lead them.

But when the day came for Gorath to challenge Bulgruth, things went down much more differently than expected. Bulgruth strode onto the battlefield with no trouble at all, when just a few days ago he was almost too weak to walk, let alone fight. His eyes seemed to glow under the visor of his helm, and his confidence was staggering as he constantly belittled his son for thinking he had what it took to be a chief. It wasn't even a contest. Bulgruth ruthlessly crushed his son in that duel with overwhelming strength, even for an orc. At this point, the loser would typically be dead, but as if to rub salt in his son's wounds, fresh and bleeding courtesy of his axe, Bulgruth exiled his son from the stronghold instead, so that he may live with the shame of defeat.

Gorath spent his new life outside the stronghold as a mercenary, taking up bounty hunting and even fighting with the 48th Mercenary Company in the Skyrim Civil War on the side of the Imperials, though he did sympathize with and respect his Stormcloak foes. At the war's end with the signing of the Treaty of the Dragon and Bear, he stayed in the northern province to help them clean up the bandit gangs littering their land, both because there was money to be found in it, and because he wanted to repay them for the damage he caused to them. During one of these bounty hunting missions, after clearing out the criminals, he came across a Khajiit who had been taken as a slave from a caravan the bandits had destroyed and looted two years ago. She offered him a job as a bodyguard while she got her caravan back up. Gorath accepted the job after busting her out, content enough to have both a long-term job and a travelling companion now.

Other
> Gorath's favorite food is soups and stews. He avoids sweet things like cakes and sweet rolls not because he dislikes them, but in an effort to maintain a healthier diet.
> Gorath has a habit of humming songs while he works and often hammers metal to the rhythm.

Strengths:
-Skilled Fighter- From his early years training in his stronghold to his days on the battlefield of war, Gorath is a seasoned warrior with years of experience under his belt. Combine that with his natural strength, tenacity in battle, and roll-with-the-punches mentality, he's a capable melee fighter, armed or unarmed.
-Skilled Craftsman- Gorath is a talented blacksmith, and like his martial skill, has honed it for years. He prefers practicality over showmanship, sometimes incorporating second functions into his weapons, tools, and even armor and jewelry.
-Sharpened Senses and Intuition- Gorath's sense of sight, hearing, and touch are a bit heightened from all his years of experience, as has his combat instincts. He's always looking for patterns, tells, and weak spots to capitalize on in battle, and can discern a few hidden traits about the metal and gear he works on by the feel of his hammer striking it.

Weaknesses:
-Social Interaction- Being an Orc, Gorath already has a disadvantage when it comes to socializing, and being introverted isn't much of a help. His bluntness and stubborn disposition can also be a hindrance.
-Ranged Combat- Gorath's aim is... Well, this guy couldn't hit a giant if it was standing just ten feet away from him. Ranged weapons are not his forte, and so he prefers to give them a wide berth.
-Other- While he is often fair in his harsh demeanor, he can be a bit extreme with it. He'll rarely help those who will not try to solve the problem themselves first, and his frequent criticisms can come off as annoying or hurtful.
 
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Name: Mirali Brownleaf
Age: 33
Gender: Female
Sexuality (optional):
Race: Bosmer (wood elf)
Class (or closest match): Nightblade
Birthsign: The Serpent
Occupation: Mercenary scout/opportunistic thief.
Physical Description OR Faceclaim:
lucas-slominski-keyart-u15-detail3.jpg

Starting Gear: Light Armor, Destruction Staff (ice), Iron Dagger, Camping Gear, lock picks.
Personality (optional):
Backstory (optional):
Other:
Strengths:
-Ambush Master; Excelling at stealth and hit and run tactics, Mirali focuses on quick kills. She'll use the environment to pick enemies off one by one.
-Opportunistic Thief; While not a member of the Thieves Guild, Mirali is quite skilled in petty theft. Her skills of slight of hand and some good lock picking skills, she focuses on taking small things left out rather than going for bigger scores. She just wants enough to keep moving.
-Elvish Perception; Raised in the Valenwood, she has honed her senses to survive in the wild. Once she was traveling the world, she found more "civilized" areas and cities had the same tells of danger.
-Expert in illusion and destruction schools of magic.
Weaknesses:
-Outcast; Considered a breaker of the Greenpact, making her a pariah in Bosmer culture.
-Impatient for the more esoteric/theoretical forms of magic.
-Recovering Moon Sugar Addict.
 
Name: Sword-Puncher
Age: 25
Gender: Male
Sexuality (optional): Heterosexual
Race: Nord
Class (or closest match): Monk
Birthsign: Steed
Occupation: Prize-Fighter

Physical Description OR Faceclaim:
57473b1e-902c-4f50-baf6-0b6df52da73d.webp

Starting Gear:
Personality (optional):
Backstory (optional):
Other:

Strengths:
.Punching Things
.Toughing It Out
.Cold Resistance
.Physical Resistance

Weaknesses:
.Magic
.Alcohol
.Skooma
 

Aurelia Vanin

"A good talk can prevent a war, but what fun is there in that?"


Age: 26
Gender: F
Sexuality: Heterosexual
Race: Breton
Class (or closest match): Rogue
Birthsign: Warrior
Occupation: Bounty Hunter

Physical Description OR Faceclaim: https://i.pinimg.com/originals/ad/93/15/ad931573fd155ae4fdf45fa7589cd1ed.png

Starting Gear: Bow, four arrows, two daggers, and a leather breastplate.


Other: Two tranquilizing concoctions kept in vials inside her leather boots. Leather gloves with a hideaway fold on the wrists. Earrings that serve as lockpicks in a bind.


Strengths:

Archery: Self-explanatory.

Stealth and Agility: Self-explanatory.

Clever: Aurelia can make hunting traps just as easily as she can trap her prey with words.


Resourceful: Has a decent knowledge of her homeland and its ingenious plants which can be harvested for medicinal purposes. Aurelia also has an affinity for taking ordinary items in her immediate vicinity and creatively using them to get out of trouble.

Archery: While she is fairly decent at both hand-to-hand combats, she excels in archery.

Temperance: By nature, Aurelia is laid-back and personable, but this same patience also enables her to wait out prey.

Knowledgeable: With a drive to sate her curious side, she oft has tidbits of information to help others and herself in day-to-day life.


Weaknesses:

Swordplay: While capable of fending off predators with a bow and arrow and hand-to-hand combat, she is not adroit at swordplay and will likely lose if forced to use one against an opponent.

Lockpicking: She can, but by the time she manages to open the lock, you've grown grey hair, been captured, and hung in the gallows.


Magic: This can weakness easily be exploited as she is neither well-versed in it nor carries anything on hand to protect her from it.

Idealist: This is rarely intentional, but Aurelia has a tendency of seeing situations as black and white with very little grey area, making it so confrontations can be stilted and based off her own understanding of right and wrong. Anyone falling outside of this ideal projection of reality can sometimes find themselves trampled upon if they stand in her way.

Curious and Controlling: These are underlining character flaws she is mostly blind to (or mayhap she prefers not to see alternative point of views), but they're a steady undercurrent in her decision making, placing her in unnecessary danger when it would otherwise be best to walk away and let sleeping dogs lie.


Other:


Aurelia prefers her lineage to remain a mystery to acquaintances, but she may or may not be a distant relative of Ontus Vanin.

 
"So what if I'm not the dragonborn or some fancy Shezarrine?! I'll become the greatest warrior anyway, and then I'll start a dynasty and have a different husband for every season! Try and stop me!"​
Name: Mythril Chambers
Age: 25
Gender: Female
Sexuality (optional): Demipan
Race: Bosmer with Significant Akaviri Lineage
Class (or closest match): Acrobat (Prioritizes speed and maneuverability in combat)
Birthsign: The Warrior
Occupation: Mercenary/Assassin/Dungeon Delver

Physical Description OR Faceclaim:
1684345276921.png
Starting Gear:
- Alternative Leather armor of Akaviri design with Elven Gauntlets of the pugilist and custom made Akaviri "Tabi Boots" of Dashing
- Red cloak
- 4x Akaviri "tanto" style daggers, Each modified with a different damage (Frost, Flame, Shock, and Magica)
- 1x Epic Akaviri Daikatana of Elemental Fury named "Instakill" (No, it doesn't actually do that on everyone.)
- A satchel of balanced Jarrin Root cocktail poisoned throwing kunaibe
- 5x Jarrin Root Poison vial
- 12x Lockpicks
- An apothecary's satchel
- A coin bag
- An Amulet of The Mammoth
- 1x Ring of Waterbreathing
- 12x Akaviri torinoko smokebombs (Handmade)
Personality (optional): A fiery, power-obsessed, and overall somewhat unpleasant girl who is determined by any means to make her name as a legend. Mythril Chambers is a warrior in heart, spirit, and in profession. A blade for hire who wants to hoard weapons and gold. She doesn't see the lighter side of life.
Backstory (optional): It is believed that the Akaviri died out long ago. But this is untrue. While many of them are long gone, having literally been eaten by the Tsaesci, there are still 3 hidden villages of Akaviri that survived the extinction long ago. Of these three villages, the one that most bares the title of the remaining bastion of the Akaviri combat artistry, is the Village of The 8 Rings. This is where mythril was born, trained initially, and left only 8 years ago at age 18. Her arrival in Skyrim came about per-chance due to the nature of the Imperial-Stormcloak conflict, seeking to profit off of the disarray the icy continent.
Other:

Strengths:
- Incredibly Fast Swordsman
- Veritable Weapons-master
- Trained in Ancient Akaviri combat arts in one of the secret remaining Akaviri villages
- Well traveled and has experience dealing with all sorts of opponents
- Clever in combat and educated in solving puzzles
- Considerably attractive despite her reputation
- Poison Hypertolerant
- Expertise in poisons and alchemy
- Well prepared
- Confident
- Effective
- In spite of her lack of people skills, she is intelligent and it is ill advised to try and fuck around or use her words against her
- Has some immense "Willpower" behind her actions
- Intermediately experienced with horse-riding but is by no means a prized jockey or a formidable jouster. Probably would jump off her horse and grapple anyone she had to fight on horseback.
Weaknesses:
- Hotheaded
- Fueled By unearthly anger and jealousy
- HATES SNAKES
- Not very charismatic
- Gets flustered easily and isn't good at the whole relationships thing. Would probably end up all yandere for anyone who could defeat her in what she deems as fair combat to cope with her insecurity.
- Relies on her immense speed and technique in combat. While she can take a hit, her proneness to using light armors means that she can only take so much punishment
- Lacks experience with heavy armors
- Can't fish to save her life
- Natural and cultivated poison Hypertolerance means she can't enjoy alcohol
- Has poor luck in games of chance
- Magically Non-Attuned, and has to rely either on others or on consumable items for magic support
- Megalomaniac, would give anything for more power, including making a pact with one or more daedric princes or other powerful entities if the chance presented itself
- Obsessed with honing her techniques and training herself
- Though she is intent on thoroughly getting what is asked of her done, she has the incessant need to do things as quickly and efficiently as possible
- Can't craft her own stuff. Knows how to maintain weapons, but not to make them.
- Can't enchant on her own for bollocks, has to hire others with more talent.
 
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Name: Patrik Andersen
Age: 64
Gender: Male
Sexuality (optional): straight
Race: Altmer
Class (or closest match): Necromancer
Birth sign: the ritual
Occupation: Necromancer, former battle mage

Physical Description OR Face claim:

382256c1f197d3c7d5e2e9fdfd04fe3de3152eff.png

Starting gear:

Runed necromancer's robes, necromancer's skull hooded mask. X4 magica potions, 6 health potions, uses bound weapons in place of actual ones, black boots. Mage's backpack with bedroll. A bone wopf companion named Marrow who is always a best boi!

Personality: Patrik at one point was an honorable and surprisingly nord-like elf. He was raised by nords, and saw Talos not only as the hero god of the empire, but also as someone to aspire to emulate. When the great war Began, he surved as both a Frontline battle mage and auxiliary healer.

When he lost his wife and child. He was broken. His faith in the divines lost. Patrik in despair and desperation turned to necromancy. He hated the craft and those who practiced it..But he exausted all other means to his goal.

Even though he's no longer a man of honor, he is still empathetic to the plight of others.

Backstory: Orphaned at infantcy. Patrik was taken in by a kindly nordic couple living in Bruma. From a young age, he showed talent in both martial and magical skills. His parents saved up enough septims to send him to the College of Whispers. This was where he met his future wife Adora. They fell in love and married.

When the great war broke out, he distinguished himself as an imperial Battlemage. Shortly after he returned from the war, his wife and daughter were killed by a lich. This loss set him on a very dark path.

Strengths:

A powerful wizard and skilled fighter, both with or without a weapon.

Proficient with both melee and magic, chaining them together with devastating effect.

As a high elf, he has a higher Reserve of magica

He's master all magic skills, Alchemy, heavy armor, smithing and one handed.
Weaknesses:

Blind in his left eye

Determined to revive his family, even it he must become a monster to do so.

Terrible long distance aim

Can't stand light armor

Terrible at sneaking


A self loathing necromancer

Needs one hand free to cast so blocking and two handed weapons are out of the question.


Not at all charismatic. Anyone he inspired was through his actions, not his words.
 
Last edited:
Name: Patrik Andersen
Age: 34
Gender: Male
Sexuality (optional): straight
Race: Altmer
Class (or closest match): Necromancer
Birth sign: the ritual
Occupation: Necromancer, former battle mage

Physical Description OR Face claim:

382256c1f197d3c7d5e2e9fdfd04fe3de3152eff.png

Starting gear:

Runed necromancer's robes, necromancer's skull hooded mask. X4 magica potions, 6 health potions, uses bound weapons in place of actual ones, black boots. Mage's backpack with bedroll. A bone wopf companion named Marrow who is always a best boi!

Personality: Patrik at one point was an honorable and surprisingly nord-like elf. He was raised by nords, and saw Talos not only as the hero god of the empire, but also as someone to aspire to emulate. When the great war Began, he surved as both a Frontline battle mage and auxiliary healer.

When he lost his wife and child. He was broken. His faith in the divines lost. Patrik in despair and desperation turned to necromancy. He hated the craft and those who practiced it..But he exausted all other means to his goal.

Even though he's no longer a man of honor, he is still empathetic to the plight of others.

Backstory: Orphaned at infantcy. Patrik was taken in by a kindly nordic couple living in Bruma. From a young age, he showed talent in both martial and magical skills. His parents saved up enough septims to send him to the College of Whispers. This was where he met his future wife Adora. They fell in love and married.

When the great war broke out, he distinguished himself as an imperial Battlemage. Shortly after he returned from the war, his wife and daughter were killed by a lich. This loss set him on a very dark path.

Strengths:

A powerful wizard and skilled fighter, both with or without a weapon.

Proficient with both melee and magic, chaining them together with devastating effect.

As a high elf, he has a higher Reserve of magica

He's master all magic skills, Alchemy, heavy armor, smithing and one handed.
Weaknesses:

Blind in his left eye

Determined to revive his family, even it he must become a monster to do so.

Terrible long distance aim

Can't stand light armor

Terrible at sneaking


A self loathing necromancer

Needs one hand free to cast so blocking and two handed weapons are out of the question.


Not at all charismatic. Anyone he inspired was through his actions, not his words.
Might want to bump up the age some. The Great War occured in 4E 171-175. The RP is taking place 30 years after it's end. I'd recommend adding maybe around 30 years. That's still young for elves, and it would make him old enough to marry before the war, and be of a serviceable age when said war comes up.
 

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