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:
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.
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.
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
Atronach
Lady
Lord
Lover
Mage
Ritual
Serpent
Shadow
Steed
Thief
Tower
Warrior