In no particular order:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Glamr Treefoot, Nosferatu</div><div class="spoiler_body"><div class="floatright">(http://25.media.tumblr.com/380e5daab6bf0c7f85f6bf4afbfafc93/tumblr_mohzshXkoi1rv7osmo1_500.jpg)</div><strong>Name:</strong> Glamr Tree-Foot<br/><strong>Player:</strong> Madmartigan<br/><strong>Clan:</strong> Nosferatu<br/><strong>Generation:</strong> 10<br/><br/><strong>Appearance:</strong>  (minimal polite obfuscate) Human-shaped, with a curved spine that makes him appear shorter than the average man or woman. His limbs are bowed, his gait uneven. His facial features are sharp and feral; his cheeks are striped with scars from either pointed ear to the corners of his mouth; his eyes wide set, perfectly round and black. He has no beard. His tangled hair falls below his waist, knotted with bits of bone and mottled wolf-grey in color. He only speaks in tight-lipped whispers that show no teeth. Both mouth and eyes are ringed with black stains. A sickly sweet stench clings to him at all times, reminiscent of little dead things mixed with leaf mold.<br/><br/><strong>Physical Traits:</strong>  (natural) His skin is purplish-blue, darkening to a rotted indigo hue on his extremities. Almost every inch of his body is covered with fine, hairlike, poisonous spines that cause extreme pain to anything living or undead that might accidentally touch his bare skin. His fingers and the toes on his left foot are capped with jagged claws that splinter and break when they touch living flesh, leaving shards that fester rapidly and inevitably result in death. His right leg terminates in a twisted mass of root-like tendrils from the knee down. There is a similar mass at his groin that no one living has clearly seen. To properly feed, he must crack his jaw open; his maw, when opened ear to ear, is packed with needle fangs and a swollen black tongue that can wrap around his head. He is unable to voluntarily close his mouth once opened; in order to be able to speak again he must first stitch the edges back together.<br/><br/><strong>Merits:</strong> Gaping Maw (2pt), Sleep Unseen (2pt)<br/><br/><strong>Flaws:</strong> Necrophile (3pt)<br/><br/><strong>Personality:</strong> Pragmatic, mischievous, obscene.<br/><br/><strong>Mental Traits:</strong> Due to the discomfort and extreme messiness of attempting to feed with his deformity, Glamr prefers small animals that can be crushed and swallowed whole as his basic sustenance (spitting out bones and fur sometime afterward). For more substantial meals he hangs and drains large prey - animal or human - to drink the blood at his leisure.<br/><br/><strong>History:</strong> Glamr was a shepherd's son by birth. His family was part of a prosperous community with a medium-sized village near the coast as its center. He was an unremarkable boy by all accounts; most of his days were spent grazing his flocks, tanning hides, gathering herbs for his mother - a wise woman - and killing wolves. He did not raid in other lands but he learned, as all men did, how to defend his property. Foreign warriors attacked the village every few seasons; in his first skirmish he killed two but lost half of his right leg to an ax blow. He crafted himself a wooden brace to replace the missing limb and gained the name "tree-foot".<br/><br/>He was married late, by his seventeenth year, to a woman he liked well enough but who proved barren. As he lost interest in his own bed his lust grew for his elder brother's wife, a very beautiful woman who had already produced two strong boys. The attraction was not mutual and his brother warned him to turn his eyes elsewhere.<br/><br/>Soon after this the village was visited by a traveling sorceress. She consulted with Glamr's mother on matters of plants and medicines, staying in the family's hall over the winter. Though hideous, she was wise and clever with words. She saw Glamr's desires and asked for a boon to bring his lustful dreams to fruition. Every night for many weeks, Glamr drained his wife of a little blood which he then gave to the volur. Inevitably his wife grew weak and died just before the equinox. She was not much mourned by Glamr himself.<br/><br/>Spring brought raiders once more and the opportunity Glamr had been promised. While battling the bestial warriors, he saw a chance to strike his brother from behind as they caught their breath behind a half-burnt cow shed. His brother's death was blamed on the raider that Glamr brought down in full sight of the village, and so Glamr gained prestige. He made his desire plain to take his brother's wife as his own, not realizing that she had seen him kill his own kin. She tried to shame him in front of the jarl and council but could not prove her case. She was destined to belong to Glamr.<br/><br/>The night he went to claim his right, she lay still in his brother's bed. Her eyes were full of hate but she didn't push him away, didn't cry out, didn't lift a finger against him as he sated his lust. He dozed next to her but awoke soon for more. Still she didn't resist, though neither did she respond. All through the night he took her until her womb overflowed with his seed and her eyes grew softer towards him - or so it seemed by moonlight.<br/><br/>At dawn he touched her cool skin, spoke loving words, mounted her once more... and realized she was dead. Had been dead for some hours. Her lips - and now his - were stained with the blackest poison she'd taken at dusk the day before. Not only had he murdered his wife and his brother - he'd violated the corpse of his sister-in-law.<br/><br/>Glamr fled into the forest, guilt and madness finally breaking his mind. He found the sorceress in a cave, gathering deadly mushrooms. He attacked her for her deception and she responded by tearing out his throat with her rotten teeth before feeding him a noxious stew made with her own vitae. She was not only a practitioner of seiðr, she was a draugr and his Sire. He suffered for many nights through the transition while she explained his new existence. Too monstrous to remain human, he was now a true monster, a Childe of Loki, burdened with the duty to constantly test the children of Odin and sometimes give them what they wanted... though never in the way they wanted it.<br/><br/>They traveled together but a short while, until Glamr gained the ability to call animals for blood. The Nosferatu clan was very small, its members spread far across the northern lands. Glamr learned the rhythms of travel, of how to make himself welcome at the periphery of villages for a few seasons at a time until he had learned all he could of the local flora and fauna, the peoples' sagas and songs. Then he moved on. Some years passed without human contact. Others were full of births and wounds and death and blood offerings. The variety was important, as was learning more about the other breeds of draugr who walked the earth and fancied themselves einherjar.<br/><br/><strong>Disciplines:</strong> Animalism 3, Obfuscate 3, Potence 1<br/><br/><strong>Weapons:</strong> Poisons, pointed sticks, swarms of charmed beasts, and his own body are his weapons of choice. He learned, in his travels, how to craft blowguns, weave nets, and construct deadly traps to protect his hiding places from sentient things.<br/><br/><strong>Skills:</strong> Seiðr (sorcery), herbcraft, medicines, poisons, surgery, butchery, wound-tending, skinning, tanning, leatherwork, snares. He has rudimentary reading skills (Old Norse) and is fluent in Nosferatu symbology.<br/><br/><strong>Resources:</strong> Glamr carries two bone knives: one curved in (sickle), and one curved out (skinning knife). Everything he wears (gloves, tunic, leggings, kilt, cloak, hood) is made of leather, fur, and bone. He is privy to small, hidden caches of gold shared and maintained by other Nosferatu who travel the north lands. His expertise with skins, herbs, and sorcery make him welcome in most villages, at least initially. He keeps no human ghouls, only animals. <br/><br/><strong>Sexuality:</strong> Not gender-specific <br/><strong>Associated Kinks:</strong> Necrophilia (dead things can't say no), masochism (bad touch is better than no touch at all)<br/><strong>Ons:</strong> Skin, blood, bones, knowledge<br/><strong>Offs:</strong> Metal, fire, arrogance, vampires with perfect teeth</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Aesahildr Audunardottir, Toreador</div><div class="spoiler_body"><div class="floatleft">(http://i247.photobucket.com/albums/gg142/ElectricBadger/werewolf_by_pure_insomnia-d5wus3i_zpse12a1bc2.jpg)   </div><span class="bbc_size" style="font-size: 24pt;">Aesahildr Audunardottir</span><br/><strong>Player:</strong> eBadger<br/><strong>Clan:</strong> Toreador<br/><strong>Generation:</strong> 10<br/><br/><strong>Appearance:</strong> Aesa maintains a blush of health, and can pass with little difficulty as a pale human – common enough in the north.  She is undeniably beautiful; in the south, her coloring gave her an exotic look, while here in the north the same allure stems from her courtesan’s arts and a body untouched by weathering and unbent by hard labor.<br/>  <br/><strong>Physical Traits:</strong> Aesa was possessed of a surreal grace even before her embrace, and the unnatural quickness of a Toreador has only intensified this.  Her voice drips honey, the simplest movement is mesmerizing, and she has danced to seduce emperors.  She is able to consume mortal food.  <br/><br/>Although she doesn’t lack for strength or endurance, she knows herself no match for the power of a northman.  She is small and thin, and often underestimated by those who tower above her, which proves occasionally frustrating but frequently beneficial.  <br/><br/><strong>Personality: </strong> Overcoming adversity to rise to power has left scars on Aesa’s personality.  Although she rarely lets her temper show, she is swift to anger and slow to forgive, delighting in a slow, painful revenge or the quick, brutal domination of a foe.  She values loyalty and is given it unquestionably by her warriors, but she has none that would be defined as friends.  Aesa is best approached with respect and reason, and is a born capitalist: a deal is always to be struck.  <br/><br/><strong>Mental Traits: </strong> Aesa is clever and swift thinking; although no scholar or serious intellectual, she is respected for her mind as well as her grace.  She is well educated and literate.  A woman who has overcome the limits of gender, race and class, she is possessed of an indomitable will and charisma – a force strong enough to compel the proudest warriors to obey.  <br/><br/><strong>History:</strong> Born on the shores of the Dnieper about 75 years ago, Aesahildr was raised the daughter of a powerful Rus merchant lord and raider.  Her upbringing was brutal and nomadic, mostly spent aboard ship and in small, temporary villages.  Aesa thrived on the challenges and loved the deadly freedom of the Rus, blossoming quickly into a young woman strong of back and lithe of limb.  Competition for her hand was already promising to be fierce when her father heard tales of the wonders of Constantinople, and saw opportunity.  Turning his karfi south, he sought new markets and an ambitious match for his daughter. <br/> <br/>Exotic, graceful, and possessed of completely unique coloring, Aesa gained quick interest within the legendary city.  The keen competition between merchants for her favor also began to change her; she began to cast off the mantle of dutiful child and become an independent, ambitious woman.  <br/><br/>It was then that her sire found her.  Her exotic appeal was obvious, her potential as a work of art unquestionable, and her aspiration an easy lure.  On a clear, warm evening a man of rank and fortune arrived on Audun’s step to bargain for his daughter and, unlike so many before, this offer couldn’t be refused.  Aesa found herself not a wife but a courtesan, and never saw another sunrise.  <br/><br/>For ten years she never left the man's palace, learning the arts of court, performance and politics first from Stephanos and then from a long series of tutors: men and women who would thereafter disappear across sea, or beneath it.  Word of a Rus visit was stifled or discounted.  Thus it was that, when she was finally introduced, her skills were far beyond those of her peers and bolstered by natural talent and exotic appearance.  She was, predictably, a sensation at court – she worked her way swiftly through lesser nobles and officials, was snatched up by great men and briefly gained the interest of the emperor himself.  <br/><br/>Inevitably, however, she learned the secret price of immortality and the fickle nature of the Toreador.  As more Rus worked south, she became less exotic; although no less a courtesan – more, in fact, for she continued to master the arts of courtesan and vampire – her star began to fade.  Also, her unaging nature became more impossible to ignore.  Finally, after less than two decades in court, she took a rich, aged official as husband and retreated from the public eye.  <br/><br/>She’d arranged her marriage well, however, and quickly found herself widowed and wealthy.  She then turned her efforts to politics – both within the human court and the vampiric.  She was not without success, but quickly felt herself hampered by her gender and a sire who found her at first to be useless baggage and then, increasingly, competition.  <br/><br/>For the first time she truly began to fear for her safety.  After one misguided attempt to assassinate her – a poor fool who didn’t realize her nature – she journeyed north to return to her people.  She was recognized by her brothers and a few others, now elders of the clan: and she used her eternal youth and supernatural powers to convince them she had touched Valhalla and could grant them, as well, the strength and longevity of epic warriors.  She returned to Byzantium with forty Norse warriors, a group of fiercely loyal, intimidating and capable troops that would inspire the later Varangian guard.  <br/><br/>In the end, however, Aesa proved less fortunate at the subtle, slow intrigues of kindred than she had been inspiring lust as a courtesan.  Not that she was incapable, which would likely have made her safer, but the success of a young vampire brought quick censure from one of the oldest courts in the world.  In the end, it was her own sire that turned upon her.  Stephanos felt every reproach toward her reflect upon his own pride, and every growth in her influence erode his own.  Eliminating her promised to remove an irritation and curry the favor of the elders.  This began a year long feud of strike and counterstrike, disastrous to both kindred.  Aesa lost half her huskarls, while Stephanos watched both his newest protege and trusted seneschal beheaded.  <br/><br/>Finally, fed up with the conflict and the chaos it brought, the elders forbid any further action by the kindred against one another and gave Aesa three months to leave the city.  Although the appeal of becoming a courtesan in a new city – Venice, or Acre, or Alexandria – was very strong, her followers showed no interest to travel south and Aesa too felt the call of the land of her ancestors.  An escape from civilization would also be the best way to avoid the influence of her irate sire.  <br/><br/>After due consideration, she concluded that a careful expedition might gain power bringing civilization to the savage lands and therefore turned her fortune and time towards preparation.  She would not rely on force of arms, but on technology and alliances, so she didn’t seek to gather more soldiers but instead recruited skilled craftsman with promises of opportunity and adventure, or simply purchased able slaves outright.  Tools and bribes figured as prominently into her cargo as trade goods.  <br/><br/>Months later her expedition arrived in the Baltic, mostly intact, aboard three small boats.  She set her sights upon the village of Heior, a settlement of some few hundred that would provide access to iron and wood for her craftsman, the sea for trade, and abutted a cave-riddled cliff for security.  During a feast she wove her subtle temptations around the jarl Nefgeir, a vicious man disliked by his people who ruled only through fear.  Aesa lured him into grandiose brags, then derided him for his foolishness.  Humiliated, the Nefgeir demanded a duel and Aesa herself granted it; the speed of her blade was enough to slay him easily.  A brief fight erupted as a dozen kin and loyal huskarls sought to avenge him and take his place, but it was dealt with quickly and lethally.  Within hours of arriving, Aesa was the undisputed jarl of Heior.  <br/><br/>Weeks after that bloody night, she has solidified her control, set her plans in motion, and stands ready to step onto the stage of local politics.  She has no intention to compete for leadership; instead, she seeks to present herself as an irresistible ally and an undesirable foe.  <br/><br/><strong>Religion:</strong> Aesahildr was raised in the worship of the norse gods, and has never cast this off despite the ire of Stephanos and thorough instruction on the teachings of christianity.  This is not to say she is the most devout of followers, being a bit of a cynic, but she has legitimately concluded that she is now a valkyrie: for undeniably she chooses who lives, dies, or fights eternally for glory.  <br/><br/><strong>Disciplines: </strong>Auspex 3, Presence 3, Celerity 4<br/><br/><strong>Weapons:</strong> Aesa has performed more than a few kills with her long, slender dagger, although she tends to rely on her speed or guile to set up a strike rather than melee skill.  She routinely carries a sword – like those of her men, a fine example of Arabic metal crafting, and recently inscribed with enchanted runes – but wears it and her reinforced leathers mostly as a badge of authority; she has a rudimentary understanding of swordplay but little inclination to participate in toe to toe fighting.  <br/><br/><strong>Skills:</strong> A highly trained courtesan, Aesa possesses many skills in the arts including dancing, singing, instruments and conversation.  She is a capable administrator, having run her own large household for many years before organizing her current expedition.  Aesa speaks four languages: Norse and Slavic from her early years and Greek and Latin from her time in Byzantium.  She is literate in the latter two, but has only a slight understanding of runic.   She has a limited knowledge of skaldic arts.  <br/><strong><br/>Resources: </strong>Aesa came well equipped for her expedition.  Three karfi contain trade supplies and tools, as well as 70 followers: mostly skilled tradesman, smiths and carpenters and masons, but also a score of veteran huskarls equipped with mail hauberks, helms, and fine steel weapons, enhanced by the power of a ghoul to make a small but devastating force.    <br/><br/>She has recently taken control of the hall and town of Heior, a fairly humble village chosen for its natural resources – access to ore, wood and sea - rather than any role as a local power.  <br/><br/><strong>Sexuality:</strong> Aesa is bisexual, although she tends to favor the fairer sex, both for aesthetics and because they tend to have less illusions of ownership or control.  A woman who has clawed her way to power, she revels in the taste of more and abhors the loss of any: she is strictly dominant.  Note that while I’m hetero, I’m not averse to having Aesa play with men if it arises in the story.  <br/><strong>Associated Kinks:</strong> Domination, humiliation, exhibitionism, orgasm control, whips.  <br/><strong>Ons/Offs:</strong> Submitting is a definite off.  Otherwise, I’m open to anything – read my ons/offs, and be assured that I will never be offended if you ask (actually, I tend to take it as quite a compliment).<br/><br/><div class="floatleft">(http://i247.photobucket.com/albums/gg142/ElectricBadger/64dd88e7-5ec6-4751-adff-62b548371df7_zpsb9093cb3.jpg)  </div><br/><strong>Summary:</strong> A Rus viking who became a toreador courtesan from the Byzantine court, Aesa has made her way north with an elite group of warriors and craftsman to seize the small village of Heior and begin to involve herself as a force in local politics.  <br/><br/><strong>Potential character links:</strong> Aesa feels the keen need for allies, and wouldn't be averse to embracing anyone whose capability and loyalty she was sure of.  This could be one of her craftsman or huskarl warriors, or a promising maiden to serve as an apprentice of sorts.  <br/><br/>She is also willing to pay or ally with anyone who will aid her in return, following the ancient tradition of the jarl.  Any kindred wanting safety in a vampire-controlled village or a chance at future craft goods or spoils might find a place in her hall.  <br/><br/>And finally, anyone approaching Aesa with less than outright hostility will be met with offers of friendship.  <br/><br/><strong>Group role:</strong> Aesa is primarily a social creature.  Her talents as a courtesan, disciplines, and fledgling political clout can open all but the most hostile doors.  She's no mere political prop, however.  Her leadership can provide some NPC support when needed while Heior offers group members a secure haven and gathering place, transportation, and a reliable source of supplies.  Her offensive abilities aren't top notch, but it would unwise to dismiss her entirely.  Finally, a cunning mind and six sharp senses can provide important information. </div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bjarg Eitrialf, Gangrel</div><div class="spoiler_body"><div class="floatright">(http://img.photobucket.com/albums/v140/Lockepick/Character%20Pictures/1cbffad8-956d-4507-93d2-d26389d59e29_zps50b7d8c3.jpg)</div><strong>Name:</strong> Bjarg Eitrialf<br/><strong>Name Root:</strong> Bjarg = Rock/Mountain. Eitri = Dvergar blacksmith that created Mjöllnir. -Alf = Suffix referring to a Dvergar that is beneficial/lucky to have around.<br/><strong>Player:</strong> Lockepick<br/><strong>Clan:</strong> Gangrel<br/><strong>Generation:</strong> 10<br/> <br/><strong>Physical Traits:</strong> Bjarg was embraced at 20 years old. He has dark hair atop his head, and a dark short beard; as large as the forge will let it grow. His life as a blacksmith has given him a strong chest and arms, but has also taken his left ring and little fingers, and given him a scar on the top of his right thigh. Past frenzies have elongated his canines, sharpened his ears, and added a yellow glint to his otherwise dark eyes.<br/><br/><strong>Personality:</strong> Bjarg used to be a nervous man living by the standards set by the warriors who frequented his father's shop. Now he has more confidence. He knows he's not the strongest in every capacity, but physical strength is only one arena. Bjarg has been given a second chance on life, and is going to enjoy this one. Without the threat of a 'natural' death or social norms and expectations to keep him down.<br/><br/><strong>Mental Traits:</strong> Bjarg is Rune-Wise in the most basic sense of the word. He has learned to use runes with his own vitae to imbue items that he has personally crafted. Like the Dvergar of old, any object enchanted can't handle the touch of the Sun, turning to dust in its presence. Whether it's from Bjarg's high levels of Fortitude, or from experience facing the Red Fear in his forge, Bjarg is better than most at keeping the Beast at bay in regards to Fear Frenzy. Finally, Bjarg follows the Path of Humanity, though seeks to join the Via Einherjar. <br/><br/><strong>History:</strong> Bjarg came from a line of blacksmiths in the Southern part of the continent, born in 804 AD. The sons of the family were raised as blacksmiths, and the daughters were married off to anybody with control over ore or mining. He never considered any other line of work; it's hard to guess if his proclivity for blacksmithing came from being forced into the line of work, or if it was the other way around.<br/><br/>His mother died trying to birth a third sibling for Bjarg, and the previous two siblings died before their twentieth year. Bjarg worked along side his father until an injury made him unable to swing the hammer. His father spent another year offering whatever wisdom he had, before going out into the wilderness to die. Bjarg should have found a wife by this point, but his tastes didn't take him in that direction, and running the forge alone proved enough of a distraction to keep people at odds.<br/><br/>He went drinking with one of his more prominent customers, a famous warrior, after closing up shop one night. After listening to the warrior's stories for the night, the two went off and spent the night together. The next night, the warrior thought it would somehow improve his own station to make his 'conquest' known to the public. Bjarg's honor on the line, even if the conquest was accurate, he was obligated to fight the warrior. He was no match, and lost miserably. He would have most likely died in the streets, if not for a Gangrel named Sven.<br/><br/>Sven offered Bjarg another chance at life. Another chance at proving his strength and courage. Sven saw the potential, even if Bjarg did not. At the time, Bjarg wasn't thinking of how to better his life, only that he had an opportunity to live it. It was a decision made out of cowardice. As he grew into his new life as a Kindred. Gradually, over the course of years, Bjarg began to grow into his new role as an Einherjar. Sven taught him the secrets of the blood, including the Einherjar's power over runes. He learned to care less about the metrics of strength that mortal men, and see the obvious strengths of Einherjar and immortality.<br/><br/>After ten years, Sven simply left one night before Bjarg woke. Sven had left hints that it was time for the two to leave, and Bjarg even knew it was necessary for his growth, but it didn't make it any less painful. He traveled for another ten years before settling down with the Jarl, and has been there ever since.<br/><br/><strong>Disciplines:</strong> Fortitude 4, Protean 3, Animalism 0, Potence 2<br/><strong>Weapons:</strong> A hand-axe with an over-sized wide back, covered in runes, not showing any of the typical 'pattern-weld' designs that blacksmithing techniques of the time caused. He's got a round wooden shield with heavy leather bolted against the material, also carrying rune markings. He has Claws of the Wild, but typically uses them as a tool more than a weapon.<br/><strong>Skills:</strong> Blacksmithing, Commerce, and Business.<br/><strong>Resources:</strong> 'Stedhiafli,' Bjarg's Hand-Axe, exceptionally effective as a weapon and as a crafting aid; 'Daudhadagrvol,' Bjarg's Shield, which bolsters Bjarg's stamina after he's been struck in a scene.<br/><br/><strong>Sexuality:</strong> Homosexual, Submissive<br/><strong>Associated Kinks:</strong> Roughhousing, Blood, Battlefield sex, D/s, Dirty Talk, Humiliation, Power Play.<br/><strong>Ons/Offs:</strong> Scat/Vomit.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Brandulf Eriksson, Gangrel</div><div class="spoiler_body"><div class="floatleft">(http://elliquiy.com/elluiki/images/archive/e/ea/20130615011544!Viking_fedora.jpg)</div><strong>Name:</strong> Brandulf (often goes by the nickname Ulfr - 'wolf')<br/><strong>Player:</strong> Fedora<br/><strong>Clan:</strong> Gangrel<br/><strong>Generation:</strong> 11<br/> <br/><strong>Appearance:</strong> Brandulf is of an average height and weight, with slightly wavy, dark brown hair, and the pale blue eyes that are common amongst Norsemen. He as an atheltic, slightly muscular build, with strong arms and shoulders from swinging heavy swords and warhammers. His body is not smooth, with both a layer of fine, dark hair on most of it, and a variety of old scars from battle, and occasionally from rough sex. People can find his soulful eyes beguiling, at least if they don't catch the light shining in them, and the way he doesn't smile fully mysterious. <br/><br/>His skill in Protean enables him to take the form of a wolf, or a large magpie. He looks like a normal animal in these forms, though his eyes are still the same striking blue color (with the reflective layer behind them). As a wolf, he can only bark and growl, but as a magpie he can actually 'speak' in simple words or imitate other sounds. <br/><br/><strong>Physical Traits:</strong> <br/>Tapetum: His eyes shine like an animal's when the light hits them just right. This allows him to see slightly better in the dark, but can be disturbing to humans who catch sight of it.<br/><br/>Canines: His canines, on both his upper and lower jaw, are enlarged and elongated and cannot be retracted. This causes him to speak with a slight lisp that he is rather self-conscious of. <br/><br/>Knot: His penis, while average-sized and mostly resembling a human's, swells suddenly at the base as he approaches orgasm. If he's not careful, he can actually tie with a partner, leaving them both stuck for several minutes while they wait for it to subside.<br/><br/><strong>Personality:</strong> Brandulf is fiercely loyal to his allies and vicious to his enemies, though he sometimes comes off as rather impulsive or even slightly dim. People tend to think he's somewhat slow due to his reluctance to engage in conversation, assuming perhaps it's going over his head, but his quiet behavior in social settings is largely related to the fact that he's observing intently. He does have a good sense of humor, but it can be difficult to get out of him, and because of the way he remains very quiet and doesn't smile widely (not wanting to show his teeth), they usually assume he has none at all. <br/><br/>He has a somewhat short fuse, but this seems to only be related to bursts of 'normal' temper rather than full-blown Frenzy, and he seems to calm down just as quickly as he gets angry. There's usually a period of barking and growling, occasionally progressing to brawling and scrapping, but rarely to a point where anyone is in danger.<br/><br/>He is much more comfortable around animals than he is people, and his proficency in the Animalism discipline allows him to speak to them or call them to himself, though he can only do so with willing animals - and he can't guarantee they won't be hostile when they show up. <br/><br/>He has a good memory of specific events, but some problems with the passage of time, sometimes not knowing if an event that happened a week ago happened earlier that night. He is rather math illiterate, and has trouble with cardinal directions - or even telling his left from right. Despite being math-challenged, however, he is somehow able to keep perfect track of his 'pack' - crew, herd, and so on - in his head without counting. Perhaps by a combination of sight and smell, he's able to tell immediately when someone is missing from his group, even if it's a couple dozen people or more, usually before anyone else realizes they're gone. This, of course, has its limits, he can't tell if a single person sneaks out of a larger crowd, for instance. <br/><br/>He behaves in a rather promiscuous manner, having sex with anyone and everyone he finds remotely attractive that will stand still long enough to let him, not really forming strong bonds with any of them. His sense of smell seems to let him know when someone is feeling in the mood, and he's been known to pounce on people and get right to it with very little foreplay (or regard for where they are) if he gets the impression they are receptive. However, he usually takes the hint if someone tries to fight him off, even if he's stronger than they are, and will let them go.<br/><br/><strong>Mental Traits:</strong>  <br/>Wolf Behavior: Brandulf is prone to dog-like or wolf-like behavior at times, including howling at the moon, growling, marking his territory (thankfully, vampires don't urinate, so he doesn't piss on everything to claim it), and sniffing inappropriately at unfamiliar people. He's also prone to random distractions (Squirrel!) if he hears or smells something that catches his interest. He also melts if you scratch lightly at his scalp or behind his ears. <br/><br/>Flesh Eater: Though he's capable of feeding normally, without killing whomever he's feeding on, he sometimes eats chunks of raw flesh off of freshly slain people or animals, even though it usually isn't necessary to his survival. It seems to be something he is compelled to do, though he <em>can</em> extract a point of blood from a corpse that someone else has drained, as long as it isn't totally mummified and turned into jerky.<br/><br/>Acute Smell: This is both a blessing and a curse. While he is able to use his nose for tracking prey or following someone, this sensitivity can also be a severe hindrance. He is easily distracted by interesting smells, and strong smells can be utterly overpowering and physically uncomfortable. <br/><br/><strong>History:</strong> Brandulf grew up in a small village further north, and had a rather uneventful childhood. The oldest child and only son of his family, he grew up protecting his younger sisters from the rest of the world. His father was a hunter, and raised dogs for hunting, something that Brandulf became familiar with as well, though he never really took to a bow. The village was small and peaceful, until one winter night when he was twenty-eight. <br/><br/>While he and his father were out hunting, someone or something came upon the village and slaughtered everyone in it. Returning home to a silent village, his mother and sisters gone, Brandulf and his father were both devastated. Brandulf couldn't forgive himself for not being home when the attack happened, not being there to protect his family, and without saying a word to his father, he wandered off into the wilderness, without taking any supplies with him, perhaps hoping to die.<br/><br/>He made it quite a ways before he realized he was being tracked by something in the night. Rather than flee or submit to the beast, even though he was unarmed, Brandulf fought valiantly when he was attacked by a huge vampire. He was no match for the creature, despite his best efforts, though even as his blood drained away from him and death seemed inevitable, he continued to fight. Perhaps admiring his spirit, the vampire fed him on some of his own blood as Brandulf lay dying, and he rose as a creature of the night himself.<br/><br/>His sire left him in the wilderness after embracing him, and Brandulf spent a full year and a half in the woods alone, living off of whatever he could find, hiding wherever he could find shelter. It was a hectic time, and he wondered what the point of all of it was until he stumbled into another vampire's hunting grounds. The vampire, Arnthor, recognised him as kin, and seeing as Brandulf had survived more than a year on his own (which he now understands was a test of his fortitude), he took him under his wing. <br/><br/>Brandulf spent much of the next thirty years with Arnthor, learning the ways of the Gangrel and how to unlock his new abilities. Though he and Arnthor parted ways as friends some two decades ago, they still run into each other from time to time, and catch up on what the other has been up to before departing once more. <br/><br/>Brandulf occasionally returns to the decimated village he came from, paying his respects to his lost family, and looking for whatever killed them, though he has yet to solve that mystery. He's gradually returned to 'civilization' somewhat, though he still spends a lot of time in the woods, he probably spends an equal amount in towns and amongst people.<br/><br/><strong>Disciplines:</strong>  Animalism (level 2), Protean (level 4), Fortitude (level 2)<br/><strong>Weapons:</strong> Brandulf is most comfortable swinging something huge and heavy - a two-handed warhammer or broadsword, and not with a shield. He prefers lighter armor that he can move around quickly in as well. <br/><strong>Skills:</strong> Brandulf knows the basics of bowmaking and fletching, but is rather bad at it. His most useful skill is probably his above-average ability to track people by scent alone. <br/><strong>Resources:</strong> Brandulf has a basic set of light armor and a broadsword that he carries on his back. Since he doesn't need to buy much, he doesn't have much in the way of money, though he does gather pelts from animals that he kills for trading in case he does. <br/><br/><strong>Sexuality:</strong> Bisexual, dominant - though he has a wolf-like instinct to submit to someone if they prove themselves to be much physically stronger than he is by pinning him down, this hasn't really come up for him yet.<br/><strong>Associated Kinks:</strong> Blood, rough sex, domination/submission, ritual sex, potential for DC/NC (either as a giver or reciever). Plus, as mentioned above, his unusual genitalia.<br/><strong>Ons/Offs:</strong> Scat/urine/vomit all do nothing for me. Given the fact that he eats raw flesh occasionally, gore is not entirely off the table. <br/>My O/O thread (http://elliquiy.com/forums/index.php?topic=71589.0)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Eyvindr Einarson, Malkavian</div><div class="spoiler_body"><div class="floatright">(http://25.media.tumblr.com/2e6a3bdfa8e0082d7206f48e7b319874/tumblr_mhxhyeqjmZ1rid8sdo1_500.jpg)</div><strong>Name:</strong> Eyvindr Einarson<br/><strong>Player:</strong> Blythe<br/><strong>Clan:</strong> Malkavian<br/><strong>Generation:</strong> 11<br/> <br/><strong>Physical Traits:</strong>  The only real thing to note is that he's maintained a blush of health; he's still slightly warm to the touch and doesn't have that unhealthy pallor of other einherjar. <br/><br/><strong>Personality:</strong> Eyvindr is two parts religious zealotry, two parts entertainer, and one part passion. He mostly enjoys his undead existence, seeing it as a blessing of the One-Eye. He's boisterous and fun-seeking, and he enjoys adventure as much as the next man or woman, although he is more of a tactician than an outright brawler. His preference for ranged weapons is rather high; he prefers to save brawling as the rough foreplay he might have with a lover. While many Malkavians are seen as agents of Loki, Eyvindr is offended by the concept of that, and he'll do his utmost to ensure people know he follows Odin.  Eyvindr tends to think of the "bigger picture" of combat and raids nowadays after spending his youth and early years of his Embrace seeking only personal gain. Now life is about honor--not just his own, but the honor of any who follow the Aesir.<br/><br/>Because he was born in 700 AD, during a time of great linguistic change for the Scandinavian culture in general, he tends to sound very "old fashioned" when he speaks, but this only adds to his allure as a wise skald. He's a wordy bastard as a skald--he loves talking and loves language. <br/><br/><em>Malkavian Derangement:</em> Fantasy. Eyvindr truly believes he hears the voice of the Allfather commanding him to perform certain tasks. These tasks can range from anything as simple as a publicly sung saga to praise another warrior to punishing those guilty of "secret murder" by hanging them by the neck from trees until they're dead.<br/><br/><strong>Mental Traits:</strong>  He follows the Road of the Aesirgard (Wolves of the Sea, pg. 73)<br/><br/>One mental trait Eyvindr is known for is that he's kenning-wise; he understands the common sayings and beliefs of the people, having a sensible and worldly wisdom that appeals to the masses.  He sometimes whispers strange things out loud. Sometimes it's just because he's working on his next saga,but other times he's letting slip what he believes Odin is telling him. He's nomadic at heart. It's hard to Eyvindr to imagine settling down anywhere, so he's kind of the opposite of territorial. He simply does not mind other vampires being around, and in fact, he finds the company somewhat welcome. <br/><br/><strong>History:</strong> Eyvindr did not initially seem born to great things, but more was woven into the tapestry of his life than anyone might have believed. Initially, Eyvindr was born sickly in the year 700 AD in what is now Norway, in a small coastal town called Ullr; his father, Einar, didn't believe his son would survive. He left the infant to die through exposure to the harsh icy environment, but more than a day later, his woman could not bear losing her youngest child, and she returned to where Einar had left the babe....to find the child shivering and weak...but not dead. Obviously Hel had turned the boy away from her halls, so Eyvindr's mother believed, and she brought him back home, with Einar agreeing that if the babe had survived a sun and moon fully exposed and lived...then surely this "weak" offspring had merit.<br/><br/>Eyvindr grew older, stronger, and he eventually discovered he had a talent for composing sagas and making brags (and upholding those brags). He was a handsome enough young fellow, and soon it was time for him to learn the ways of raiding and war. He had no strong skill with blades or long term brawling (although he was...passable), but he was a clever archer, able to make calculating and tricky shots at a distance, which made him invaluable as a member of any raiding party for his capability to take down fleeing foes and hunt to restock the longship with supplies of fresh meat.  Soon he undertook instruction and learning from priests of Odin when he was eighteen, and he grew wise in the lore of the gods. Eyvindr particularly enjoyed singing the praises of Odin the One-Eye, the Lord Necromancer, the god he believed was responsible for keeping him safe from Hel, and he was devoted. Little did he know that a priest of Odin was one of the blessed einherjar, a dead warrior who walked with Odin's blessing, and the talented youth was deemed worthy of being watched.<br/><br/>During a raid on Ullr from a more aggressive settlement to the north, Eyvindr was given a chance to prove himself in battle. His father was slain, but Eyvindr took his father's bow and swore vengeance on the man who'd killed his father...and with one shot in the dead of night, put an arrow through the killer's right eye. The einherjar watching Eyvindr, a Malkavian by the name of Geir, saw the <em>coup de grace</em> to the eye as a sign from Odin that Eyvindr was a warrior meant to serve eternally. The town of Ullr repelled the raid that night, and Eyvindr thought that he would now truly be a man after surviving his first fight. Except he never lived long enough to tell his mother he'd avenged Einar. Geir took him and Embraced him then, bringing the young man into the ranks of the einherjar. Eyvindr's religious devotion spiraled into a derangement, and Geir explained the will of Odin to him. The two men helped to rebuild Ullr over time, but eventually the fact neither of them aged made the townsfolk ill at ease, even if they never said so, and they left the town to it's own devices (and within two decades, Ullr would succumb to the repeated raids of their more aggressive neighbors). <br/><br/>Geir and Eyvindr traveled together for some time as lovers, with Geir teaching Eyvindr the ways of seidr--special sex rituals and rune reading that normally was only meant for women to know, but both men felt that if Odin had dressed as a woman to learn the secrets of magic, then they were obligated to live by his example and learn women's magic. He learned the songs and chants of magic, and he practiced the making of charms made of rope. (In game terms, this would be when Eyvindr learned his rune rituals--everything else is just him being convinced his Disciplines are actually the magic of seidr).<br/><br/>Eventually Geir and Eyvindr parted ways, with Geir finding himself sinking into torpor and Eyvindr seeking glory in the name of Odin. <br/><br/>[Wherever the chronicle begins, Eyvindr would be travelling as a skald who composes sagas, likely just arriving in the settlement/area the chronicle takes place in. He might have a reputation, since some considerable time has passed, of punishing the ungodly in Norway, but in any other area, he's likely either just seen as some pious wandering bard touched by the gods]<br/><br/><strong>Disciplines:</strong> Dementation (4), Auspex (3), Obfuscate (2) (He will use them all equally, admiring the way Dementation opens minds to Odin, Auspex for it's ties with seeing what is hidden, and Obfuscate for...well, frankly, for letting him get closer to people he wants to seduce. This means that as the story progresses, he'll try to increase his abilities in Auspex and Obfuscate)<br/><br/><strong>Weapons:</strong> Hunting bow and quiver of black-feathered arrows, longsword.<br/><br/><strong>Skills:</strong> Consider him a very practiced hand at archery, even though it's not a celebrated combat skill for Vikings. He's skilled with sagas and brags, and he's got a talent for rune-lore, the ability to cast and read fate as dictated by the runes. He's a survivalist, since he's nomadic, so he's good with survival skills, particularly involving finding shelter or getting makeshift shelter. He can brawl, but he prefers to dodge. He's passable with his longsword, but he's not that great with other melee weapons. He's also a crafty liar and sneak, although a patient person willing to sift through his words could discern his lies or try to track him down. He's also taking some time out to learn about Scandinavian laws, although he's a novice at best at that.<br/><br/><strong>Unique Ability:</strong>Rune Rituals <br/>If Eyvindr is willing to shed some of his blood when he casts and reads his runes, once per night, if any of the following runes appear ["The Self" (<em>Mannaz</em>), "Disruption" (<em>Hagalz</em>), or "Protection" (<em>Algiz</em>)], Eyvindr can use the insight he gains from that reading to either make a fortuitous decision/avoid a bad choice for himself or can aid whomever he's doing the reading for to do something similar. It seems the cursed blood of the Kindred in his veins favors him in this regard...<br/><br/><strong>Resources:</strong> Probably not much. Just enough to get him by for about a week. Otherwise, he's really only got the armor he wears, just enough materials to start a fire if necessary, and he keeps equipment to repair his bow and fletch more arrows. As a skald, he's really not got much to trade or barter. He does have a silver holy symbol of Odin around his neck, but he will not trade or barter it. He's probably going to rely on his ability to hunt and sell game or earn a living as a skald just to get by. He tends to purchase instruments for his music as he needs them rather than keep one special one.<br/><br/><strong>Sexuality:</strong> Bisexual Switch (his mood dictates his current fancy)<br/><br/><strong>Associated Kinks:</strong> Bondage (ropes in particular), dub-con (starts off non-con but due to his seduction attempts, perhaps people give in), Non-con (ask first to determine if it makes sense at the time), Voyeurism, Exhibitionism, Bloodplay, Sadomasochism, Ritual Sex<br/><br/><strong>Ons/Offs:</strong> The only two set Offs I have for any game are snuff and scat. As for Ons, well, the Associated Kinks list tells you a bit of what I'm looking for in regards to Eyvindr, but I'm open to other kinks if they make sense.<br/></div></div>