The Elder Scrolls: Brothers at War [The Adventurer's]
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Bondage, D/s, S&amp;M =&gt; Bondage: Exotic Small Groups =&gt; Topic started by: Lady Lunarius on 05-08-2013, 19:58:50</h2>
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				Title: <strong>The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Lady Lunarius</strong> on <strong>05-08-2013, 19:58:50</strong>
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				<br><div align="center">(http://i.imgur.com/btAWUtN.jpg)</div><hr><ul class="bbc_list"><li type="disc">Here we would like to see your characters posted. Please be sure and ask for GM approval for any changes to your character. Only one post per player pleases.</li></ul><hr><br><div align="center"><span style="font-size: 14pt;" class="bbc_size"><strong>Character Template and Skill rules</strong></span></div><br><ul class="bbc_list"><li type="disc"><strong>Core Combat Skill Options:</strong> Destruction, One Handed, Two Handed, Block, Archery, Light Armor , Heavy Armor, Thu'um's and Unarmed<br><br></li><li type="disc"><strong>Core Supplemental Skill Options:</strong> Restoration, Illusion, Sneak, Alteration, Lockpicking and Conjuration, Thu'um's and increased facility in Enchantment, Smithing, Pickpocket and Alchemy, Speech.<br><br></li><li type="disc"><strong>Secondary Skill Options:</strong> All Supplemental skills at lower capacity, as well as Pickpocket, Enchantment, Smithing, and Alchemy, Speech<br><br>While you CAN choose up to four of any, don't abuse it. We will be watching. ;)<br><br></li></ul><div class="codeheader">Code: <a href="javascript:void(0);" onclick="return smfSelectText(this);" class="codeoperation">[Select]</a></div><pre style="margin: 0; padding: 0;"><code class="bbc_code"><br>[floatleft][IMG padding=11 width=250] [/img][/floatleft]<br><br>[b]Name:[/b] <br><br>[b]Race:[/b] <br><br>[b]Age:[/b]&nbsp; <br>[i]Physically:[/i]&nbsp; (If your character looks do not depict their age)<br>[i]Chronologically[/i] <br><br>[b]Physical Details/Short history:[/b] 3 to 4 Paragraphs of your character's physical appearance, possibly something your image does not depict. As well as a brief history. If you want to write more that is fine. <br><br>[b]Core Combat Skills*:[/b] Please list 3 - 4 <br>[list]<br>[*]<br>[*]<br>[*]<br>[*]<br><br>[/list]<br><br>[b]Core Supplementary Skills:[/b]Please list 3 - 4 <br>[list]<br>[*]<br>[*]<br>[*]<br>[*]<br>[/list]<br><br>[b]Secondary Skills:[/b] Please list 3 - 4 <br>[list]<br>[*]<br>[*]<br>[*]<br>[*]<br>[/list]<br><br>[b]Starting Equipment:[/b]<br>[list]<br>[*]<br>[*]<br>[*]<br>[*]<br>[*]<br>[*]<br>[/list]&nbsp; <br><br>[b]Faction Affiliations:[/b] Thalmor, Thalmor resistance, Dragon Born's Heir, Ulfrics Heir, etc.....<br><br></code></pre>
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				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Lady Lunarius</strong> on <strong>05-08-2013, 20:00:35</strong>
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				<br><br><div class="floatleft">(http://i262.photobucket.com/albums/ii89/CowGoil08/snow30.jpg)</div><br><strong>Name:</strong> Nalie Rotecar<br><br><strong>Race:</strong> High Elf<br><br><strong>Age:</strong>&nbsp; <em>Physically:</em> 25-28 <em>Chronologically</em> 178<br><br><strong>Physical Details/Short history:</strong><br><br>&nbsp;Standing at 5' 7" Nalie well formed body is built from years of battle and training. Although a mage, much of the travelling she has done has helped her in building much of the stamina she is blessed with today.&nbsp; Her long white blond hair falls in straight falls over her shoulders and mid back, thought it is her eyes that are her most noticeable feature. <br><br>Pure black, as her father joked, a reflection of her mothers soul within their daughters eyes. She never found such a joke amusing. Nor did her mother. Which was possibly why she had him killed when Nalie was still considered a young girl. The older Nalie became, the less she began to see things the way her mother did. Then it happened, one day, Nalie had enough of the games of the Thalmor and left, joining with the resistance. <br><br>In the years leading up to now, she's built a reputation within the resistance. Her research, as well as the knowledge she's passed on of the Thalmor themselves has proven to be most beneficial to the resistance.<br><br><br><strong>Core Combat Skills*:</strong> <br><ul class="bbc_list"><li type="disc">Light Armor</li><li type="disc">Destruction Magic</li><li type="disc">One Handed</li></ul><br><strong>Core Supplementary Skills:</strong><br><ul class="bbc_list"><li type="disc">Restoration</li><li type="disc">Alteration</li><li type="disc">Conjuration</li><li type="disc">Alchemy</li></ul><br><strong>Secondary Skills:</strong><br><ul class="bbc_list"><li type="disc">Stealth/Sneak</li><li type="disc">Illusion</li><li type="disc">Enchanting</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc">Light Armor (Cyrodillic Mage Armor)</li><li type="disc">Dragon Priest Staff (Conjures Wall of Lightning)</li><li type="disc">Loosely Bound collection of various alchemy recipes (Will elaborate if needed). </li><li type="disc">Alchemy Pouch with ingredients (Will elaborate if needed).</li><li type="disc">Map of Skyrim</li><li type="disc">(4)Potion of Healing</li><li type="disc">(4)Potion of Stamina</li><li type="disc">(1 each)Potion of Resist Fire, and shock</li><li type="disc">(1)Frenzy Potion</li><li type="disc">129 Septims </li><li type="disc">Small satchel</li><li type="disc">Gold Locket: Fortify Alchemy</li><li type="disc">(3) Venison Steak </li></ul> <br><br><strong>Faction Affiliations:</strong> Thalmor Resistance, Undecided on the events concerning the heir apparent(s). 
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				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Black Howling</strong> on <strong>05-08-2013, 20:01:17</strong>
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				<div class="floatright">(http://i.imgur.com/jUqUgLA.jpg)</div><br><strong>Name:</strong> Kreios Windstrider<br><br><strong>Race:</strong> Nord/Werewolf<br><br><strong>Age:</strong>&nbsp; 27<br><br><strong>Physical Details/Short history:</strong> Kreios is a tall Nord warrior, standing well around 6'3 when not in footwear. His arms have the powerful lean build of a swordsman, yet his chest and body have been honed from the years he spent wearing heavy armor. His body is crisscrossed in scars, though the most prominent of these runs along his cheek; the reminder of his youthful participation during the forsworn resurgence. His blue eyes are often noted to have strange yellow flecks around the irises, hinting more at his acceptance into the circle for those that know the truth about such things.<br><br>Kreios began life as an orphan on the streets of Whiterun. Knowing nothing of who his parents were, and often finding survival to be more important, he began learning skills unfit for an honorable warrior. This all changed on the night he met Alga, the daughter of Aela. She was a troublesome lass, and had managed to get herself into more then a bit of a pinch. He helped her out, using his knowledge of the streets to get her to safely back to Jorrvaskr. His attempted heroism wasn't well met at first, but with Alga favoring him, he soon found himself at home with the companions. <br><br>Kreios joined their ranks more officially at the age of sixteen, and his tests came in the forsworn resurgence. It was a hopeless battle with their fewer numbers and little support, but the companions did what they could on the coin Ulfric offered. In just two years he manged to start making a huge difference in the battles thanks to the call of the dragonborn, and brought their first victory in the skirmish that plagued their borders. Shortly thereafter his efforts were celebrated by the Companions and he was allowed to join the ranks of the circle at a young age. This made his later battles in the skirmish far more effective, but nearing the end disaster struck; and he lost Alga when the confusion of the blades and Ulfric's soldiers came into the mix. <br><br>Kreios was devastated by the loss, and despite the support of his fellows, he retreated High Hrothgar to find his peace with the incident. His skill with The Voice was furthered under their tutelage, and it seemed the companion would never see the field of battle again. When word of the civil unrest found it's way up the seven thousand steps, however, he could not ignore the call. He had a stake in this as well, if not as a warrior then for the sake of Alga's memory. He ventured down then, rekindling with the companions. Despite everything he questions the Harbinger's wants to choose a side so swiftly, and secretly wonders if perhaps his aged wisdom is catching up with him.<br><br><strong>Core Combat Skills*:</strong><br><ul class="bbc_list"><li type="disc"> Two Handed</li><li type="disc">Thu'ums</li><li type="disc">Heavy Armor</li><li type="disc"> Unarmed</li></ul><br><strong>Core Supplementary Skills:</strong> <br><ul class="bbc_list"><li type="disc">Thu'ums</li><li type="disc">Sneak</li><li type="disc">Restoration</li><li type="disc">Speech</li></ul><br><strong>Secondary Skills:</strong><br><ul class="bbc_list"><li type="disc"> Pickpocket</li><li type="disc"> Smithing</li><li type="disc"> Alchemy</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc"> Nord Hero Greatsword</li><li type="disc"> Ancient Nord Armor</li><li type="disc"> 53 septims (Yeah, his purse is light after years spent as a monk)</li><li type="disc"> Minor Smithing gear</li><li type="disc"> Lots of Nordic Mead</li></ul>&nbsp; <br><br><strong>Faction Affiliations:</strong> Companions (Circle Member), Undecided on the Heir's. He dislikes the empire due to the interference caused by the blades, but has Ulfric's son really earned it?, Greybeards.
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				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Malrunar</strong> on <strong>05-08-2013, 20:08:21</strong>
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				<div class="floatleft">(http://i307.photobucket.com/albums/nn313/NovemberWerewolf/Female%20Characters/Mazzi.jpg)</div><br><strong>Name:</strong>&nbsp; La’ora <br><br><strong>Race:</strong>&nbsp; Bosmer/Wood Elf<br><br><strong>Age:</strong>&nbsp; <br><em>Physically:</em>&nbsp; Early twenties.<br><em>Chronologically</em> Not entirely sure. Somewhere around thirty years?<br><br><strong>Physical Details/Short history:</strong> These type of stories always involve orphans, don’t they? La’ora wasn’t anything special. She, like so many other children fell victim to no parental control, and was one day roaming the streets alone. You learn quickly how to snatch and run in order to survive, and which guards to avoid when they’ve been drinking. La’Ora’s biggest problem, however, was that she enjoyed stealing <em>too</em> much. It became less about survival and more about thrills and danger seeking. Food turned into coin, coin turned into trinkets, and quickly the little street rat began to make a name for herself in the nightlife of Windhelm.<br><br>It was a Dunmer who discovered her particular talents, one who had contacts with the thief’s guild and didn’t mind making more ‘seedy’ exchanges with quietly acquired goods. La’ora soon became their adopted daughter, training in the ways of charming a lock and avoiding detection, until she began to repay the guild with her own contributions. No one would be surprised if this Princess of Sneak were to one day take over the Ratway.<br><br>Living on the streets had stunted her growth. Standing at a modest 5’2, she’s built for stealth and endurance. Long, lean muscles hug her frame, while her long brown hair is neatly braided back to keep her face and vision clear. La’ora’s eyes are said to be greener than emeralds, and rumors are often whispered that they are in fact gems placed there by the gods, a testament towards her lust for all things shiny that drives her ever forward.<br><br><strong>Core Combat Skills*:</strong><br><ul class="bbc_list"><li type="disc"> Light Armor</li><li type="disc"> Archery</li><li type="disc"> One Handed (Duel Wielding) </li></ul><br><strong>Core Supplementary Skills:</strong><br><ul class="bbc_list"><li type="disc"> Sneak</li><li type="disc"> Lockpicking</li><li type="disc"> Speech</li></ul><br><strong>Secondary Skills:</strong><br><ul class="bbc_list"><li type="disc"> Pickpocketing</li><li type="disc"> Smithing</li><li type="disc"> Alchemy</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc"> Two Glass Daggers (Duel Wields) </li><li type="disc"> Light Armor (Thief’s Guild Leather)</li><li type="disc"> Lock picks (50… Always keep extra!)</li><li type="disc"> (4) Potion of Healing</li><li type="disc"> (4) Potion of Stamina</li><li type="disc"> Amulet of Dibella</li><li type="disc"> Ebony Bow</li><li type="disc"> Arrows </li><li type="disc"> 312 septims</li><li type="disc"> (2) Viles of Poison</li></ul>&nbsp; <br><br><strong>Faction Affiliations:</strong> Thief’s guild. Politics are all well and fine, when they turn a profit. For now, she’s mostly interested in making a few septums for her and her guild.<br><br><strong>Standing Stone:</strong> Shadow Stone. Allows La'ora to become invisible. This requires energy to do so, and will fade once she makes an attack. 
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				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Sara Nilsson</strong> on <strong>05-08-2013, 20:32:31</strong>
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				<div class="floatleft">(http://www.vixenrose.com/hosting/files/253/stuff%20for%20rp/skyrim.jpg)</div><br><strong>Name:</strong> Freya Shieldmaiden<br><br><strong>Race:</strong> Nord<br><br><strong>Age:</strong>&nbsp; 29<br><br><br><strong>Physical Details/Short history:</strong> Being a Nord warrior woman she isn't perhaps a lot of mens idea woman, far from a petite slender thing she has plenty of muscles from wearing heavy armour and from swinging her sword both in practice and in combat against everything from raiders to the more dangerous creatures of the Skyrim wilds. Her hands are rough and callused but hold a surprising gentleness to them when around littles, and if anyone watches her very closely around children they can see a deep sorrow in her normally sparkling eyes. She is of average height with curly long red hair that tends to get in her eyes unless she ties it up into a braid that falls down her back in most cases, her body has more then its share of scars with several very ugly ones along her belly.<br><br>As the youngest daughter of Thorwald Swordborn, the blacksmith in Karthwasten, her mother died in childbirth giving birth to Freya so Thorwald had to raise his only daughter by himself. She spent all her years growing up watching her father in his smithy, observing silently and learning without him even noticing. And as soon as she could she was helping him with some mundane tasks, lifting, carrying, tending to the fire. But as she hit her teens she was soon on her way to being a smith herself, and from her older brothers she was learning swordcraft. At the age of 19 her father decided that she probably should probably marry and he managed to get a really good catch for her, a rich Imperial merchant had asked for her hand in marriage and he really couldn't refuse.<br><br>At first it was a good marriage, while he wasn't the most loving person he didn't treat her poorly. She was reasonably happy and when she got pregnant she was happier then she had ever been. But her husband got furious thinking she must have been sleeping around and beat her to an inch of her life, specifically aiming at her belly to kill the unborn child. In her rage at the beating she grabbed a sword and cut him down and then she stumbled back to her father to heal and to give birth to her stillborn baby. She told her father she wanted the old family sword to take revenge on the Imperials who she blamed for all of this and for the pains that Skyrim had suffered recently. Thorwald equipped his daughter with a heavy heart and sent her on her way to become a mercenary and fight against the Imperial oppression.<br><br><strong>Core Combat Skills*:</strong> Please list 3 - 4 <br><ul class="bbc_list"><li type="disc">One Handed</li><li type="disc">Heavy Armour</li><li type="disc">Block</li></ul><br><strong>Core Supplementary Skills:</strong>Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Smithing</li><li type="disc"> Two Handed</li><li type="disc"> Speech</li></ul><br><strong>Secondary Skills:</strong> Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Archery</li><li type="disc"> Alchemy</li><li type="disc"> Light Armour</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc"> A well made set of steel armour that her father made for her.</li><li type="disc"> Tadpole her trusted horse</li><li type="disc"> A small bag of blacksmithing supplies to keep her sword and armour in good order</li><li type="disc"> The Red Lady, her mastercrafted steel longsword. A weapon that has been handed down through her family for longer then they can remember. It originally was made in Morrowind and was laying in a un named tomb for quite some time before an adventurer found it, it then traded hands several hands and finally ending up in Skyrim. It has no special properties or enchantments, the smith who originally made it had a habit of naming each of his best works so it has the name "Red Lady" etched into the blade.</li><li type="disc"> Bedroll, some supplies and various pots and pans for cooking</li><li type="disc"> Steel Shield</li></ul>&nbsp; <br><br><strong>Faction Affiliations:</strong> Ulfrics Heir, she hates the Imperials with a passion.
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				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>arkhos</strong> on <strong>05-08-2013, 21:03:42</strong>
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				<div class="floatleft">(http://i1240.photobucket.com/albums/gg481/indytims/azmantazzi1_zpsde91a8b0.jpg)</div><strong>Name:</strong> Anders D'nali<br><strong>Race:</strong> Half Dunmer/Half Human (Imperial)<br><strong>Age:</strong>&nbsp; 19 (actual and appearance)<br><strong>Physical Details/Short history:</strong> <br>Anders stands right at six feet tall, with light grayish skin and long black hair. Bright blue eyes stand out on his face, and pointed ears confirm at least part of his ancestry.<br><br>Anders is the product of a Dunmer woman and an Imperial man. The result of rape, Anders' mother was unable to terminate her pregnancy, but not for a lack of desire, but simply a lack of will.<br><br>Anders was born in Morrowind, and was told for most of his life that his father had died before he was born, but much more than that his mother rarely spoke of. It wasn't until he came of age that his mother confessed the real deed that brought Anders into this world, and the young man was crushed.<br><br>His mother raised him as best she could, teaching him things she knew. Basics of alchemy, herbalism, and restoration magic as well as the use of illusions. <br><br>The rest of his skills he learned the hard way, on his own in he streets where because of his odd appearance for a Dunmer, he was regularly bullied and picked-on. Regular fisticuffs forced him to become proficient in unarmed combat. To avoid bullies as often as possible, he became quite skilled at sneaking, and as he got older and the dangers grew more severe, he learned how to use swords and daggers, even becoming proficient at using two at once.<br><br>Too human-looking for the Dunmer to accept him, and too Dunmer-looking for humans to accept him, he tread that slender, frail line between both worlds, unwanted by both, trusted by neither.<br><br>He and his mother lived day to day, sometimes one or both of them resorting to begging for food. Anders was not above theft, picking pockets, or doing nearly anything required to make ends meet. <br><br>Anders caught a break when he was 16, and became an apprentice at a small, nondescript forge. The owner was half-blind and needed the help, which might have explained why the owner was willing to take on Anders, where other business owners rejected him because of his appearance and obviously tainted blood. He acquired the basic knowledge and skills of a smith, and worked there for about a year before tragedy struck.<br><br>While working at the forge one day, the small, modest, barely livable home where he and his mother lived was burned down, with her inside. No one claimed responsibility and authorities found no trace of who started the blaze. Anders of course was convinced that it was done by some of the locals who hated him for what he was, and sought to also punish his mother for bringing him into the world in the first place.<br><br>Having no home, no family remaining, and little or no hope, Anders pondered for awhile what to do, and made his decision. He would strike out for Skyrim immediately, despite the great distance required to get there. His mother had told him few things about his father, but one of those things she told him was that he was an Imperial officer who was visiting from Skryim on some mission, with jet-black hair and blue eyes, and possessed a peculiar tattoo along the left side of his body. Anders had insisted that his mother describe this tattoo in detail, which she did. Before he departed Morrowind, Anders paid to have that exact tattoo inked onto his flesh as a reminder of his goal and motivation.<br><br>He was going to hunt down his father, the source of all the misery in his and his mother's lives... and kill him. <br><br><strong>Core Combat Skills*:</strong><br><ul class="bbc_list"><li type="disc">One-Handed</li><li type="disc">Light Armor</li><li type="disc">Unarmed</li></ul><strong>Core Supplementary Skills:</strong><br><ul class="bbc_list"><li type="disc">Restoration</li><li type="disc">Sneak</li><li type="disc">Illusion</li><li type="disc">Lockpick</li></ul><strong>Secondary Skills:</strong><br><ul class="bbc_list"><li type="disc">Pickpocket</li><li type="disc">Alchemy</li><li type="disc">Smith</li></ul><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc">Steel Sword</li><li type="disc">2x Steel Daggers</li><li type="disc">Light Armor</li><li type="disc">24 Septims</li><li type="disc">A few random pieces of an Alchemy set</li><li type="disc">Random herbs</li><li type="disc">Backpack, blanket, generic adventure gear scrounged or stolen</li><li type="disc">A dozen lockpicks</li><li type="disc">A small iron medallion that he keeps in a small pouch beneath his armor</li><li type="disc">3 Potions of minor healing</li><li type="disc">2 Vials of minor poison</li></ul>&nbsp; <br><strong>Faction Affiliations:</strong><em>"In my experience, the only faction that I can depend upon is a faction of one: the guy who looks back at me in the mirror.”</em>
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				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Rajah</strong> on <strong>05-08-2013, 22:34:51</strong>
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				<div class="floatleft">(http://fc03.deviantart.net/fs22/i/2012/038/4/3/lord_of_war_by_damascus5-d16uh0o.jpg)</div><br><strong>Name:</strong> Takh Gro-Valamog<br><br><strong>Race:</strong> Orsimer<br><br><strong>Age:</strong>&nbsp; 33<br><br><strong>Physical Details/Short history:</strong><br><br>Takh is impressive even for an orc, towering over men and mer alike. He's muscular in a way that suggests nothing more than the inhuman might of his people; adding to this effect, from the outsider's perspective, is skin so dark it's almost more black than green and tusks like ivory hunting knives...not to mention his glare, a terrible thing like the lance of an Imperial mounted knight, burning a baleful shade of blue. His eyes are the color of a summer evening sky darkened by the promise of storms. His voice, on the other hand, is promise past; it rolls, cracks, and rumbles like thunder after a strike, deep as a daedra's secret...and wholly startling in its clarity and control, like a tiger serving itself afternoon tea and never spilling a drop.<br><br>Appearances are deceiving. Takh was once a simple blacksm- well, okay. Takh was once a <em>superlative</em> blacksmith, whose art had long since transcended mere weaponry and entered in realms left unexplored since the dwemer vanished from the face of Nirn. He loved metal and its working, but above even this he loved Kyne, the Sky Goddess, ever since he saw his first rainbow. Such power as the storm and such beauty as the light it left behind demanded his devotion, and so, he sought to honor Kyne with his craft. He began by making a clock from orichalcum and first principles; that is to say, he whittled each tiny component from raw ingots and fitted them together over a course of three years. When he was finished, he waited almost a fortnight before he found the courage to wind the thing...and when he did? Why, it ticked, of course. It was perfect. He knew then that he was skilled enough to attempt something more...ambitious. It took him another half-decade and far more hands and expertise than his own, but with patience and patronage, he completed his design. He called it Kyne's Chorister; a machine the size of a small temple made to draw in lightning, convert it through runes into raw magicka, and produce a symphony of answering tones to harmonize with the thunder and turn storms into divine music.<br><br>The first time it sounded, it shattered itself in a single moment of deafening resonance - some things are beyond even the height of mortal craft to achieve. Yet in that resonance, Takh heard more than music: he heard the voice of Kyne, and when he uplifted his own in prayer, he found that it changed and harmonized just as his Chorister had been meant to do...and his prayer became a Shout that left his soul raw and torn and his body nearly catatonic for days.<br><br>When he recovered, he discovered that the High King had died.<br><br>He spent the years since preparing himself for what he believes is the path laid out before him: to walk into the howling storm of civil war and help those who will listen to the Goddess and her messengers find a safe path to the eye of the coming catastrophe. That such an eye may be at the very heart of conflict is no contradiction; just as a storm of history is far more complex and dangerous than a natural storm, so too must navigating its eye come with hardship and danger. If Skyrim is to survive (so Takh believes) it must be done, nevertheless.<br><br>War's arts come naturally to an orc, and supernaturally to a priest of the goddess of war; expanding the potential of martial readiness are the arts of Seeming (Illusion) and Being (Conjuration), a simple path fit for a simple man, lacking both the complexity and the pitfalls of broader arcana. Not that these are lesser arts; even an Imperial battlemage of veteran status might find themselves impressed by Takh's innovation, such as the use of forge lore and crafting skill to shape daedra as they are called and produce bound weapons and armor far beyond the limitations common to mages who ask only for armament and never for understanding, or the hideous power that can be obtained by combining Illusion's deliberate madness with the infinite ferocity of orsimer berserker rage...and above metal, above even magic, there is the Thu'um.<br><br>Takh has spent his time wisely; strong of body, mind, and spirit as his faith demands, he faces Skyrim and prays earnestly that it will also prove wise...and so, operating on nothing more than some manner of chance encounter with the divine and his own relentlessly gnostic interpretations, an orsimer blacksmith has convinced himself that he is meant to be a holy warrior. From the outside, it is easy enough to frown and ask a few obvious questions, and thereby reveal that Takh's certainty is a stone castle built on fog...but then, sometimes the very wrong nevertheless accomplish the very great. The Divines work in mysterious ways. Perhaps before it can be judged, his story must be told.<br><br><strong>Core Combat Skills*:</strong> <br><ul class="bbc_list"><li type="disc">Heavy Armor</li><li type="disc">Thu'um</li><li type="disc">Two-Handed</li></ul><br><strong>Core Supplementary Skills:</strong><br><ul class="bbc_list"><li type="disc">Conjuration</li><li type="disc">Illusion</li><li type="disc">Smithing</li><li type="disc">Thu'um</li></ul><br><strong>Secondary Skills:</strong><br><ul class="bbc_list"><li type="disc">Alteration</li><li type="disc">Enchanting</li><li type="disc">Restoration</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc">Assorted personal effects including religious literature, a heavy-duty toothbrush, and the world's only orsimer timepiece.</li><li type="disc">Arms and armor summoned as needed.</li></ul> <br><strong>Faction Affiliations:</strong> <em>"Fuck claim. Skyrim is at storm; Kyne's eye is where I stand, and may Hircine take me should I lose the path. No one deserves a throne. This is about earning it."</em>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Wintercat</strong> on <strong>05-08-2013, 22:35:17</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(http://fc04.deviantart.net/fs70/i/2013/025/3/c/__the_mage___by_thousandleaves-d5so483.png)</div><strong>Name:</strong> Jo'Shaar Zahir<br><br><strong>Race:</strong> Khajiit<br><br><strong>Age</strong>&nbsp; <br><em>Physically:</em>&nbsp; 20<br><em>Chronologically</em> 25<br><br><strong>Physical Details/Short history:</strong> Jo'Shaar is in good, fit shape under his mages robes. He prefers to take long walks when thinking things through and keeps himself swift and lithe. While he indulges in an occasional drink or a feast, he also knows where his limits are and keeps himself healthy. The end result of this is a body fit for both quick action and stamina to go a little further when he has to.<br><br>Jo'Shaar was born to a caravan, and from early on displayed a natural talent for magic. He had little to offer to the College of Winterhold in exchange for his admission into the College, but proved his worth working hard and earning a measure of respect for his willingness to take up tasks without complaints. He actually took up running a fair share of errands in exchange for some coins that he invested in extra lessons, books, and eventually, spellbooks. <br><br>His time with the caravan did help him pick up the basics of moving silently, and later on he made some careful inquiries until he found a teacher willing to teach him a thing or two about locks. To this day he maintains a friendly relationship with a few Thieves Guild members, willing to trade a potion or two to a few new lockpicks that might come in handy during a new journey to investigate some ruins. <br><br><strong>Core Combat Skills*:</strong> <br><ul class="bbc_list"><li type="disc"> Destruction</li><li type="disc"> One-Handed</li><li type="disc"> Unarmed</li></ul><br><strong>Core Supplementary Skills:</strong><br><ul class="bbc_list"><li type="disc"> Restoration</li><li type="disc"> Illusion</li><li type="disc"> Alchemy</li><li type="disc"> Enchantment</li></ul><br><strong>Secondary Skills:</strong><br><ul class="bbc_list"><li type="disc"> Alteration</li><li type="disc"> Conjuration</li><li type="disc"> Lockpicking</li><li type="disc"> Sneak</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc"> Akaviri Katana</li><li type="disc"> Mages Robes (Hood included)</li><li type="disc"> Lockpicks</li><li type="disc"> Small amount of septims</li><li type="disc"> Ring of Health Regen</li></ul>&nbsp; <br><br><strong>Faction Affiliations:</strong> College of Winterhold (Former Student), Thieves Guild (Contact)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Wargtass</strong> on <strong>05-08-2013, 22:54:24</strong>
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			<dd class="postbody">
				<div class="floatleft">(http://elliquiy.com/elluiki/images/0/05/Sultry.jpeg)</div><br><strong>Name:</strong> Ilya Evermore<br><br><strong>Race:</strong> Argonian<br><br><strong>Age:</strong><br><em>Physically:</em> Mid-thirties "You would be surprised what sort of concotions the wee little elves turned up once they passed a few hundred years..."<br><em>Chronologically:</em> 78 "It sounds so old when you say it like that. Try to pronounce it like <em>twentyfive</em> instead..."<br><br><strong>Physical Details/Short history:</strong> Ilya has always been an eccentric Argonian with his head a fair bit above the clouds. Which was a tad bit ironic, seeing as he loved to explore caves as a child. And not any caves either. Specifically the caves surrounding the great Dwemer ruin that lay outside his home town. He brought home scrap metal to sell to the town smith and sometimes even found a gyro or other mechanical piece that he could fetch a good pouch of gold for when travelling mages visited town. His father, the village drunk, beat him senseless anytime he was caught sneaking off to the ruins, but his mother very much encouraged his antics, as long as he didn't dwelved deeper into the murky halls.<br><br>As his father died when he still was a child, falling on a knife the foolish old sod,&nbsp; he was further encouraged by his mother to travel to the Bard's College in Solitude, far from his home in the cold lands of Skyrim. He made the trek on foot and it took several years, mostly since he stopped by any Dwemer ruin he could find on the way. Once there he showed a natural talent for all things a bard should be, something he attributed to his mother's nursery rhymes. It only took a few years before he graduated, having mastered the way of the swashbuckling bard. In the true nature of a boisterous vagabond he fought only with his fists and wits which won him more friends among the suspicious and brawny Nords of Skyrim.<br><br>Feeling the pull of the subterranean once more he made a small fortune guiding adventurers and scholars through the dangerous ruins of the Dwemer. He learned many a thing from the people he guided over the years, but one particular incident brought him secrets that he thought unimaginable. It happened when he was hired by a mage to take him deep into a particular ruin, deeper indeed than he had ever gone before. They had to sneak their way past great automatons, dangerous traps and the ever vigilant blinded Falmers and their disgusting chaurus pets. During their way down the mage told him of the mechanical wonders and defying arrogance of the ancient Dwemers, who had apparently built great machines to house and decipher the legendary Elder Scrolls of the Aedra. Once in the inner sanctum of the ruin he revelad a cube he called a Lexicon and placed it in the controls of a large sphere called the Oculary. Once unlocked, thanks to Ilya's skills with tunes and whistles, the strange scroll was revealed. The mage knew not of its effects however and perished as he tried to read it. Such was the immense power of the scroll that Ilya was knocked unconcious, even though he didn't even lay eyes on it. <br><br>When he woke up, jarred by the incident, he realized that he looked upon the ancient machines, texts and contraptions of the Dwemer with wholly new eyes. Even the Falmer and their sad history seemed suddenly unravelled before him. Had the Elder Scroll granted him some fraction of its knowledge? It sounded like a fairy tale to him, but as soon as he returned to the surface he felt compelled to tinker and build with the scraps he had instinctively brought back. He marvelled at his own genius as he read the ancient books he had plundered and smithed fine parts of bronze like no smith had ever done before. After many more expeditions into the depths of the ancient civilization he had built himself a silent companion, a chest walking on spidery legs&nbsp; that could carry great burdens. He called it Luggage, which seemed like as good a name as any and started to bring it with him on his journeys into the ruins. He began selling the music boxes he built to the courts around Tamriel, he built a machine that could can food (sadly the food was ruined by the crude bronze sheets) and even reproduced a Centurion in his workshop that unfortunately tore that same workshop down and rampaged through town (which is consequently why he is banished from Markarth for all eternity). He now travels the lands with his trusty Luggage, selling his contraptions and services to the highest bidder. That the new civil war brewing in the land might land him a few fortunes if he could refine his machines into something that he could control is of course something on his mind. But for now, to each his own...<br><br><strong>Core Combat Skills*:</strong> Please list 3 - 4 <br><ul class="bbc_list"><li type="disc">Unarmed</li><li type="disc">Light Armor</li><li type="disc">Block</li></ul><br><strong>Core Supplementary Skills:</strong>Please list 3 - 4 <br><ul class="bbc_list"><li type="disc">Speech</li><li type="disc">Smithing</li><li type="disc">Alchemy</li><li type="disc">Enchantment</li></ul><br><strong>Secondary Skills:</strong> Please list 3 - 4 <br><ul class="bbc_list"><li type="disc">Sneak</li><li type="disc">Lockpicking</li><li type="disc">Pickpocket</li></ul><br><strong>Starting Equipment:</strong> <div class="floatright">(http://elliquiy.com/elluiki/images/1/10/021_1359744182.jpg)</div><ul class="bbc_list"><li type="disc">1 exceptionally old but well kept lute</li><li type="disc">1 set of white elven light armor of unknown origin (Falmer)</li><li type="disc">1 set of fine tools for mechanical smithing</li><li type="disc">1 light alchemy set</li><li type="disc">2 grand soul gems in desperate need of filling</li><li type="disc">2 rings made out of small dwemer cogs</li><li type="disc">2 Potions of Healing</li><li type="disc">3 Potions of Cure Desease</li><li type="disc">1 well read folio of The Lusty Argonian Maid</li><li type="disc">1 waterskin filled with Alto Wine</li><li type="disc">1 set of travellers clothes, including hooded cloak and fur coat</li><li type="disc">300 lbs of dwemer scrap metal of differing size</li><li type="disc">1 Dwemer Luggage</li></ul>&nbsp; <br><br><strong>Faction Affiliations:</strong> "To each his own my mother said when she slid her dagger in father's throat. Who am I to argue the wisdom in that?"
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Rachubka</strong> on <strong>05-08-2013, 23:21:06</strong>
			</dt>
			<dd class="postbody">
				<div class="floatleft">(http://i183.photobucket.com/albums/x111/Lammy519/Animated/0f29d90b-83f0-4a7a-8d73-61da6099b00b_zps196a1559.jpg)</div><strong>Name:</strong> Mirabelle Ashford<br><br><strong>Race:</strong> Breton<br><br><strong>Age:</strong> 20<br><br><strong>Physical Details/Short history:</strong> Mirabelle was born in Whiterun to a pair of merchants. It was a comfortable childhood, though the little girl always wanted more than to stand behind a counter selling wares from sunrise to sundown. She often admired the many adventurers that would come through town, some just about to embark on a journey while others returned. Even those that had come back worse for wear, she dreamed to be like them.<br><br>Coming of age, Mirabelle stands at a mere 5'3" but it only proves to help her get away from tight situations. Her hair is black, worn long and free all the way down to her shoulders where the last few inches are tied in a loose knot to keep it from flying in her face. Her features are generally soft, having a rather dull upbringing which kept the harshness away, which goes with her pale, grey eyes that have yet seen the best and worst that Tamriel has to offer. Her body is not strong but it is very toned, much akin to a dancer or a runner and with her current occupation, it makes perfect sense.<br><br>Having had enough of the domesticated life, Mirabelle spent what she had saved up over the last few years to purchase equipment and supplies to become an adventurer. Sort of. She had been raised in a merchant family, after all, so she wasn't about to dive into dark dungeons and outlaw caves without getting paid for it. Dying also wasn't very appealing to her, so Mirabelle became a courier. The young Breton could still see most of the province, hone her skills and keep fit all while on the road and earning a decent wage. A fair piece of business that her parents would be proud of.<br><br>The last couple of years have been rather... lonely for Mirabelle. Being a courier, she couldn't exactly sit on her hands at any time of day as there were often deadlines to meet. Traveling alone also made you less of a target for bandits as long as you didn't appear to be carrying a boatload of jewels or a chest of coin. To fill in any downtime or if a particular deadline was rather loose, Mirabelle would practice her craft by hunting or slashing away at trees. Being Breton, the young girl had an affinity to the magical arts but really didn't have the time to read book after book or consult other mages, which left her to focus on the school of restoration - a very handy piece of knowledge to have when on your own. In lulls between courier contracts, Mirabelle would not hesitate to pick up bounties, though this was a fairly recent development. She's only just become completely confident in her abilities.<br><br><strong>Core Combat Skills:</strong><br><ul class="bbc_list"><li type="disc">Archery</li><li type="disc">Light Armor</li><li type="disc">Two-Handed</li></ul><br><strong>Core Supplementary Skills:</strong><br><ul class="bbc_list"><li type="disc">Restoration</li><li type="disc">Sneak</li><li type="disc">Speech</li></ul><br><strong>Secondary Skills:</strong><br><ul class="bbc_list"><li type="disc">Smithing</li><li type="disc">Lockpicking</li><li type="disc">Pickpocketing</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc">Nordic bow &amp; arrows</li><li type="disc">Fine steel greatsword</li><li type="disc">Simple leather armour</li><li type="disc">Copper circlet with embedded sapphires</li><li type="disc">'Good luck' plain, gold ring - not entirely confident if it is enchanted or not</li><li type="disc">300 Septims</li><li type="disc">A side pack for supplies, rations and packages to be couriered.</li></ul>&nbsp; <br><br><strong>Faction Affiliations:</strong> Currently none but can be swayed by coin or the right person with the right words.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Snark</strong> on <strong>07-08-2013, 03:05:57</strong>
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			<dd class="postbody">
				Very much wanted to try my hand at this, hope I did alright...<br><br><div class="floatleft">(http://images.uesp.net/0/0e/Lore-race-Bosmer.png)</div>(I know, generic picture, but it’s the closest I could manage.)<br><strong>Name:</strong> Valen<br><br><strong>Race:</strong> Bosmer/Wood Elf<br><br><strong>Age:</strong>&nbsp; <br><strong>physically:</strong> 25<br><strong>chronologically:</strong>31<br><br><strong>Physical Details/Short history:</strong><br>A fairly handsome, young-looking Bosmer with long hair, and a look on his face that does little to hide his pridefulness. He has tattoos on the right side of his face (not pictured) akin to the typical designs sported by his race.<br>&nbsp;The first of many children born from a couple of Valenwood immigrants, seeking to move themselves as far as possible from the tight grip the Thalmor had placed on all of southern Tamriel. This explains his rather hokey name- a reminder of home. <br>Though growing up poor in his early life, when he reached adolescents he’d already become well known around his village for his natural talent for performing simple magics. Unlike his siblings, he couldn’t shoot an arrow to save his life, and instead had spent his time reading anything he could get his hands on, trying to fuel an ever growing curiosity. <br>This lead to him being sent off to accompany a traveling mage to begin study at the college of Winterhold at an unusually young age.&nbsp; Despite this, he became well-liked among the mages, and found this new home to be quite nice, even he did miss his family now and then. When he got old enough he worked at a local inn as well, so he could send money back to them. He lived a fairly successful life. He finished his studies and began writing on and researching the ancient magic of Skyrim. Soon he’d be invited back to instruct new mages in some Conjuration classes. You would either find him at the college, in a ruin, or at a bar. <br>Most recently he’s taken to meeting with some… political groups, having an ages old grudge against the Thalmor.<br><br><strong>Core Combat Skills*:</strong> <br><ul class="bbc_list"><li type="disc"> Destruction</li><li type="disc"> One Handed</li><li type="disc">&nbsp; Light Armor</li></ul><br><strong>Core Supplementary Skills:</strong> <br><ul class="bbc_list"><li type="disc">Restoration</li><li type="disc">Conjuration </li><li type="disc">Speech</li></ul><br><strong>Secondary Skills:</strong> <br><ul class="bbc_list"><li type="disc">Alchemy</li><li type="disc">Enchanting</li><li type="disc">Sneak</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc">Glass dagger</li><li type="disc">Mage college robes and hood</li><li type="disc">Staff of the Storm Atronach</li><li type="disc">Pack with a couple books.</li><li type="disc">200 Septims</li></ul>&nbsp; <br><br><strong>Faction Affiliations:</strong> Mages college (researcher, instructor), Thalmor resistance
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Eternal Blade</strong> on <strong>07-08-2013, 16:37:13</strong>
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			<dd class="postbody">
				<div class="floatleft">(http://i1234.photobucket.com/albums/ff406/Cal_Eternal_Blade/Characters%20Female/Art%20Female/1280x908_6863_Fantasy_Knight_2d_character_fantasy_knight_girl_woman_portrait_picture_image_digital_art_zps9cf5afb6.jpg)</div><br><strong>Name:</strong> Lucretia Tullius <br><br><strong>Race:</strong> Imperial<br><br><strong>Age:</strong>&nbsp; 26<br><br><strong>Physical Details/Short history:</strong> : At 5'5, Lucretia's never been tall, especially among the courts of Cyrodil, and even more noticeably in Skyrim. That didn't stop her from following her families footsteps and joining the Imperial Legion at fifteen, and during that time she was designated with the Battle Mages due to her mothers gift for magic. She rose through the ranks well enough during the war with the Thalmor, but when she was twenty a man approached her with a document carrying the seal of the Emperor. That seal carried in it a mission of importance, and so she followed her orders.<br><br>It turned out it was a test from the Blades, and not long after completing it she was recruited into their number. It was the first thing she'd done to distinguish herself as the granddaughter of the famous(or infamous depending on who speak to)General Tullius who was the Governor of Skyrim during the Storm-cloak Rebellion. She went on to serve both in Skyrim, although the Blades pulled her out once her family relations became known to the Nords there, and behind the lines of the Thalmor.<br><br>That led to her next distinguished moment, and it wasn't the honor that joining the Blades had been. While on assignment, she was recognized, and a short chase ensued. Once she thought she'd lost them, she went to complete her assignment, but when she met with her contact an ambush was waiting. She managed to fight through the trap, but she couldn't out run them once she was free. She was caught and summarily interrogated, and while she didn't give any information away of her own volition, through spell and skillful wording they got the information she had.<br><br>The Thalmor released her, much to everyone's surprise, and then they sent a message to both the Blades and the Emperor that she had betrayed them by willingly consorting with them. The Empire imprisoned her not long after, and went about interrogating her to see if she had betrayed them. Of course the interrogators didn't care of her innocence, they merely wanted a confession. Thankfully during the lull between interrogations, her father, a General in his own right and the Son of General Tullius got her out of the Imperial Prison. He wouldn't help her beyond that, and she knew they only place she'd stand a chance of escaping the Empires wrath, Skyrim. There she'd only have to worry about the Blades who considered her a traitor...<br><br><strong>Core Combat Skills*:</strong> <br><ul class="bbc_list"><li type="disc"> One Handed</li><li type="disc"> Destruction</li><li type="disc"> Light Armor</li><li type="disc"> Unarmed</li></ul><br><strong>Core Supplementary Skills:</strong><br><ul class="bbc_list"><li type="disc"> Restoration</li><li type="disc"> Sneak</li><li type="disc"> Conjuration </li><li type="disc"></li></ul><br><strong>Secondary Skills:</strong> <br><ul class="bbc_list"><li type="disc"> Illusion</li><li type="disc"> Speech</li><li type="disc"> Alchemy </li><li type="disc"></li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc"> Akaviri Katana</li><li type="disc"> Custom fitted Light Blades Armor</li><li type="disc"> Few changes of clothes(Including some of her court attire from Cryodil)</li><li type="disc"> Enchanted Leather Armor(As seen in the picture. Enchantments: More durable, and aids in magical disguise)</li><li type="disc"> 232 Septims(Her father got her equipment back, he could only help so much.)</li></ul>&nbsp; <br><br><strong>Standing Stone:</strong> The Lady<br><br><strong>Faction Affiliations:</strong> Formerly A member of the Blades<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Florence</strong> on <strong>07-08-2013, 18:16:35</strong>
			</dt>
			<dd class="postbody">
				<div class="floatleft">(http://s16.postimg.org/3yxg4ryar/Hildrav.png)</div><br><strong>Name:</strong> Hildr Trueshot<br><br><strong>Race:</strong> Nord<br><br><strong>Age:</strong> 26<br><br><strong>Physical Details/Short history:</strong> Hildr is, in many regards, exactly what one thinks of when they think of a Nord. She is tall and built strong, with a powerful, yet feminine frame. Her skin is naturally fair, but lightly tanned from spending much of her time outdoors. Her long wavy hair is a golden blond, which matches her eyes. She has three scars running diagonally down her cheek from the claw of an animal.<br><br>Hildr was born to a family of hunters, getting a lot of practice with both bow and dagger as she helped her father hunt. She found, however, that mere animals could not sate her thirst for battle and glory. She decided to seek out the Companions to try and join their ranks. She was unskilled in many areas of combat, but her archery managed to impress the Companions, and she was allowed to train with them, and join them in battle. <br><br>With the aid of the companions, she trained in the art of fighting with a sword and shield, as well as wearing heavy armor to protect herself. She also learned some how to smith and enchant her own weapons and armor, as well as how to brew potions and poisons to give herself an edge in combat. She retained some of her skill in stealth from her hunting days, but found them less useful with heavy armor, and she also learned some basic lockpicking skills, in case her enemy was fool enough to think a locked door would stop her. She also took up a little restoration magic to be able to heal her wounds.<br><br><strong>Core Combat Skills:</strong><br><ul class="bbc_list"><li type="disc">Archery</li><li type="disc">Heavy Armor</li><li type="disc">One-Handed</li><li type="disc">Block</li></ul><br><strong>Core Supplementary Skills:</strong><br><ul class="bbc_list"><li type="disc">Smithing</li><li type="disc">Enchantment</li><li type="disc">Alchemy</li></ul><br><strong>Secondary Skills:</strong><br><ul class="bbc_list"><li type="disc">Sneak</li><li type="disc">Lockpicking</li><li type="disc">Restoration</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc">Steel Longsword</li><li type="disc">Steel Shield</li><li type="disc">Steel Armor</li><li type="disc">Hunting Bow</li><li type="disc">Quiver of 24 Steel Arrows</li><li type="disc">Silver Dagger</li></ul>&nbsp; <br><br><strong>Faction Affiliations:</strong> The Companions
			</dd>
			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Nim</strong> on <strong>08-08-2013, 01:20:07</strong>
			</dt>
			<dd class="postbody">
				<div class="floatleft">(http://elliquiy.com/elluiki/images/b/b1/Nar%27Rystlyn.jpg)</div><br><strong>Name:</strong> Nar'Rystlyn or Ryst<br><br><strong>Race:</strong> Khajiit/Dark Elf<br><br><strong>Age:</strong>&nbsp; <br><em>Physically:</em>&nbsp; Mid 20's<br><em>Chronologically</em> Mid 30's<br><br><strong>Physical Details/Short history:</strong> The Kajiit stood a few stalls away from where all the people had been gathering to gawk at the dead Argonian man who had very recently lost his life.&nbsp; She was dressed (http://elliquiy.com/elluiki/images/2/2d/Nar%27Rystlyn_1.png) in all black with a long black flowing hooded cloak covering her armor Dragon bone fire bow and Dragon bone arrows.&nbsp; With a short sword at each side of her waist and several other blades secreted away in her armor including hidden blades up her sleeves.&nbsp; Nar'Rystlyn was one of the fabled Nightingale's a master of shadow, the bow and blade.&nbsp; The male Argonian had thought to sell her short of a job she had finished performing for him.&nbsp; It had been a long and tedious job which she had truly enjoyed but she was not about to be shorted for all of her hard work and time put into the job.&nbsp; <br><br>The man had thought he would be safe standing about in the public square where he had been spending all morning and most of the early afternoon.&nbsp; As attested to his dead but still warm corpse laying on the ground he had been dead wrong in his assumptions that he was completely safe.&nbsp; Not only was he dead but he had been relieved of all of his valuables including the keys to his private residence.&nbsp; <br><br>Nar'Rystlyn smiled under her mask listening to the rumors that the fabled Dark Brotherhood had struck the man down.&nbsp; If that is what the fools wanted to believe she certainly wasn't going to offer any other suggestions as to what might have really happened.&nbsp; The Kajiit herself had spent several years looking for the Dark Brotherhood which she had heard so much of from her own father as he bounced her on his knee.&nbsp; Her father had been a part of the brotherhood and had been sent to kill her mother.&nbsp; He however met his match in his target and was the one to end up on the floor of her mothers home laying in a pool of his own blood.<br><br>However a very strange thing happened which her mother (whom Nar' Rystlyn was the spitting image of only receiving from her father his resistance to fire) could never really explain.&nbsp; She took pity on the man whom had sought her life and in the process of nursing him back to health fell in love with the Dark Elf.&nbsp; Stranger still the man also fell in love and hence began a very unlikely romance which led to being married.&nbsp; Her father had been much older than her mother and so he had passed on to his next life when Nar'Rystlyn had been a young girl.&nbsp; But not before passing on his strange tales of working for the Brotherhood who received their jobs from someone called the Night Mother.&nbsp; <br><br>Finally deciding she had heard and seen enough of the spectacle she had caused Nar'Rystlyn moved silently and gracefully into the Bannerred Mare for a well earned drink.&nbsp; She had already given her story to the guards who had taken what she had told them at face value.&nbsp; Why shouldn't they when the mention of belonging to a certain group and the price of a few measly coins went a long way in keeping oneself out of trouble.&nbsp; <br><br><strong>Core Combat Skills*:</strong> Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Archery</li><li type="disc"> Duel Wielding short swords</li><li type="disc"> Light Armor</li><li type="disc"> Block</li></ul><br><strong>Core Supplementary Skills:</strong>Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Sneak</li><li type="disc"> Lockpicking</li><li type="disc"> Pickpocket</li><li type="disc"> Illusion</li></ul><br><strong>Secondary Skills:</strong> Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Smithing</li><li type="disc"> Enchanting</li><li type="disc"> Restoration</li><li type="disc"> Speach</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc"> Nightingale Armor</li><li type="disc"> Dragon bone Bow and Arrows, enchanted with fire and shock </li><li type="disc"> Dragon bone short swords.&nbsp; enchanted in same manor as bow</li><li type="disc"> Healing Potions</li><li type="disc"> Lockpicks</li><li type="disc"> Specially made hidden blades built into sleeves of armor. </li></ul><br>Note: All weapons made and enchanted by Nar'Rystlyn<br>[/list]&nbsp; <br><br>Standing Stone: The Theif stone: Increases Agility and Finesse to as Above<br><br><br><strong>Faction Affiliations:</strong> Member of the Thieves Guild, eventually in game will be come part of Dark Brotherhood, has not sided with either of the brothers.&nbsp; Ulfric's treatment of her people having left a very bad taste in her mouth leaves her with no interest in his heir.&nbsp; The Dragon born's heir despite the Legend's Reputation is unknown to her and therefore must be watched and observed before any decision can be made.&nbsp; Although within her line of work she often finds herself dealing with both sides.&nbsp; After all her Guild must continue to thrive and flourish.&nbsp; <br>
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			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Nim</strong> on <strong>11-08-2013, 06:49:05</strong>
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				<div class="floatleft">(http://elliquiy.com/elluiki/images/4/4e/Male_ch_for_skyrim.jpg)</div><br><strong>Name:</strong> Darian Tyberious aka Ty<br><br><strong>Race:</strong> Breton/Dremora Lord<br><br><strong>Age:</strong>&nbsp; 28<br><br><strong>Physical Details/Short history:</strong> Darian grow up within the walls of Jorrvaskr the home of the Companions.&nbsp; His mother and her older sister were both companions.&nbsp; His mother had been one of the members of the inner circle while her sister chose not to go that route.&nbsp; Shayla, Darian's mother had been sent off on a mission to clear out a cave of particularly nasty Grizzly Bears.&nbsp; During the battle she had Summoned a Dremora Lord to aid in her battle.&nbsp; With the help of her Dremora the battle was one but not without major injury to Shayla's left leg.&nbsp; <br><br>As it turned out her knowledge of Regeneration spells had not been enough to fight efficiently against the infection caused by the bear claws ripping through calf all the way to the bone.&nbsp; Shayla was forced to stay there in the cave waiting either to mend well enough to walk or until she was found by one of her shield brothers or sisters.&nbsp; During this time she was raped by the Dremora Lord soon after she had closed her eyes to go to sleep one evening.&nbsp; She had somehow managed to kill the Dremora Lord with a dragon bone dagger but the damage had already been done.&nbsp; A seed was planted within her womb and her son was conceived.&nbsp; <br><br>Shayla had been found by her older sister Tila and a couple other of the companions who had gone in search for her.&nbsp; The only person to ever know the full truth about Shayla's pregnancy had been Tila and she chose to take her sisters side and keep the events of the conception completely out of public knowledge.&nbsp; 8 months later Shayla died giving birth to her son.&nbsp; Whom Tila took to be her own child.&nbsp; The difficulty had been Darian was simply to large to make it through the birth canal.<br><br>Darian came into the world a 12 pound 6 ounce baby boy.&nbsp; Born with two somewhat odd birthmarks.&nbsp; One which ran nearly the full length of his inner thigh that looked like the Sanguine Rose (http://elliquiy.com/elluiki/images/8/82/250px-StaffSanguinerose.png) and one small one behind his left ear in the shape of aGrand Soul gem (http://elliquiy.com/elluiki/images/a/a3/200px-Skyrim_Grand_soul_gem.png).&nbsp; Darian continued to grow at an accelerated rate.&nbsp; Sprouting up quickly gaining his full height of 6'8 inches by the time he was 17.&nbsp; After that it was all a matter of his muscles filling in.&nbsp; Which really took little time at all either.&nbsp; There were always many chores to do around Jorrvaskr many of which involved quite a bit of physical labor.&nbsp; This combined with his natural interest and talent with all weapons served to shape him into the well built powerful man he was to this day.&nbsp; <br><br><strong>Core Combat Skills*:</strong> Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> One handed (Duel wielded)</li><li type="disc"> Archery </li><li type="disc"> Heavy Armor</li><li type="disc"> Unarmed</li></ul><br><strong>Core Supplementary Skills:</strong>Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Restoration</li><li type="disc"> Lockpicking</li><li type="disc"> Sneak</li></ul><br><strong>Secondary Skills:</strong> Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Smithing </li><li type="disc"> Enchanting</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc"> Ancient Nord Armor (http://elliquiy.com/elluiki/images/d/dc/Nordarmorimg.PNG) When on Companion business<br></li><li type="disc"> Daedric Armor (http://elliquiy.com/elluiki/images/8/85/Skyrim-dragon-scale-armor-stats-i18.jpg) When out exploring for his own purposes. <br></li><li type="disc"> Daedric Weaponry (http://elliquiy.com/elluiki/images/5/5f/Daedric_Armor02_RayLederer.jpg) Does not carry all of it at one time.<br></li><li type="disc"> Potions: Healing x2, Magic x2, Stamina x2, Invisibility x2 </li><li type="disc"> 150 Lockpicks</li><li type="disc"> 69 Septims </li><li type="disc"> Ruby Necklass enchanted for Health Regeneration. </li><li type="disc"> Ruby Ring enchanted for Stamina Regeneration.&nbsp; </li></ul> <br><br>Mark of the Demora:&nbsp; Gives the use of Fire magic<br><br><strong>Faction Affiliations:</strong> Companions (Circle Member), Dark Brotherhood, Leaning towards siding with the Dragon Born's Heir<br><br>
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			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Black Howling</strong> on <strong>12-08-2013, 10:57:38</strong>
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				<div class="floatright">(http://i.imgur.com/CLUYpfJ.jpg?1)</div><br><strong>Name:</strong> Briza Valian Indoril<br><br><strong>Race:</strong> Dunmer<br><br><strong>Age:</strong>&nbsp; 197<br><em>Physically:</em>&nbsp; Late 20's<br><br><strong>Physical Details/Short history:</strong> Briza's a tall dunmer, standing at about 5'9. Being the proper lady she's noticed is the custom here in Skyrim, she'd never give away her exact weight or measurements. Instead she lets people guess at that. Her visage is not marred by scarring due to well timed spells, but aside from the tattoos of her clan that adorn her face, she has other markings a few might see. On her lower back is a beautiful engraving that lists her as a traitor to her clan. Aside from that, she also bears an inscription on her lower belly marking her high standing in The College of Winterhold.<br><br>Briza came into this world at the beginning of the 4th era. Born in Morrowind, and to the strongest house none the less, the little devil seemed to have had it made. That turned out to be far from the truth, however. As she aged, she grew smitten with a dunmer from the Hlaalu house. The obviously rivalry between their clans made it clear to even her that this wouldn't work out, but while in the elf's company she formed some outlandish ideas. Like how their lands were suffering, and how they could help ease that suffering with just a little care and understanding.<br><br>For a Xenophobic race this was obviously a plea that would not be met well. She continued none the less, using her high study of the arcane arts to further her agendas. Unfortunately by the time she half through her second century, even her family began to consider her thoughts a liability. It was with this that her escape from morrowind began, though not without being captured and having her own family send the Morag Tong after her. She made it out though, and fled to the only place she'd be safe from her own family; Skyrim. The nords and Dunmer were enemies, so they wouldn't chase the upstart there; right?<br><br>The thought has proven correct for at-least the time being. When she arrived in Skyrim she found herself without allies, and despite the plentiful resources she took with her, without the luxuries she was so accustomed to. Out of necessity she joined up with the College of Winterhold, quickly becoming an instructor. Her skills in illusions and other arts made her ideal for the task. And while that was quite nice and all, it didn't match up to what she wanted. She plotted, but around ten years ago she met someone that could help her. A rather charming little kitten from the thieves guild, who just so happened to have some plans of her own. <br><br>Briza struck a deal with the Lady then, and through trickery and deception she managed to claw her way up to the highest ranks of Riften. She owes that little kitty much for the help she gave her, but considering how their relationship formed, she's more then willing to pay it all back. After all, through that kitty's help she now owns the black briar meadery. This alone makes her a powerful figure in Riften, much to the Jarl's Chagrin.&nbsp; <br><br><strong>Core Combat Skills*:</strong><br><ul class="bbc_list"><li type="disc"> Destruction</li><li type="disc"> One handed</li><li type="disc"></li><li type="disc"></li></ul><br><strong>Core Supplementary Skills:</strong>Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Illusion</li><li type="disc"> Alteration</li><li type="disc"> Conjuration</li><li type="disc"> Speech</li></ul><br><strong>Secondary Skills:</strong> Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Restoration</li><li type="disc"> Stealth</li><li type="disc"> Pickpocket</li><li type="disc"> Enchantment</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc"> Azura's Wrath (Onyx Shortsword enchanted with magic absorption and Lighting Damage)</li><li type="disc"> Garb of the Guileful Lady (Revealing black dress that enhances her magic, both how much and how powerful she can cast)</li><li type="disc"> 775 Septims</li><li type="disc"> Minor Traveling Gear</li><li type="disc"> Little Luxuries (Always has fine wine, choice oils, and other non important niceties)</li></ul>&nbsp; <br><br><strong>Standing Stone:</strong> The Lover's Stone<br><br><strong>Faction Affiliations:</strong> Riften's high society, Thieves Guild and The College of Winterhold.
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			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Dashenka</strong> on <strong>12-08-2013, 11:09:44</strong>
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				<div class="floatleft">(http://elliquiy.com/elluiki/images/6/63/SkyrimDasha.jpg)</div><br><strong>Name:</strong> Varinka<br><br><strong>Race:</strong> Nord<br><br><strong>Age:</strong> 22<br><br><strong>Physical Details/Short history:</strong> As a native of the Winterhold province, Varinka is used to the cold and snow. Her free spirit and eagerness to learn had her training with weapons at very young age, staying fit and tanned from the sun. Despite her light frame, she has high stamina and can easily wear heavy armour for battles. Both her parents were simple merchants but Varinka always felt she was destined for greater things so as soon as she could, she joined up with the Winterhold army. She got the nasty jobs because she was young and a female but soon enough the men started to respect her for the good warrior she was. In fact they soon accepted her as one of their own stating she could fight like any men and fool the opposition into thinking otherwise.<br><br>Her father is a blacksmith and fletcher and Varinka learned a few tricks of the trade from him. Mostly because of necessity as none of the Winterhold smiths were able to make something Varinka could actually fit. Bending steel that small would make it brittle and making it thicker would make it too heavy for Varinka who eventually turned to wearing only steel from the waist down and not bothering with much above that. It made for good distraction from human enemies. Recently she has done some strength training and made herself a chainmail armour set lined with steel on the inside. <br><br>Despite showing great skill in battle and having an attitude to match, Varinka has never left the province.<br><br><strong>Core Combat Skills*:</strong> Please list 3 - 4 <br><ul class="bbc_list">Two Handed<br>Light Armour<br>Heavy Armour<br>Unarmed<br></ul><br><strong>Core Supplementary Skills:</strong>Please list 3 - 4 <br><ul class="bbc_list">Speechcraft<br>Smithing<br></ul><br><strong>Secondary Skills:</strong> Please list 3 - 4 <br><ul class="bbc_list">Alchemy<br>Lock Pick<br></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list">Amulet of Arkhay (+10 health)<br>Barbarian Armour<br>Viking Armour<br>Silver ring<br>Orcish Greatsword of Absorption (Absorb 10 points of health)<br>Armoured fur hood<br><br>Healing Potion<br>Pick axe<br>Lock Pick<br>Hides<br></ul>&nbsp; <br><br><strong>Faction Affiliations:</strong> Winterhold<br>
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			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Eternal Blade</strong> on <strong>13-08-2013, 02:07:08</strong>
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				<div class="floatleft">(http://i1234.photobucket.com/albums/ff406/Cal_Eternal_Blade/Characters%20Male/Elves%20Males/tumblr_m9uwmkE5eC1rnroato1_500_zpsc54a817f.jpg)</div><br><strong>Name:</strong> Sovelis<br><br><strong>Race:</strong> Dunmer<br><br><strong>Age:</strong>&nbsp; 194<br><em>Physically:</em>&nbsp; Mid Twenties<br><br><strong>Physical Details/Short history:</strong> Having been born common in the lands of Morrowind, he has no markings of any sort of status, but as his skills progressed he grew a fondness for jewelry to show his wealth. He stand at about six foot. At a young age he apprenticed himself to an assassin of the Morag Tong, learning the skills that would one day lead to him being outcast from that Guild. In only a few short decades his skill outgrew his master, and from there his reputation for taking on contracts few else could manage grew. <br><br>Sovelis, however didn't like the way the Morag Tong was falling behind the way the houses grew, and seen their worship of Mephala as another thing tying them down. Others in the Guild didn't feel it to be so, but with his own convictions he sought a means to change things, to bring the Morag Tong into the new era. Tradition was one thing, but stagnation would make them into nothing more than a tool of Great Houses, and possibly not even that. The Morag Tong had nearly been crippled by the eruption of Red Mountain, but they'd managed to survive and and pull back together.<br><br>Surviving the fall of time would be another matter, and so Sovelis went about research in his free time, looking for a way to unite the Morag Tong behind him. In the end the best path was that of becoming guild master, but the path to that seat could lay decades or even centuries into the future if things didn't change, and he decided by then it would be too late. With grimness, he went to a secret shrine of Mehrunes Dagon in an attempt to get Mehrunes Razor. Sovelis was weary as that thing went a little too well, and it's best not to record of what Dagon asked of him in exchange for the prized blade. Needless to say that he left the shrine with a blade that was suppose to be an assassins treasure, what he'd gotten was much different.<br><br>He began the internal dispute by killing the Guild Master of the Morag Tong, and upon killing the older Dunmer, he noticed that the blade was not what the legends and written scripts said it was. Oh, it was a deadly blade to be sure, but the Guild Masters magic had protected him from the first blow completely. It fell then that the Morag Tong were splintered not unlike when the Dark Brotherhood broke off from their number, the Guild Masters second being the leader of the Traditionalist, and Sovelis the Guild Masters third the leader of those few who were for change. Though he knew many only followed for reputation of the daedric artifact he now carried. <br><br>The war went on for nearly two decades, while the Morag Tong gave a solid front despite them killing one another en masses. Writs of Execution continued to be sent out, and most nobles probably knew nothing of splinter within. However, the Blade Sovelis had gotten from Dagon continued to fail to match what the scriptures and legends told, and on more than one occasion some magic or even very good armor would deflect the blade. So it came that he was defeated by the second of the Morag Tong, Sovelis having grown too reliant on the blade that had brought many followers behind him. <br><br>A mountain happened to be the scene of the battle, the second having decided to settle score in private, the victor took all. Sovelis was well matched in skill, but he underestimated the Second, and overestimated Mehrunes Razor despite the failings he'd seen again and again. A plate under the ribs, strengthened by magic is what stopped Mehrunes Razor this time, and then the Second slipped his own dagger between Sovelis's ribs and pushed him from the mountain and into the see. <br><br>Sovelis didn't die that night, the second had not fully pieced his own armor, and it was not as deep piercing. He swam to shore, but new he'd lost the Morag Tong. Even if he showed up alive, it would still be known that the second had won, but now Sovelis had other things on his mind. Like the dagger that had failed him time and again, the blade that didn't seem to live up to it's repuation, and that had him not only curious, but rather upset at being tricked by the Prince of destruction, even though it should have been expected. How much entertainment had Sovelis given the Deadric Prince, especially after speaking of moving away from deadra worship. <br><br>He decided to leave Morrowind, and let the second have the Morag Tong for now. He began to work on his fighting style, working to get rid of his reliance on the small blade that proved not to be what it was claimed to be, though he still used the weapon. Through out his journey searching for experts on deadric artifacts, he continued working his style until it honed to a fine point, and even Sovelis didn't think the second would have stood a chance against it.&nbsp; So came to be that he arrived in Skyrim, and then went in search of the college of Winterhold to seek knowledge about the blade that had been both the doing and undoing of his ambitions.<br><br><strong>Core Combat Skills*:</strong><br><ul class="bbc_list"><li type="disc">One Handed(Duel Wielding)</li><li type="disc">Light Armor</li><li type="disc">Unarmed</li><li type="disc">Destruction</li></ul><br><strong>Core Supplementary Skills:</strong><br><ul class="bbc_list"><li type="disc">Alchemy</li><li type="disc">Speech</li><li type="disc">Sneak</li><li type="disc">Alteration</li></ul><br><strong>Secondary Skills:</strong> <br><ul class="bbc_list"><li type="disc">Illusion</li><li type="disc">pickpocket</li><li type="disc">Restoration</li><li type="disc"></li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc">Mehrune's Razor(either a fake, or purposely weakened)</li><li type="disc">Ebony Sword(enchanted to steal health, and break enchantments)</li><li type="disc">Leather armor reinforced with plates of Ebony</li><li type="disc">Poisons(a wide assortment, not all lethal in their own right}</li><li type="disc">Not even a hundred Septims</li><li type="disc">Jewels, and jewelry(the main stay of his considerable wealth)</li></ul>&nbsp; <br><br><strong>Faction Affiliations:</strong> None as of yet, though his former affiliation with the Morag Tong may have consequences when dealing with the Dark Brotherhood.
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			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Malrunar</strong> on <strong>20-08-2013, 15:51:24</strong>
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				<div class="floatleft">(http://i307.photobucket.com/albums/nn313/NovemberWerewolf/Female%20Characters/Half_Elf_Girl_by_kerembeyit.jpg)</div><br><strong>Name:</strong> Drake Turell<br><br><strong>Race:</strong> Bosmer<br><br><strong>Age:</strong>&nbsp; <br><em>Physically:</em>&nbsp; Mid-Twenties<br><em>Chronologically</em> 22 Years<br><br><strong>Physical Details/Short history:</strong> Drake comes from an ancient and highly respected Bosmer family, one renown throughout all of Tamriel for their skills in hunting and tracking. Hailing from Valenwood, which makes up the southwest coastal plain of Tamriel, she has traveled all this way to Northern Skyrim in hopes of joining the Companions guild and adding her name to the legacy of Turrel. The change from tropical rain forest to this frozen wonderland and its vast stretch of tundra was an extreme she wasn’t about to over look; and so she has made the journey on foot, a test to prove to herself that she is as capable of adapting to the changes of the environment around her as any true hunter might. The journey has only fine-tuned her skills and made the woman a deadly marksman, but this hasn't allowed her skills with the blade to go dull, either. From bandits to overly aggressive giants, Drake has proven herself to be quite capable of taking care of herself and lending a hand to those in need. Her reputation precedes her.<br><br>It was just over a year ago, when Drake found herself in Cyrodill along the Eastern edges of the Imperial City, that she stumbled upon a man running for his life. Severely wounded, she provided him aid with her magic and discovered that he was of noble birth and had fallen in love with a woman of the wrong family. Their secret affair harbored a bastard child that sparked a political war between neighboring towns and most of the Imperial City. The child was killed in its sleep before it could learn to hold up its own head, and while some claim it to be a sign of bad blood mixing, in truth the babe was the first to fall under the keen mark of the Dark Brotherhood. Later that week the infant’s mother grew sick and died in her bed, sparking a fear in the nobles of the city. Some were now saying that the gods didn’t approve of the match, and refused to look into the details of the matter. The noble man, named James Mackinnon, knew otherwise.<br><br>With reluctance, James told Drake that he had good reason to believe that it was his own mother who had initiated these deaths; starting with the bastard child she abhorred, then by destroyed the root of the problem and finally the source of the seed. The Dark Brotherhood had made an attempted his life, but the paranoid man had secretly hired a small group of personal body guards who were killed in his defense. Longing for her own family, this tale struck a particular chord in Drake’s heart. She investigated in the matter further, until she discovered the location of the Brotherhood in Cyrodill, one of the few locations that managed to escape the purging prior in history, and harbored only three assassins. She had managed to kill two and burn the location to the ground, but the third escaped in the chaos.<br><br>When Drake returned to tell the news to James, she found him lifeless in the cabin she had secured him in, stabbed through the heart with a simple dagger by a small group of bandits looking for shelter. It was a startling slap to the face, one that had festered her mind with distraction for the next few days, and made the elf an easy target for the lone survivor of the Dark Brotherhood’s den. His deathblow was missed by pure luck; in the form of a great lynx who tackled Drake’s attacker to the ground, knocking the dagger off its course for it to puncture her lung rather than her heart. In the fray, she had cast a spell against the tiger in order to keep it on her side while she struggled to restore the damage in her chest. It ended in another stalemate; and the assassin managed to escape a second time, leaving the wounded Drake alone with a very large, powerful lynx.<br><br>But something strange happened in that moment; her spell had never hit its target since her mind had been too clouded with pain to focus clearly on her intent. Yet the tiger sat and waited, quietly purring with a practiced patience for her to heal, rest, and to this day the great beast has yet to leave her side. Her failure to kill the assassin had placed a black mark on her with the Dark Brotherhood, who constantly hunt her and try to follow her tracks. The last three months Drake has spent in hiding, hoping to confuse the guild by backtracking and taking the long way into Skyrim by going up into Hammerfell, and finally into High Rock before crossing the borders. She hopes that by joining the Companion’s Guild, not only would she be able to continue on with her goals, but the Dark Brotherhood would then drop their vendetta less they try to tackle something far greater than they could ever hope to be.<br><br><strong>Core Combat Skills*:</strong><br><ul class="bbc_list"><li type="disc"> Archery</li><li type="disc"> Light Armor</li><li type="disc"> One Handed, Sword</li><li type="disc"> Unarmed</li></ul><br><strong>Core Supplementary Skills:</strong><br><ul class="bbc_list"><li type="disc"> Speech</li><li type="disc"> Alchemy</li><li type="disc"> Restoration</li></ul><br><strong>Secondary Skills:</strong><br><ul class="bbc_list"><li type="disc"> Sneak</li><li type="disc"> Illusion</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc"> Rage (http://i307.photobucket.com/albums/nn313/NovemberWerewolf/Fighter.jpg), a silver-plated family heirloom sword. This blade has been passed down for over seven generations, and allows her bloodline to infuse it with fire at will. <br></li><li type="disc"> Heirloom hunting bow, which allows her bloodline to infuse its arrows with fire at will.</li><li type="disc"> Leather Heirloom armor, marking her a Turrell. (Good for station in the cities, bad for evading the Brotherhood.) Aids in keeping quiet and undetected.</li><li type="disc"> 1,742 Septims</li><li type="disc"> (3) Stamina Potions</li><li type="disc"> (12) Lockpicks</li><li type="disc"> An alchemy bag filled with assorted plants and pieces collected on her travels</li><li type="disc"> A journal that covers her journey so far</li><li type="disc"> Turell Family amulet. This doesn't grant any special abilities, but it certainly grants her a social status boost in the right circles, and occasionally gets her free rooms at Inns by those who know her name.</li><li type="disc"> A giant lynx who has decided to adopt her and follows her around everywhere. Drake has taken to calling him Asher.</li></ul>&nbsp; <br><strong>Ritual Stone:</strong> The Lady Stone:- Increases the healing rate of wounds, as well as the potential scars that may have been left by them.<br><br><strong>Faction Affiliations:</strong> Has a contract for her life by the Dark Brotherhood. Hopes to join the Companions. 
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			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>raptorlady80</strong> on <strong>22-08-2013, 02:47:42</strong>
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				<div class="floatleft">(http://elliquiy.com/elluiki/images/b/b3/Nord-Iljana.png)</div>Name: Iljana Horviksdotter<br>Race: Nord<br>Age: 23<br>Physical details/history: Iljana stands fairly tall at 5’ 10” and is rather curvy.&nbsp; Medium length dark red hair frames strong, yet feminine features.&nbsp; Clear, ice blue eyes brighten up her otherwise pale skin. Iljana grew up an only daughter in a family with four brothers.&nbsp; Iljana’s mother studied at the college in winterhold before she was born.&nbsp; She eventually moved to Markarth and met Iljana’s father.&nbsp; Her mother, Svana is now one of the local alchemist/herbalist and taught her the those skills as well as how to do enchantments.&nbsp; &nbsp;To her mother’s disappointment, she has very little innate magical abilities other than the practical skilled ones.<br>&nbsp; <br>Iljana’s father works as a Black Smith and has taught his daughter the trade.&nbsp; Iljana takes after her father more than her mother.&nbsp; She showed an eagerness to hunt and has become rather proficient with a bow as well as having the strength to wield a great axe.&nbsp; Iljana however desires not to stay at home to be someones brood mare, nor be bound to hearth and home.&nbsp; When she came of age, Iljana began to go on hunting trips alone and to explore the caves and ruins in the countryside.&nbsp; <br><br><strong>Core Combat Skill Options:</strong>&nbsp; Two Handed, Archery, Heavy Armor, Light Armor<br><strong>Core Supplemental Skill Options:</strong> , Lockpicking, Enchantment, Smithing, <br><strong>Secondary Skill Options:</strong> Alchemy, sneak<br><br><strong>Items:</strong>&nbsp; <br>Ice Wraith – First enchanted great axe that was given to her.&nbsp; Enchanted to do cold damage.<br>FireStorm – This bow glows a deep blood red and is enchanted to bestow fire damage to arrows<br>Quiver of arrows (includes 3 daedric arrows)<br>Hunting Dagger<br>45 Septims<br>Set of polished ebony armor enchanted for added strength (+10)<br>Set of forsworn armor enchanted with sneak bonus<br>Potions: minor health x3, vigorous health x1, invisibility x1, <br>Approximately 15 random jewels of various quality.
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			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>HannibalBarca</strong> on <strong>22-08-2013, 03:26:27</strong>
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				Gots me a big ol' Nord that also happens to suffer from lycanthropy, for your perusal:<br><br><div class="floatleft">(http://i1221.photobucket.com/albums/dd461/rikk_319/Character%20Images/Viking_Warrior_by_severeene.jpg)</div><strong>Name</strong>:&nbsp; Aelfgar Torvaldsen<br><br><strong>Race:</strong> Nord<br><br><strong>Age:</strong><br>Physically:&nbsp; Late 30s due to exposure from years of trapping<br>Chronologically 32<br><br><strong>Physical Details/Short history:</strong>&nbsp; Aelfgar is a prime specimen of Nord genetics.&nbsp; Standing at six foot, eight inches, and weighing over two hundred and eighty pounds, his body is a virtual mass of muscle and sinew.&nbsp; However, despite his bulk, he has incredibly deceptive agility--the result of two decades of hunting fur- and leather-bearing creatures in the icy wilderness, as well as the influence of his unfortunate curse of lycanthropy.&nbsp; He shows the weathering of the elements in his face, and is stoic and uncomplaining at all times.&nbsp; His hair is wild and strawberry-blonde, and his piercing eyes are ice-blue.&nbsp; He has a wise and contemplative mind, which is always warring with the aggressive, berserker/wolfish blood within him, and presents a startling contrast in battle, being a whirlwind of merciless violence and bloodthirsty destruction.&nbsp; As he is a wereworlf as well as of berserker stock, his tendency towards aggressiveness and violence is difficult to contain, even though he abhors it out of context of the battlefield.&nbsp; It has gotten him in to trouble several times in the past, which is why he has normally chosen the loner's path of a trapper for most of his adult life.<br><br>Aelfgar was the firstborn of Torvald Borensen, a hulking renowned warrior in the King's ranks who achieved notoriety and fame as a berserker and vanguard chieftain.&nbsp; His mother Herdrya was the only daughter of Hrolfgar the Black, a deceptive name for a congenial man who was famed as a blacksmith all over the realm.&nbsp; Consequently, Aelfgar, at birth destined to be a large and healthy Nord, was raised in both backgrounds, and steeped in the knowledge and wisdom of weapons and armor, whether crafting or wielding them.<br><br>However, what was not revealed was the curse brought down upon him by Hildeld Bregirsdottir, a devotee of Hircine, who had lusted for Torvald since they were teens.&nbsp; Seeing him married to another brought out her horrifically vindictive side, and she begged for a boon from her deity, which was granted, and Aelfgar the child was born with the curse of lycanthropy.<br><br>Having suffered the curse from birth, Aelfgar has been able to adjust to it somewhat, but still shows aggressive tendencies regardless of place or situation.&nbsp; He can tamp it down for a short time--perhaps an hour or so--but then it comes roaring back all the more powerful, and he then will feel the irresistible urge to change into his wolf form and hunt for some living thing to slake his blood-thirst.<br><br>At times Aelfgar has found the need to leave an area in a hurry, due to his blood-thirst claiming some victim of prominence or importance.&nbsp; He has traveled extensively across the known lands, gaining knowledge in leatherworking and trapping, smithing and languages.&nbsp; He is convivial and does not take race or appearance into consideration, only personal behavior and deeds.&nbsp; He has struggled to create a personality that is counter to his hidden curse, as kind and friendly as his wolf half is brutal and destructive.<br><br>He is a great smith on account of his grandfather's teachings and has the ability to enchant his creations, although not in ways that would be spectacular, such as enflaming them or granting them the power to glow with light or electricity.&nbsp; His enchantments are of the practical sort--unbreakability, exceptional and lasting keenness, and often a lightening of the blade to afford greater ease of use for smaller or non-Nord female users of Nord-sized weapons.&nbsp; While he has made good money from selling his forged creations in the past, he is primarily a trapper and has become quite skilled at the value and type of furs and skins that come his way.&nbsp; He is much more adept at trapping than selling his wares, however.&nbsp; He obviously uses his trapping career as an outlet for his lycanthropy, often hunting game in his were-form, or seizing those he has caught in traps, helpless to escape him, to slake his thirst for blood.<br><br>Regardless of his curse, Aelfgar is a considerate and generous man to his friends and allies, as his culture and family has taught him.&nbsp; He has served several stints as a sell-sword to various Jarls and lords of other lands, and has built up a good name for himself as a worthy warrior--if he hasn't built up a name for himself as a dangerous and deadly were-beast in the locale as well.&nbsp; At present, during these times of seemingly-new troubles, he is seeking a place for himself where he could be of some use, finally deciding he is ready to exist with others--for the time being.&nbsp; The truth is, he hungers for companionship, having spent so much of his life alone in the woods with his curse and his prey.<br><br><strong>Core Combat Skills*:</strong><br><ul class="bbc_list"><li type="disc">&nbsp; &nbsp; &nbsp; One-handed -- Swords, daggers and knives, axes, maces, hammers...can dual-wield, but only with dagger, knife, or axe in his off-hand</li><li type="disc">&nbsp; &nbsp; &nbsp; Two-Handed -- Swords, axes, hammers</li><li type="disc">&nbsp; &nbsp; &nbsp; Unarmed -- Primarily learned through his experience as a werewolf</li><li type="disc">&nbsp; &nbsp; &nbsp; Heavy Armor -- Mail and plate armors, but not shield...he isn't a shield-warrior</li></ul><br><strong>Core Supplementary Skills:</strong><br><ul class="bbc_list"><li type="disc">&nbsp; &nbsp; &nbsp; Sneak</li><li type="disc">&nbsp; &nbsp; &nbsp; Smithing</li><li type="disc">&nbsp; &nbsp; &nbsp; Enchantment</li></ul><br><strong>Secondary Skills:</strong><br><ul class="bbc_list"><li type="disc">&nbsp; &nbsp; &nbsp; Restoration -- Minor healing abilities--stopping bleeding, closing wounds, but not removing poison or other serious maladies.</li><li type="disc">&nbsp; &nbsp; &nbsp; Speech --A great traveler, Aelfgar has managed to learn at least a half-dozen foreign languages to the point of understanding, if not fluency.</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc">&nbsp; &nbsp; &nbsp; Krizin's Parer -- A large enchanted knife given to him by an old orc friend and fellow trapper.&nbsp; No notable powers other than an undullable blade and near-unbreakability.&nbsp; Aelfgar uses this for skinning and preparing kills as well as combat.&nbsp; Almost like a friend to him.&nbsp; Always sheathed on his thigh.</li><li type="disc">&nbsp; &nbsp; &nbsp; Untamed -- His personally-forged sword, it conforms in appearance to any typical Nordic blade, but also bears enchantments of unbreakability and sharpness.&nbsp; He is never without Untamed at his side in a scabbard of his own crafting.</li><li type="disc">&nbsp; &nbsp; &nbsp; Vilifier -- A great broad-axe.&nbsp; Its haft is over four feet in length, and the tapered blade extends out a foot and nearly two feet down into a point.&nbsp; The haft is wrapped in the finest cured leathers for optimal gripping.&nbsp; As with his other weapons, it only holds enchantments of great durability and keenness.&nbsp; He normally stows it on his mount, left side.</li><li type="disc">&nbsp; &nbsp; &nbsp; Final Word -- His favorite war-weapon, a huge two-handed war-hammer.&nbsp; Its great blunt head is scribed with runes describing his family's deeds, and it is backed with a cruelly-sharp spike nearly a foot and a half long.&nbsp; Leather-wrapped haft.&nbsp; Armorless opponents get the hammer side; armored opponents either.&nbsp; Enchanted with spells of durability and sharpness (the spike).&nbsp; He will stow this on his back, and if needed slip off its carrying straps to ready it.</li><li type="disc">&nbsp; &nbsp; &nbsp; Curseless -- His two-handed broadsword.&nbsp; A great, four-and-a-half foot blade over four inches wide at the snow-tiger tusk hilts.&nbsp; Forged by his own hand, as are all of his weapons, its pommel is a smoothed, worked ball-peen for use in combat if the need arises.&nbsp; Enchanted for durability and sharpness.&nbsp; Stowed on his mount, right side.</li><li type="disc">&nbsp; &nbsp; &nbsp; Three standard spears for using during hunting.&nbsp; Stowed on his pack horse.</li><li type="disc">&nbsp; &nbsp; &nbsp; Mail hauberk -- An heirloom gift from a Jarl whom he worked for as a sell-sword, successfully aiding in leading and defending his keep during an invasion by a neighboring enemy.&nbsp; Fine steel links and a shimmering appearance reveal some enchantments, preventing rust, and absorbing a small amount of the inertia from strikes on the wearer.</li><li type="disc">&nbsp; &nbsp; &nbsp; Plate armor accoutrements -- Plate segments forged by Aelfgar for additional protection when wearing his hauberk.&nbsp; A cuirass, pauldrons, helm, thigh plates, gauntlets, and sabatons, all blackened at the forge.&nbsp; When geared in all of it, he is a fairly imposing sight.</li><li type="disc">&nbsp; &nbsp; &nbsp; Minnefat -- His mount, a stallion as bulky as he is, and necessarily so to carry him.&nbsp; He goes without barding due to his heavy load.&nbsp; A trained war-horse accustomed to the sights, sounds, and smells of battle.&nbsp; Nearly ten years of age.</li><li type="disc">&nbsp; &nbsp; &nbsp; Terious -- A large draft horse who has been with him even longer than Minnefat.&nbsp; While docile and powerful, he is not war-trained and merely hefts much of Aelfgar's catches and gear.</li><li type="disc">&nbsp; &nbsp; &nbsp; 462 Septims -- Besides just selling a good season's worth of furs, Aelfgar is a conscientious saver of money for rainy days and that rare enchanting material.</li><li type="disc">&nbsp; &nbsp; &nbsp; Snow tiger fur cloak -- a pristine example of his skill at both hunting and eye for quality in furs.</li></ul> <br><strong>Ritual Stone:</strong> The Lord's stone: Increases endurance against both Physical and Magical Attacks.<br><br><strong>Faction Affiliations:</strong> None, though leaning toward the Dragon Born's Heir.&nbsp; Always a practical man, he believes that the disappearance of Valania for a period of ten months would possibly allow her to conceive and birth a child who he can only see as being Baldr, which would place him as the elder brother, and thus the rightful heir to the throne.&nbsp; Of course, Baldr would still be a bastard, but not one conceived in dishonor behind Ulfric's back.
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				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Black Howling</strong> on <strong>30-08-2013, 17:40:59</strong>
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				<div class="floatright">(http://i.imgur.com/LeXUKip.jpg)</div><br><strong>Name:</strong> Moric Gladimer<br><br><strong>Race:</strong> Breton<br><br><strong>Age:</strong> 25<br><br><strong>Physical Details/Short history:</strong> Moric has a sleek but powerful build, standing just under six feet tall. His muscled are honed from years of exploring and wielding his axes and swords, and his handsome features do not lack the rugged look Skyrim leaves upon it's inhabitants. His body bears more then a few scars, yet his face remains unmarred. A fact he attributes to be a blessing from the nine. He has two tattoos, one a symbol to Dibella on his right side along the ribs. The second depicting the front facial of a dragon on his left bicep. <br><br>Moric was born in Highrock, home to the Bretons. He couldn't tell much about the place, for his family only lived there for five years of his life before migrating to the sovereign nation of Skyrim. From there he grew up in Falkreath, the doomed life of a small town farmer seemingly ahead of him. Despite this the boy kept his musing, and when he entered his early teens, his father bought him a lute. That changed everything for the boy, whose fingers seemed like the gods had blessed him when he played. He began to earn extra money at the tavern, playing his tunes for tips. He made well like this, and thought with his younger brother maturing he may make a life out of it. <br><br>That too changed when he got older, cresting the real of a man he became involved with the Jarl of Falkreath's daughter. She'd been entranced by the up and coming Bard's charms. The Jarl, however, was not too pleased when he deflowered the man's daughter atop a bundle of hay. He slapped in shackles, thrown into what pitiful dungeon they had, and set to be castrated. Luckily for the young man he'd learned a few things while living on the wild side, and managed to keep a single lockpick on his person. With it he picked the lock to his cell, and made a not so daring escape from the dungeons before stealing one of his father's horses and riding off. <br><br>Moric was on the run from the Jarl's men then, a bounty on his head and no place in the hold he could call safe. So he ventured outside of it, riding and taking small jobs. He'd play his lute for people to get by, taking on the occasional adventure that more often then not became misadventures in his youth. Finally his journey took him broke and tired to Solitude. He was attempting to make some coin on the streets with his playing, but his state of dress had the tips going to other performers. Finally a man seen the talent in him, and offered a few coins for a song. It was one the young man, now only eighteen, had never played before. Still he performed it, and to his own surprise did a fair job. <br><br>The man turned out to be a high ranked member of the Bard's College named Valentino, and after seeing the talent he took the boy under his week. Moric was set then, learning both how to wield a blade, play better, and how the stories he sung held a piece of lore and history. This turned the once mayhap lute player in a warrior, scholar and performer. He quickly made a name for himself in Solitude, and many of the neighboring holds. His mentor still stayed like a second father to him, but while he was away gathering some material research for his mentor's greatest piece, the man was killed and his work stolen. <br><br>Moric returned to hear the news, only then paying mind to what his mentor had said. That his new work was not a simple piece of art, but magic itself. Everyone else still thinks it the innuendo of a skilled performer, but Moric believes his mentor may have meant just that. After all, the piece got him killed. He now searches for the man who killed his second father, not for vengeance; but for justice. Justice for the greatness that was never released, and so that his mentor may ascend to sovngarde in peace.<br><br><strong>Core Combat Skills*:</strong><br><ul class="bbc_list"><li type="disc"> One Handed</li><li type="disc"> Unarmed</li><li type="disc"> Light Armor</li></ul><br><strong>Core Supplementary Skills:</strong>Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Speech</li><li type="disc"> Illusion</li><li type="disc"> Lockpicking</li><li type="disc"> Sneak</li></ul><br><strong>Secondary Skills:</strong> Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Alteration</li><li type="disc"> Alchemy</li><li type="disc"> Pickpocket</li></ul><br><strong>Standing Stone:</strong> The Lord's Stone<br><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc"> Nordic Waraxe</li><li type="disc"> Nordic Sword</li><li type="disc"> Stalhrim Dagger (Enchanted with Frost Damage)</li><li type="disc"> High Make Bardic Leather Armor (Gift from his mentor. Enchanted with the ability to increase his sneak, as well as better withstand damage)</li><li type="disc"> 197 septims</li><li type="disc"> Scrollcases and shoulder pack full of poems and research</li><li type="disc"> Small pack full of travelers gear.</li></ul>&nbsp; <br><br><strong>Faction Affiliations:</strong> Bard's College, Wanted by the Jarl of Falkreath.
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				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>marauder13</strong> on <strong>21-09-2013, 11:22:02</strong>
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				<div class="floatleft">(http://elliquiy.com/elluiki/images/9/9b/Gormr.png)</div><br><strong>Name:</strong> Gormr <br><br><strong>Race:</strong> Nord<br><br><strong>Age:</strong>&nbsp; 23<br><br><strong>Physical Details/Short history:</strong><br>Gormr's father was like every other Nord in Skyrim and claimed to have met and dealt with the Dovahkiin while the legend took the fight to Alduin, the World Eater. Of course, his father claimed to have been employed by the man to drive a wagon for him on one of his estates, making him more connected than anyone else. He heard that every merchant had sold something to the man, every tavern served his ale and more than a few women who claimed to have shared his bed. He was glad the man was gone, and couldn't wait until everyone stopped trying to convince everyone else that the Legend was their best friend/customer or next door neighbour.<br><br>Gormr learned how to use a bow early on to help keep some meat on the table, and got rather adept with the hunting bow, rarely missing sizable game, and bagging a rabbit with every other arrow. <br><br>While hunting one day, he had a run in with a bear that almost killed him due to shoddy arrows he bought from a travelling merchant. The bear ran for him, and just caught his face with its claws. Gormr thought he was going to die when he saw the massive paw blot out the sun from his vision, then he thought he had lost an eye when the blood stopped him seeing out of it. Through luck, some skill in running and climbing, he managed to use up the remainder of his stock of arrows to finally kill the bear - through blood loss. After that encounter, he has not trusted any other merchant to sell him arrows. He learned to forge his won, and when he can't, he will sit and watch the smith make them for him, so he knows whether or not he's getting decent arrows for his hard earned coin.<br><br>He determined quickly that a lone adventurer was destined for a short life span after his first few encounters in the wild strayed more toward disaster than success. He never thought that skeletons and draugr were real, and the first encounters with those creatures sent him running, and looking for another career path. To this day, they still make him uneasy, and prone to flight. He scavanged what he could from other places that were less populated by the 'living' dead.<br><br>One such trip brought him into contact with a group of bandits who were fighting draugr. He stood back, and peppered the creatures with arrows while the bandits finished them off in close combat. Gormr didn't know who they were until after they accepted him into their number. For close to a year, he helped them waylay passing travellers and remove their riches from them. But after a while, he grew tired of the killing and the being on the run from the roving patrols.<br><br>He headed eastward, thinking of going to Whiterun, but decided that he would go to Winterhold instead, so he could better his skills at restoration. He spent time travelling with people as a mercenary, helping to establish a reputation in that field, so he wasn't mistaken for a brigand. Between jobs, he would wander the local area and explore. Along the way, he would deal with the occasional problem with wildlife and the small robber band.<br><br>It was during one of those trips , he found an abandoned series of wrecked buildings in The Pale. After dealing with the animals that took shelter, he took the time to look through the wreckage. He fell into the cellar while investigating, and while he was trying to climb out, he found his most precious of possessions - a Dragonbone Bow. Regardless of what happened to him, he kept a death grip on the bow, prepared to loose anything else in order to keep it. He has managed to steal it back twice after being robbed of it by bandits and thugs, he has managed to just win through on a few fights to keep others at bay.<br><br>His final job, guarding a couple of wagons, rolled into Winterhold. With some fresh pay in his purse, he set about looking for a place to stay before heading off to deal with the Wizard's College.<br><br><br><strong>Core Combat Skills*: </strong> Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Archery</li><li type="disc"> One Handed</li><li type="disc"> Light Armour</li></ul><br><strong>Core Supplementary Skills:</strong>Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Restoration</li><li type="disc"> Sneak</li><li type="disc"> Lockpicking</li><li type="disc"> Pickpoketing</li></ul><br><strong>Secondary Skills:</strong> Please list 3 - 4 <br><ul class="bbc_list"><li type="disc"> Conjuration</li><li type="disc"> Speech</li><li type="disc"> Smithing</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc"> Dragonbone Bow</li><li type="disc"> Steel arrows</li><li type="disc"> Steel Sword</li><li type="disc"> Studded armour</li><li type="disc"> Leather Bracers</li><li type="disc"> Leather Boots</li><li type="disc"> Lockpicks (20)</li><li type="disc"> Bedroll</li><li type="disc"> 43 Septims</li><li type="disc"> Wolf Pelts (3)</li></ul>
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			<dt class="postheader">
				Title: <strong>Re: The Elder Scrolls: Brothers at War [The Adventurer's]</strong><br>
				Post by: <strong>Malrunar</strong> on <strong>23-09-2013, 01:11:31</strong>
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				<div class="floatleft">(http://i307.photobucket.com/albums/nn313/NovemberWerewolf/Female%20Characters/Lady_in_black_by_Drakevensia.jpg)</div><br><strong>Name:</strong> Asaria Lao<br><br><strong>Race:</strong> Nord (Vampire Lord)<br><br><strong>Age:</strong>&nbsp; <br><em>Physically:</em>&nbsp; Mid-twenties<br><em>Chronologically</em> 80 Years<br><br><strong>Physical Details/Short history:</strong> Asaria comes from a family of respect and nobility, keen jewelry makers who made custom pieces for the well-to-do of Hammerfell, including the crowns of numerous royal families. Yet, despite their want for nothing, she was raised to respect those from all walks of life, with the constant reminder from her father who would state that at any point, should the gods wish it, they could strip them of all titles and luxuries and replace them with the empty aches that filled so many others. Respect was the only means that a person could be judged upon; people would turn a blind eye in your hour of need should you not grant them their proper dues. He would also talk often of the Nords whose blood she shared and their customs and traditions. It was from Asaria’s father that she learned how to practice her Thu’um and handle a sword in self-defense, a man who had himself been an adventurer once, until he took an arrow to the knee.<br><br>All of this came to a screeching halt one evening when Asaria came home from a gala with her father, where they had been displaying some of their latest works of ceremonial blades and fine pendants. At first it looked as if their house had been hit by thieves, until they had stumbled upon the body of Asaria’s mother and a dark figure bending over her, feasting on her savaged throat.<br><br>Asaria’s father tried to fight the vampire who had stolen in their home, while Asaria cried out for the guards. She remembers little on what happened after; flashes of blood, a pale face, and the uniformed men and women storming into her living room with their weapons drawn looking to protect and serve. Instead of waking up under her familiar roof, she found herself instead in a cold stone fortress off the coast of North Point in High Rock, with the company of a vampire who was quite mad, believing that he himself was Molag Bal. The remainder of her days as a human was short; torture seemed more of a casual past-time for the vampire who refused to tell her his real name, and inquiring into such things often left her battered and submitting in defeat. Yet he didn’t kill her.<br><br>Molag was awaiting the 20th of Evening Star, and on this day he forced Asaria into the Daughters of Coldharbour ritual, successfully forcing upon her pure-blood vampirism. Since that day she had called herself cursed and actively refused using her newly found powers as much as possible. This includes the urge to feed off of others, when Molag wasn’t forcing her.<br><br>Her happy life as a human had ended, and just as her father had said, the gods swiftly stripped her of all of her luxuries and left her for want. For decades she was tormented by Molag who often forced her to submit in order to display his dominance, be that in violence or other amusements of his choosing. Time began to corrupt her mind, persuading her to take satisfaction in her new position in life until she found herself almost liking it. On a cold evening twenty years later, her reasoning came back into focus after Asaria spent an evening kneeling over the body of a helpless woman who had been out collecting Torch Bugs, and asked the vampire the right sort of question; ‘Why are you doing this?’.<br><br>It was a struggle to remember who she used to be and what used to matter most to her. Through this third transition, Asaria started to wander herself, exploring ancient ruins and researching into the history of the Nords. She discovered her second Thu’um, and studied it in great detail while exercising her talents, and while it isn’t complete, she took it as a sign from the gods that they hadn’t given up hope for her.<br>&nbsp;<br>She started to hate her fellow vampires with more venom than before, and on an act of compulsion, started to kill any and all that crossed her path. Molag was still her master, and still overpowered her with each and every fight, but while the mad vampire was basking in the violence and drunk off of domination, Asaria was tactfully learning his strengths and weaknesses, even on the account of her own pain and suffering. He was vicious and intelligent, but far from the Daedric lord he claimed to be, and soon Asaria turned her studies away from the nords and towards the being that seemed to be the source of Molag’s insanity. It became clear to her that while Molag Bal was indeed not who he claimed to be, further investigation revealed that he was instead a devote follower and disciple of the very demonic presence he claimed to be. Predicting his actions boiled down to the actions one would expect the Daedric prince to take, and while that wasn’t easy it provided enough answers for Asaria to plot, plan and make her escape.<br><br>Domination was what the Daedric prince Molag Bal was focused around, so when the vampire imposter was in a particularly placid mood, Asaria played the role of humble servant by gifting her master with the unconscious body of a bandit she had poisoned with one of her own concoctions. Her offering was feasted upon, and soon after Molag had his first dozen swallows, he was screaming in pain and writhing around the floor, blinded by what poisoned his veins. Asaria chained him up, locked him inside of a coffin and was ready to destroy him with fire before the voice of the real Molag Bal forced her to stop from finishing the task. She knew then that by killing the imposter, she would be pleasing the Daedric prince who was far from better than the vampire she had spent the last fifty years with. She left him there, trapped and unable to escape, and chose instead to flee High Rock and find sanctuary in Skyrim, the land of her father’s people.<br><br>Asaria raided Molag Bal’s treasure room and took what she knew would be of value; including an assortment of weapons, septims and books. She bought passage by boat to Solitude, and from there Asaria has traveled alone, making jewelry as she once did to get by, and continues to kill any vampire she crosses. There was a rumor she overheard once in a tavern about the Dawnguard, and their knowledge of a cure. Asaria hopes to obtain this knowledge herself, and return back to being human again.<br><br><br><strong>Core Combat Skills*:</strong> <br><ul class="bbc_list"><li type="disc"> One Handed</li><li type="disc"> Unarmed</li><li type="disc"> Light Armor</li></ul><br><strong>Core Supplementary Skills:</strong><br><ul class="bbc_list"><li type="disc"> Enchantment</li><li type="disc"> Smithing</li><li type="disc"> Sneak</li><li type="disc"> Thu’um (Listed Below)</li></ul><br><strong>Secondary Skills:</strong><br><ul class="bbc_list"><li type="disc"> Speech</li><li type="disc"> Alteration</li><li type="disc"> Alchemy</li></ul><br><strong>Starting Equipment:</strong><br><ul class="bbc_list"><li type="disc"> Dawnbreaker*</li><li type="disc"> Two Daedric Daggers, called Talon and Fang</li><li type="disc"> A pack full of traveler’s gear</li><li type="disc"> Horse, complete with saddle, blanket and gear. </li><li type="disc"> Shadow Guard (http://i307.photobucket.com/albums/nn313/NovemberWerewolf/Objects%20and%20Things/c6d680e2b439d2239ca8c35f9bbe7280-d3j4zru.jpg)** <br></li><li type="disc"> A journal, detailing her life since the change.</li><li type="disc"> 35 Lockpicks</li><li type="disc"> 15,000 Septims</li><li type="disc"> A large assortment of gems, precious metals and jewelry making tools for her trade.</li><li type="disc"> 12 Health potions</li><li type="disc"> Pickaxe</li><li type="disc"> Cloak with hood</li><li type="disc"> Fine clothes</li></ul>&nbsp; <br><br><strong>Faction Affiliations:</strong> Vampire. Actively searching for the Dawnguard.<br><br><strong>Shouts Known:</strong><br><span class="bbc_u">Aura Whisper-</span> Laas, Yah, Nir<br><span class="bbc_u">Disarm-</span> Zun, Haal<br><br><strong>*Dawnbreaker: (http://elderscrolls.wikia.com/wiki/Dawnbreaker_(Skyrim))</strong>This weapons was obtained by Asaria in one of her master’s treasure rooms. Although it occasionally causes her bodily harm when using it, it doesn’t stop her from wielding the powerful blade. Asaria hopes that the gods see her desperation in curing herself, and will in return reward her with showing her the path towards the Dawnguards, and initially, a cure.<br><br><strong>*Shadow Guard:</strong> This daedric ring of power was a piece she had grabbed on a whim from the same treasure room she obtained Dawnbreaker and her Daedric daggers. Seemingly sentient; the ring activates when Asaria is in danger, wrapping her in a protective cloud of shadows that acts like body armor equivalent to daedric armor. This stretches from head to foot, giving the appearance of ebony leather hugging her form to any third-party witness, and this armor cannot be ‘blown’ away by Thu’um or wind. (This does not mean Fos Roh Dah doesn't work on her, because it will!) What’s troubling, however, despite the usefulness of this ring, is that whenever Asaria tries to take it off, it grows teeth and latches itself into place, making it impossible to remove, less she was willing to lose her own thumb. It's planted a seed of doubt in her mind, making her question if there are ulterior motives hidden within the use of this ring that she might not have foreseen.
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