Would you like to have the RP on the Discord server or on Iwaku?

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A

Almighty-Kuma

Guest
THE LEGENDS OF TAMRIEL
An Elder Scrolls RP

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SIGNUPS ARE CLOSED!

  • Hello! My name is Kuma and welcome to the experience known as the Heroes of Tamriel, taking place in the home of the Elder Scrolls series. In the first chapter of this beautiful northernmost land of Skyrim! Dragons The Harbingers of the End Times returning to Tamriel after ages of "prosperity"? A civil war breaking up the land? Who better than to save this ice cap than the heroes spanning from many other provinces? I'm glad to welcome you and your allies alongside my co-GM, Zelosse! We hope to see you there!

    RULES AND GUIDELINES
    1. The usual RP rules apply of no godmodding or rule breaking. Repeated noncooperation and breaking of this rule will result warning that will eventually lead to a ban from RP and the Discord server.
    2. There will only be one Dragonborn. Just one.This RP is designed to follow lore and also be an entertaining experience, not be an adventure where there's seven Dragonborns going around Tamriel with powerful shouts and decimating opponents or just one person doing everything at once.
    3. Be respectful to your peers and treat everyone equally. There will be no kissing ass (difference between complimenting and kissing ass), harassment, or aggressive debating in this RP. We are here to have fun as a group.
    4. Take time and consideration into your character sheets. Do not post incomplete sheets or sheets that have no effort into them. Also take in consideration of the lore that happened in the Fourth Era. There's no Ebonhart Pact or Dagoth Ur in this roleplay.
    5. Make sure to come into the roleplay with some prior knowledge of the Elder Scrolls. Knowing some of the lore that has happened in the Elder Scrolls series is pivotal to enjoying this RP fully. People who signed up that have played Morrowind or Oblivion will be pleasantly surprised.​

  • THE MAGE
    Permanent bonuses for those prioritize The Mage style include reduced magicka consumption, spells are more effective when cast on self/others, and more powerful enchantments.

    Illusion: The school of Illusion involves the manipulating the minds of others, whether that be good or bad. These include spells that require hand contact that will make opponents feel like the world is weighed down onto them or see images of themselves cutting at them mercilessly, have allies feel like they could take an entire army or have a guardian with them at their side as they battle or manipulate the dreams of others' for your own gain.

    Alteration: The school of Alteration involves manipulating the environment to your own personal gain. You could force locks open with a spell, have control over resistances and attributes, learn how to control your Magicka more efficiently in a focal point or become a Vancian mage that has no magicka but magical charges for uses of spells. This school could dramatically change how you use magic altogether, so it should be approached with extreme caution.

    Destruction: The school of Destruction involves manipulating and harnessing the energies of either frost, shock, or fire magic. One could either be intermediate use all elements or become a specialist with a more powerful form of their specific element. All Destruction spells all have increased effectiveness in certain environments (sunlight for fire, rain and storms for shock, snowfall for frost). Specialists will find that they effect the ground they walk on, either having enemies become inflicted with frost, being exposed to large bursts of energy, or be scorched.

    Restoration: The school of Restoration involves manipulating life forces as well as increasing Stamina, Magicka and Health resources. This includes provide blessings to allies to boost their attributes, along with curses for their allies via holy flames. Wards also have increased effectiveness now. There is the inclusion of auras that could decrease their opponents' magical abilities and have them burn in holy light. This is also used for the straightforward healing spells. One could also learn the blessings of the Divines or Daedric princes.

    Conjuration: The school of Conjuration involves necromancy and summoning creatures from the realm of Oblivion. This involves buffing summons and resurrected bodies to be buffed by using alchemical agents such as Hagraven feathers and human organs, along with them being boosted just by the caster being around them. They can be effected by shock or fire spells to become supercharged or ticking time bombs. A Conjurer could use bound weapons more effectively, inflicting plague and disease onto their opponents.

    Enchanting:
    The school of Enchanting involves enchanting items to become significantly stronger. This includes weapons and armor. Enchants all together get stronger, no longer having specifications. One craft staves at the enchanting station, along with upgrading enchanting stations for stronger and more effective enchants.

  • THE WARRIOR
    Permanent bonuses for those that prioritize the Warrior style are granted faster attack speed, slightly increased armor rating and more effective smithing.
    Note: Weapons apply bleed/defense debuff/stagger depending on the weapon used. Weapons also hurt more and armor protects more.

    Light Weaponry: The weapons that are faster and are in one hand (or duel wield if you're a weeb). This type of weaponry include longswords, shortswords, tantos, hammers, maces, war axes, and other things to bash skulls in or slice heads off. With the inclusion of those, there is also the choice to use hand-to-hand/unarmed combat.

    Heavy Weaponry: The weapons that are slower and hurt more that are held with two hands. This type of weaponry include greatswords, nodachis, halbreds, battleaxes, wathammers, and others things to stagger and overpower the enemy.

    Ranged Weaponry: Shortbows, longbows or crossbows. Specialize in either being awarded for being agile and flanking, make every hit count to be deadly, or enhance functionality respectively.

    Heavy Armor: Armor that provides protection over movement. As one gains more experience with heavy armor, they would see that heavy armor would weigh less due to their exposure to it, intimidate people easier with heavier armor, and punish those who blindly attack your armor. This armor allows those who use hand to hand combat to do devastating blows that stagger the opponent and leave them dazed.

    Block: The ability to become a wall with a raise shield. Timing with blocking is key to having the greatest debuffs on the opponents. An expert in block would be able to disarm or even have their opponents fall back, allowing them to start their attack.

    Smithing:
    A skilled blacksmith knows their materials know them like they know that Belethor is a sleazy little man with good stock. You can advance one grindstone and workbench to make more effective weapons and armor, along with specializing in what you smith in to make stronger items. You can also sacrifice Daedric hearts or fire salts in order to make the materials stronger. A master blacksmith will be able to use the Skyforge itself.

  • THE THIEF
    Permanent bonuses to those that prioritize the Thief style are granted with higher success of dexterity, have better chances to persuade, and are much harder to detect when sneaking.

    Stealth/Sneak: The art of hiding from opponents and operating from the shadows. This rewards staying hidden from enemy sight, along with allowing someone to see enemy cones of sight and moving better in the light. There's also the ability to use tools whilst sneaking, such as tripwires, special arrows to distract the enemies, and Illusion spells to distract the enemies.

    Light Armor: Armor that provides movement over protection. As one gains more experience with light armor, they would be able to find ways to more effectively dodge and weave attacks, rewarding those who are quick on their feet. This armor allows hand-to-hand combat users to use more rapid movement, using their speed to wear the opponent down in a war of attrition.

    Speechcraft: The ability to persuade, intimidate or bribe others for your own personal gain. Along with getting better deals with buying and selling, but they also empower their allies or distract their enemies by using instruments. They could also any friend of theirs to be an ally in battle.

    Dexterity: This new tree replaces both Pickpocket and Lockpicking. One with great dexterity could rob someone of their valuables, but also detect someone with great wealth in their midst, along with sneak poisons into their opponent's pockets. One could even get away with bounties that don't necessarily harm anyone and may be able to steal weapons with katars or knuckles equipped.

    Wayfarer: A good adventurer knows their environment and how to manipulate it to their advantage. They can learn lore of animals, humans or even automatons. This could help befriend or even help fight the enemies better, along with skinning animals for hides and move better outdoors.

    Alchemy: Using said environment to make powerful potions or deadly poisons. This could be used to sneak poisons or even bombs into someone's pockets, make effective potions to buff allies, or even make potions on the go with an alembic.

  • Carefully take into consideration your characters. This is the meat of the RP; you can't have a good story with poorly made characters.
    INSERT NAME OF CHARACTER

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    Maybe an interesting quote for your character. Or not.

    NAME: ... Your character's name. Make sure to look up lore and figure out a name for your character, but also consider their past with names (i.e. Brand-Shei was raised by Argonians ever since he was a kid, so he grew up with an Argonian name).

    AGE: Their age, which determines their skills, along their health and stamina (old people have more experience, but less health/stamina, and the inverse for young people).

    ALIASES: The titles or names given or made by a character to show prominence or to disguise themselves from the authorities. This is optional.

    RACE: The race of your character from the nine different playable races in the Elder Scrolls games. There might be subsections of races, such as Khajiit with their influence coming from the moon and perhaps interbreeding (which the baby always takes after the mother). This also influences their racial bonuses, preferred skills and how people perceive them.

    APPEARANCE: The faceclaim usually goes above everything, but go more in depth if you so please. They could have blemishes, scars, birthmarks or even body paint on them in places that would not be able to be seen unless people pay attention to it. If they are interbreed, show what they gain from their father (like body composition, height, etc.) and mother (hair color, skin color, eye color, etc.)

    PERSONALITY: Small tidbits on info will do, but go as indepth as you can. Like their thoughts on religion and respective pantheons, recent events that have occurred, other races and how they would respond to them, whether they have a different form of speech than most of their races because of their background, et cetera.

    BACKSTORY: Requirements here are that you go into how your character learned their primary skills and how your prisoner ended up in Helgen. This could be accomplished through committing a crime on the border, crossing the border into Darkwater Crossing or committing a crime in Falkreath Hold. If you wish to go more in depth on your character's backstory and how they were raised, go ahead. Just make sure it makes sense and fits in lore. Oh, and how they get arrested determines who they know.

    PRIMARY SKILLS: What shall shape your character and be their most effective skills. I don't think I need to repeat myself when I mention lore, race and background. Limit these abilities from two to three, or alternatively you could have one powerful skill at the cost of other skills as a whole to be inferior, the severity depending on age. These will give passive bonuses against opponents who are weak against them or yield better results in crafting.

    SECONDARY SKILLS: The intermediate skills that your character wields. These skills aren't inconsequential, but they won't win you major fights. Limit these from three to five.

    TERTIARY SKILLS: The weakest of all the skills. This is basically those skills you picked up and were like "maybe later" and learned at a slower rate than others that are naturally talented. There can be only four Tertiary skills.

    UNTOUCHED SKILLS:
    The skills your character wouldn't even bother with. These are basically the rest of the skills in the perk trees that you didn't use. Note that if someone who is experienced with these untouched skills that your character receives penalties/debuffs for facing them.
 
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Applo said:
I do have a couple of questions about how the mechanics of things like healing, magic and weapon/armour material are going to work. Is it alright to spill them here or would you prefer a pm?

Ask away here. Other people might wanna know these things.
 
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Ok so most of my questions basically relate to how in this RP the game mechanics mesh with reality. Sorry for the boat load of reading.

Healing
What do healing spells or potions do. If our chars pop a potion do their eviscerated kidneys and broken legs heal instantly (and imagine horrifically painfully) or is does it more promote and speed up healing to like a matter of weeks or days etc?

Whats the feeling on the realisticness of how much stuff our characters can carry?

How does magic work, like my char get hits by a fireball, is she now a pile of ashes of just has comically singed eyebrows?

How does one of our characters learn new spells, look at a book or through diligent study and practice?

whats the feeling on how different materials weapon and armor work on each other?

Um ok because im not alway as articulate as I would like ive stuck some FAQ answers from other TES rps . Im not saying or suggesting the answers these other GM give should be yours. I was more thinking they'd help you understand what im asking about.

Inventory and equipment

Nirn seems to have gravity so everything has a weight. Keep in mind that the average real world solider carries around 45kg so you aren't going to be lumping it round the world three set of armour, five different swords, hundreds of arrows and a small pharmacy of potions. We aren't going to keep a list of everyone's inventory but players who do seem to holding on to excessive amounts of stuff may find that the thieves of Skyrim are rather persistent in helping their character lighten their load. When it comes to how effective your equipment is, it is going to be a mixture of your character's skills and what your equipment is made of. While obviously attacking someone in full daedric armour with an iron dagger probably isn't a going to go well, a skilled character might be able to slightly level the odds. When you are working out what equipment your character has do feel able to use non game but lore friendly items, the immersive weapons and armour mod wikis are a good source of inspiration. Finally while we won't be keeping track of your inventory, it is asked that you do. If your character has five potions, make sure they top up before they use a sixth.

Magic
Unlike the various hero in the video games, normal inhabitants of Tamriel don't learn spells instantly just by looking at the book and a mage capable of conjuring multiple fireballs has probably spent a good amount of time studying and practicing. That being said a capable magic user is going to be just a dangerous if not more so than other skilled combatants with even glancing blows from spells capable of inflicting serious harm. Mostly mages with such skill are long term members of the College of Winterhold although it is entirely possible that there are some wandering the expanses of Skyrim. If your character is a mage remember that magicka, like stamina will deplete so they aren't going to be casting hundreds of fireballs (other spells are available) every fight.

Injury and Healing

In this RP our characters are going to be exposed to violence and players are going to be held to a standard of semi-realism. Even skilled combatants are unlikely to come out of combat totally unscathed in a fight. Where they are outmatched they may well come out with severe and lasting injuries or mental trauma from the experience that will affect your character going forward. So now lets talk healing. Spells and potions aren't going to heal wounds instantly but rather they will promote and speed up healing from weeks to days or hours. This means that basic first aid and infection control are just as important as potions and spells when it comes to recovering from wounds, and if ignored the wounds could well get worse.



From another similar TES rp is was in a while ago. The Elder Scrolls: Blades in the Night OOC + Sign-

3. Okay, so tell me about magic then. Will a fireball turn me into a roasted snack for the trolls?


Think of magic like any weapon. In the hands of someone learned and experienced magic is indeed powerful enough to cause great havoc. Individuals with this level of power are typically found in the halls of the College of Winterhold, though some others work throughout Tamriel and a few use their skills to take advantage of others. Inexperienced magic users are more likely to harm themselves than anyone else without guidance. Most people in Tamriel do not practice magic and depending on their culture may in fact fear the mystical arts. It's not uncommon for a layperson to know how to summon a spark, though.

When encountering a magic user it's best to assume they are the powerful sort until proven otherwise. Fighting a mage is not unlike engaging in a firefight or exchanging arrows. A single fireball or ice spike can cause devastating damage, but if you keep cover and make well-timed movements a direct shot will be difficult. Consider too some armour may be very helpful too -- a small ice spike probably wouldn't penetrate tempered steel.
 
Falx Decius
"May Stendarr have mercy on you, because I won't."

NAME
Falx Decius

AGE
Forty-Two

ALIASES
None

RACE
Imperial

APPEARANCE
There's one word to describe Falx, and it's "stout." One would be rather surprised that a man of his stature isn't on a farm somewhere but instead traveling about combating daedra and the like. He's broad shouldered with strong, bulging arms and a barrel chested. Yet as the years move on, he's softened in some places. Most obviously his belly, which curves out and hangs past his belt. Though, this isn't so obvious in his attire, which is a mixture of heavy armor and enchanted robes. He wears an amulet of Stendarr proudly. He also shoulders a shield with the god's symbol on it and a very large mace rests on his hips. For a man of mercy, he looks almost incapable of it. Almost, except for the fact that Falx is not one to be dour.

While his face is lined with weathering and a smattering of scars, he usually smiles. He has dark brown hair, cut short on its graying sides, and a well-trimmed beard. His eyes are dark but aren't foreboding, twinkling when he's engaged in a story. His nose is prominent, broken more than a handful of times. And his brows, well, they're overly expressionate. While he may have a strong stance, it's not off putting. He's a priest, after all.

PERSONALITY
Falx is one of those people that are heard before they are seen. His voice is loud and carries throughout the room. He's prone to laughing and smiling with ease. Yet, one of his favorite things is to tell stories. He'll recount legends if asked, but he'll mostly speak of his time hunting vampires, witches, and daedra. He heavily embellishes these stories, as he's never quite had the rousing adventure that his fictional counterpart has. But, even if people don't believe these embellishments, he speaks of them with enough delight and fervor to make it entertaining. This is not to say that Falx does not have his somber moments. He does. They're just not had around those that aren't the closest.

While Falx does not have any vitriolic racism, he does have a stout moral code. While he can give leeway for circumstances, most of the time actions done out of dark intentions will turn him hostile.

BACKSTORY
To hear Falx tell it, his upbringing was a thing mixed with all creatures of myth and magick. To hear the truth of it, it was very plain. He was born to a middle-class merchant and the daughter of a well-regarded horse breeder in some sparsely-populated part of Cyrodiil. From a young age, he learned to read and write. He became a talented equestrian, but he didn't seem to have a knack for much else. He was bored, quite frankly. That boredom stemmed into trouble--a lot of trouble. But it was that trouble that would set him on the path he is now.

One night, while skirting his evening chores by hanging out in the barn, he witnessed something quite horrific. Kallem, one of the stable hands in his grandfather's employ, was walking a mare back into the stables when the horse reared and kicked him so hard that he went down. At first, Falx thought that Kallem had done something to spook the mare. It was then, through suffered squinting, that he saw a creature pour out of the night like wine made of bone and bramble. It set upon Kallem, it's humanoid body pulling off pieces of the young man as he tried to gurgle out a scream. It only took a moment, and the stable hand was dead. The mare bolted towards the barn, leading the creature to follow its gallop and eye Falx peering out of the window.

It slipped back into the darkness. Falx, terrified, leaped out the barn and landed on some hay. He started running towards the woods that backed his family's land. While he couldn't see the creature, he knew it was close--very close. And it would have killed Falx, had two Vigilants of Stendaar not shown up when they did. They had been tracking the vampire a ways and were finally able to catch up to it, due to it feeding on Kallem.

Falx was saved, but he was numb. It took several weeks before he slid out of his stupor. And was only from the realization that this life was not the one he wanted. He wanted to be like those men that saved him.

So, it was no small surprise that he ended up in Chorrol. He entered the priesthood with every intention of joining the Vigilants of Stendaar. These years consisted of him learning magick from those within the church and then learning how to fight from the Fighter's Guild. He had seen what had happened to Kallem that night. He wanted to be prepared. Not much of interest happened in these years and the ones to come. Falx's story would pick back up when he achieved his goal of joining the Vigilants, where he served Cyrodiil a while, before being shipped off to Skyrim due to the Imperial occupation.

He was partnered with a Nord, native to Skyrim, as a way to help lessen any prejudice he might experience while patrolling. Hadjer was a few years older than Falx, but acted as if he was practically ancient. He didn't speak much, barked orders when he wanted something done, and he spoke to Falx in a derogatory manner. Yet, that iciness between them was short lived when they were chased down a mountain by a snow troll. They bonded in the moment of sheer panic and became close friends. Yet, Falx wouldn't have ended up where he ended up without something upsetting the balance.

Falx was assured that a vampire had charmed Hadjer. They'd encountered a small nest in some ruins outside a small town. They were able to kill two of them, but one got away. That night afterward, there was a strange wind in their camp. He fell asleep, but when he awoke--Hadjer was staring at him. They traveled for this about a week. There was something unnatural about his partner, he was assured of that.

Yet, trouble didn't happen until the middle of Falkreath Hold. Falx felt a knife square in his back, Hadjer right behind him. The other man whispered into his ear. His words were the words of the vampires, and not the Nord's own. His friend was gone, he realized. And if Hadjer disposed of Falx, he could infiltrate the Vigilant Halls without much pause. So, Falx did the only thing he knew to do, he needed to take his fellow Vigilant member down. He wouldn't kill him. He just needed to get the other unconscious. Well, the problem with doing that in the middle of Falkreath Hold was that the guards arrived. Falx explained what was happening, but given the Vigilant's mixed reputation the guards were more prone to believe Hadjer, the Nord's words, over his own. Realizing that if he ended up imprisoned, Hadjer would walk free, Falx fought against the guards. But there were too many, and his subdued fighting--not wishing to kill anyone-- kept him from actually making headway.

He was arrested for assaulting Hadjer and the city guards. Hadjer was let go to continue on with the vampire's agenda.

PRIMARY SKILLS
Restoration
Light Weaponry
Alteration

SECONDARY SKILLS
Heavy Armor
Enchanting
Block
Light Amor

TERTIARY SKILLS
Smithing
Speechcraft
Alchemy

UNTOUCHED SKILLS
Illusion
Destruction
Conjuration
Ranged Weaponry
Heavy Weaponry
Stealth/Sneak
Dexterity
Wayfarer
 
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Holy shit, these are a lot of questions to answer:

- Magic is going to DEFINITELY be realistic. Those who have dedicated their lives to it or have mastered it through ages of experience will definitely wield more powerful and effective spells rather than someone who just picked it up and read it.

- The armor and weapons will weigh based on two things; materials and experience with that certain armor. If someone is a pro with light weaponry, they're going to be quick on their feet and have precise strikes. If someone isn't all that skilled, they'll be much slower and swing more wildly. Heavy armor is going to initially be heavy and run you low on stamina, but then it gets to the point where you're able to manage it and become more flexible in it.

- Healing will increase the speed of the rate you regenerate, along with potions. A skilled Restoration mage will make great use out of Restoration spells. Weeks out of commission does seem too extreme though. Probably days if someone is skilled or maybe even a few minutes, depending on the injury. I agree with the sentiment of first aid, as that would be an important aspect to maintain. Plus, if you get fireball or ice spike gets through your non-magic resistance armor, you're pretty much done for.

- I'd say how much your character can carry would be... a mix. I do agree with the guy to keep it reasonable and I will call bullshit on someone who carries too much. Do keep in mind the following things:
  • Alteration can be applicable with augmenting carry weight to be able to carry more, along with Illusion spells to boost strength. So if you're a master illusionist and you have a master alteration user near you, you pretty much have a pack mule that can carry a lot of stuff.
  • Certain races have better carry weight because of their natural physiology. Something that may feel heavy for a Bosmer or Khajiit may feel light for an Orc or Nord. It's also important to consider the characters' pasts as well.
And a few more things I agree with is the addition of immersive armor or weapons along with this; have craftsmen of different races come out with different results. An Orc's craftsmanship should be vastly different from a Khajiit's.

Hope this answers your questions!
 
Sorris Kain
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6'2", 175lbs
"People... Like to invent monsters and monstrosities. Then they seem less like the monster themselves."


NAME:
Sorris "Black Wolf" Kain

AGE:
25

ALIASES:

Black Wolf, Bastard, Butcher of Darkwater

RACE:

Dunmer/Redguard

APPEARANCE:
Like most Dunmer, Sorris bears ashen skin, jet black hair, with the signature knife-like ears and fine facial features. However interbreeding has made his appearance gradually different from most, appearing more human than elf. Rather than having the usually blackened eyes or piercing red, he sports a bright amber color. It was once said Sorris could pass as a human were it not for his ears, skin, and strange eyes. Most of his signature appearance is inherited from his mother, he received most of his father's physical features, such as height standing at a gradual six feet and two inches. Sorris' appearance has marked him as a mutant and an outcast to most of his kind.

PERSONALITY:
Most of the time, he can be apathetic, cynical, and threatening. Despite his outwardly cold nature, it's easily noted that behind his exterior hides a fiercely loyal friend, and a man of good humor and as someone not indifferent to suffering. He is also very protective of and loyal to his friends and companions, and is willing to go to great lengths for those who matter to him. He can be kind-hearted and caring to the people he loves. Sorris is also shown to be extremely adept at allaying intense, and at times bleak, situations and as a man who would much sooner have everyone return home than draw their swords. His experience of at least twenty-five years in the world as it is makes him a world-weary man, often expressing disdain and circuitous insults to those he considers cruel, foolish, etc.

He generally cares not for religious beliefs or monarchy, showing he accepts others and their troubles "for what it is." Sorris is loyal to himself and what he describes as "loyal to the people," believing everyone has a place, a voice, and a right, and that evil does exists in all hearts. Sorris' likeness was often compared to that of an old wolf, some calling him "The Black Wolf" in reference to his demeanor and dark appearance.

Sorris has a weakness for red headed women of all races and sorceresses. Whenever given the opportunity, he can be found in bed with either of the two.

BACKSTORY:

The Black Wolf is considered to be one of the most skilled and talented spellswords found within the land. He is an excellent sword fighter capable of defeating multiple skilled warriors at once alone through a combination of the use of his swordplay and of his inborn skill of magic. Sorris spents every moment he is not working or socializing to train. Every known school of magic appears to be at his disposal with the battle master having a great affinity for its use. While not as powerful as a skilled mage he can still manage to protect himself from most spells. His physical prowess is so great that he is capable of deflecting projectiles with his weapon, in combat Sorris appears to dance as he spins with his blade striking arteries and other critical points of his foes. As well he tends to read when he can gathering as much information about a task as is inhumanly possible. Even in regards to politics, Sorris can hold his own, he can be quite perceptive of the intentions of others and usually knows when to guard himself against the listening ears of threats.

Sorris is the interbred son of Spell-sword master and Morag Tong assassin, Mirella Motass and, supposedly, a Redguard known only as the Ebony Warrior. Shortly after his birth, his mother and father moved him to Skyrim where they would raise him in the imperial hold of Solitude. There, Sorris would be trained and made to be a admirable warrior, and spell-sword by his parents while living an enclosed life. He survived many blistering methods of training, drills, and grueling exercises from the day he could walk; mastering his father's methods of swordplay by the age of twelve. This was due to his unique physical prowess as an inbred, inheriting a balance between the two races. Sorris was notably faster, stronger, and taller than most Elven at a notable six foot, two inches. While both his mother and his father were hard on teaching him, Mirella was always caring for him more than his father. She'd often patch up his wounds and heal any scrapes or burns he obtained during practices. At age fourteen, Sorris showed brilliant success training, and was fashioned a special sword from silver and named it Wolf's Bane. A year later, The Ebony Warrior would abandon Sorris and his mother to seek out an honorable death to everyone's dismay. Despite this, Sorris understood and justified it his father simply not suited for the simple life in a home.

Years later at age sixteen, Sorris took to work as a bounty hunter in order to maintain funding for his mother. He would often accept contracts for bandits and monsters, braving beasts and beings of all kinds across Skyrim's lands using his mother's old chitin armor, refashioned for himself. However earning money in such a gamble of a way proved inefficient, leaving Mirella to lose her home in Solitude and move to Morthal where she could better afford to live. He would often visit her whenever he could, leaving money for her to buy food and keep her lodging. A year would pass between them as Sorris' activity as a wandering sell sword led to a surviving bandit contacting The Morag Tong in an attempt at revenge. With assassin's on his tail, Sorris was forced to kill them all as they came in his adventures.

Eventually he reached a break in the chaos to pay a quick visit to Morthal in order to check on his mother, only to discover that she'd been missing for three seasons. Shocked and fearing the worst he investigated her home for any clues to her whereabouts. While cunning and trained in tracking, he found nothing. Her house appeared as if none had been there in years. The food rotted in place, the bedding untouched, and the fireplace had no signs of life besides the new infestation of termites in the dead wood. This sudden loss would serve as a turning point in his heart, changing him to be cold and almost heartless on his grey surface.

Age twenty-four, Sorris arrived at Darkwater Crossing to buy minor goods and food for his travels were he was ambushed by a five Morag Tong assassins, allied with the local imperial soldiers in order to capture and execute him. As one could expect, he was defiant. A battle would later ensue between Sorris and the joined forces, resulting in their deaths and the rest of the Imperial forces in the area to reinforce the situation. He killed soldier after soldier until the land was soaked in Imperial Blood, and a single survivor of the Tong remained standing, fatally wounded. He was eventually apprehended at the use of a mass paralysis spell from the assassin, using the last of his strength to see it done. Before succumbing to death he uttered one last word to Sorris. Kinslayer. His acts saw he was shackled and dragged to Helgen where he would face execution by the hand of the Empire.

If Sorris wasn't sure he was an outcast before, he would be now. Not only that, the good people of Skyrim would now hear of his actions and fear him for it as the Butcher of Darkwater.

PRIMARY SKILLS:
Light weaponry
Destruction
Light Armor

SECONDARY SKILLS:
Block
Restoration
Smithing
Wayferer
Illusion

TERTIARY SKILLS:
Alchemy
Stealth/Sneak
Ranged Weaponry
Speechcraft

UNTOUCHED SKILLS:
Dexterity
Heavy Weaponry
Heavy Armor
Conjuration
Enchanting
Alteration​
 
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Ohoho... This is going to be an interesting one. Especially with what I have planned and such.

All I can say is that he should expect someone from out of nowhere in his life.

ACCEPTED. Welcome.
 
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Hey hey, fan of Elder Scrolls and of high fantasy in general here. You can expect a character sheet from me within the next 24 hours, just gotta wrap up the backstory bit, but my lord am I tired x.x
 
Selesia Dorunceia

0iqVYtC.jpg

"Money, Pain, Betrayal...I'll pay any price to put me on top."


NAME: Selesia Dorunceia

AGE: 25

ALIASES: Riften's Rat, the Turncoat

RACE: Imperial


APPEARANCE
One would not think to give Selesia a second glance; her warning stare would scare off anyone who wasn't a guard, ballsy, or just plain stupid. But if you are one of those small minorities you will note that her features are quite plain. Her black hair is riddled with dirt from the weeks of living without a proper bed or hygiene, and the dirt on her face mixes well with her many freckles, but her face bares no scars, bruises or blemishes, and she applies nothing to her green eyes to make them stand out. Moving down from her face, Selesia's figure is what most would describe as 'nice'. While not over muscular, she is quite toned, especially in her legs, unsurprising from all the outdoor activity and running she does on a daily basis. Her forearms also bear numerous freckles, which are noticeable in most of her attire, and for a person of her stature, her shoulders are quite broad, giving her arms a lanky look and feel. Her knuckles are cut and scabbed, showing her history, and add to her character slightly.​

PERSONALITY
Selesia is what most people would call "two-faced". She suffers from 'resting bitch face', which makes people think that she is a nasty person. But this is far from the truth. She's a whole other type of nasty. Her main personality she wears on the outside is used only to intimidate riff-raff so she doesn't have to go through pointless conversations, but layered under that fake hostility is a real brawler. Selesia is manipulative, doing whatever she deems appropriate to extort, bribe, or hurt people into what she wants, and if that doesn't phase people, she's reluctant, but capable of using her fists and a rusty dagger to get the job done. But there is a third layer under all that cruelty, deep down Selesia is a coward, and is quite nice once you get to know her, and when she gets her head out of her ass. Not above cowering and begging for her safety, once she realises she's in real danger she will bargain any price for her life, even selling out other people, including family and friends.

She is also quite a cynic, choosing to believe the worst of people and situations. She also does not closely follow the Gods, as she feels all have abandoned her long ago, and does not take too kindly to preachers.

BACKSTORY
The tale of Riften's Rat, an affectionate title given to Selesia by those who despise her, and cursed her existence. Selesia was born and spent most of her younger years in Riften, she was not an Imperial born of some wealthy family, her father was a drunk, and her mother's head is ridiculously far up Maven Black-Briar's behind to try and gain some respect and wealth in the backwards Hold they live in. From birth, her existence was not a happy one, she had to grow up living with her family being the joke of the Hold for their respective past-times, but also because of what she was. An Imperial living in a storm-cloak-ridden place like Riften was unheard of, and they spent every day reminding her of the fact.

When Selesia was 11, her father was murdered in the dead of night, and her view of the world shattered from being mildly-awful to soul-crushing. The Hold Guards never investigated his death, nor did they even care to pick up his corpse for a few weeks. Selesia's mother also did not seem too inconvenienced by his death either, continuing to work with the Black-Briar family, and saw this as an opportunity to teach her daughter her way of life. So she did. Selesia picked up on the art of flattery, manipulation, intimidation, deceit, and how to mix certain concoctions of various use. She also learnt a lot about fighting with her fists and small weapons, because as the years went by, her patience started to slip away, and she found herself coming to blows with various townfolk, even the orphanage kids, she refused to take it anymore. This only led to more trouble though, as these fights were often lost, or broken up by the Hold Guards, who were more than happy for an excuse to arrest an Imperial.

This was not all bad for Selesia, however, as one day she was approached by a man from the Thieves' Guild, Riften's biggest attraction, a man named Carndi, he proposed a business deal with her, that gave her a chance to vent her frustrations and earn some "legitimate" cash, on the agreement that the Guild would get a 35% cut of her profits. She would set herself up as a street-side "punch-artist", betting any interested Milk-Drinker 100 Septims if they could beat her in a fight. But if they lost, they had to pay her double. Selesia's lack of business knowledge told her to agree to this proposition, mainly because she got to do what she knew best. But it worked even better than was expected, as practically half of Riften was more than ready to take a shot at her, even some guards participated in their off-time. This new job gave Selesia a brainwave, she started to use her Alchemy skills to good use, creating a drug that slowed the drinker's perception of speed, and she offered it to her opponents, and then watched the audience's reaction with sadistic glee as she personally introduced them to the ground.

A few years passed, and "Riften's Rat" was still hated, still picked on, but was also 9000 Septims richer thanks to her drug-induced exploits. But she also did something that shifted the course of her life forever.

She betrayed the Thieves' Guild.

The Guild's number one rule was "no stealing from another member of the Family." And that was precisely what she did. One night she was invited to Carndi's house for dinner to celebrate the Guild's success thanks to her exploits, and that's when she saw all the money he took from her, as part of their agreement, in sacks, waiting to be delivered to the Ragged Flagon. Selesia could not contain the wave of greed that took over her mind and body. Her instincts kicked in, and slowly she poured her drug into Cardni's drink, and then ruthlessly robbed him of the Septims, and whatever else of value fit into the sacks. She thanked Cardni for the opportunity he gave her and laughed all the way home, where she dumped the sacks, not knowing the hell she just invited on herself.

The next morning she awoke not to find a "good job, girl" from her Mother, instead she found Cardni, released from the effects of her drug, and quite livid at his protégé. He didn't even give her a chance to speak before his fist flew straight into her stomach, instantly knocking the wind out of her, after roughing her up a little more Cardni demanded a reason not to haul her to the Ragged Flagon for the rest of the Guild to decide what to do with her. Fear flashed through Selesia's eyes, and for the first time in her life she was terrified. She did her best to stammer a response but she had nothing, no reasonable answer that could have saved her. So instead tears streamed down her eyes and she wailed apologies until she ran out of breath, the true face under all those social masks. An odd feeling mustered in Cardni, he likened it to pity, and it was true, right now he pitied the girl, even after the horrifying experience her drug put him through, after all the work he did to silence those who accused her of cheating, he wished he never had now, she deserved all of the beatings they wanted to give her. But in this moment of weakness, he pitied her, and so he did what he thought was honourable, and righteous. Cardni fed her her own drug, enough to keep her under the effects for days, and while under the effects he rode them both out of Riften, as he realised she would not be safe after the commotion she caused in the underground. They travelled by horse all the way to Falkreath, where Cardni payed the guards using the stolen money to lock her away for a different crime of roadside robbery, and left her a note explaining his actions.

"I do not forgive you for what you have done not just to me, but to the Guild. My family. I do not care what you choose to do once you are released, that's not my business. Our Debt is settled.
But do not come back, you are not welcome, and you never will be, and if you are foolish enough to step foot in Riften, expect the full force of the Thieve's Guild on your head."

~Cardni

Selesia never did understand the good deed Cardni did for her, nor did she learn from it, as she spent time in the Hold as a 'debt collector' of sorts, but was otherwise quite lawless and treacherous, selling out people she knew for septims or other small payments, giving her the name "Turncoat" as the people saw her as nothing but that, except for a few who knew of the small good that still remained in her. Now 25, she is in Falkreath Prison yet again for her deceitful antics, but this time fate had a much different twist for her story, one filled with fire, and opportunity…​



PRIMARY SKILLS
  • Alchemy​
  • Speechcraft​
  • Light Weaponry​
SECONDARY SKILLS
  • Sneak
  • Light Armour
  • Dexterity
TERTIARY SKILLS
  • Illusion
  • Wayfarer
  • Conjuration
UNTOUCHED SKILLS
  • Destruction
  • Ranged Weaponry
  • Heavy Weaponry
  • Heavy Armour
  • Enchanting
  • Block
 
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Ahhhh, the prodigal thief whose actions caught up to them. Classy.
She seems sad, but then again, all these dudes are gonna be sad. Lol.

ACCEPTED. Welcome, my homeo.
 
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Khatya.jpg


"This one does not pick sides. Her side is the only important side."


Tiajia

AGE: Middle-aged (35-45~)

ALIASES: Tiajia-daro; The Bed Bandit; Nemorabet

RACE: Cathay Khajiit

APPEARANCE: Her fur's glowing golden colour is beginning to dull from age, and she appears an inch or three shorter in height than a spry Cathay Khajiit in their physical prime. Tiajia's head of man-like hair grows long, with most of it worn straight down to her waist, while the rest is tightly braided into two loops. Each loop begins behind one of her ears, and reaches halfway across the back of her head where the braids intertwine before ending. There are many deep, thread-thin scars across her back and arms which, to the untrained eye, give her fur the illusion of having dark stripes in these areas. In addition, there is one, larger, more grisly scar down the back of her right thigh and calf where she almost appears to have been stuck by lightning. Unlike her other scars, this one appears entirely unhealed and fresh, and her fur has not grown back around it. Her dress is tattered and worn from the knees down from exposure to the elements.

PERSONALITY: Unlike most Khajiit hailing from Elseweyr, Tiajia has forever been incredibly skeptical of the Thalmor, specifically how they claimed to have ended the Void Nights with their magic. Because of this, she is estranged from the Khajiit of Elsweyr who may be aware of her views on the incident, and fosters a hostility for the Thalmor, Altmeri Dominion, and the Aldmer people as a whole. Apparently, she's had "bad experiences" with Orcs as well, so she can be intolerant of them too, but nothing on the level of scorn she feels for the High Elves.

Tiajia is incredibly faithful to her religion, as she owes her inconspicuous Cathay form to the moons she was born under, and believes to be blessed because of it.



Additionally, Tiajia tends to speak in the third-person. Her natural accent is strong, and is indicative of her upbringing in Elsweyr, but she can change her accent at to a more traditional Imperial accent at will, likely from practice.


BACKSTORY: Tiajia was born into a sizeable tribal community of Khajiit living in the dwelling dubbed Redrock, after the unique rock formation within which the tribe made their home. The tribe was considered a relic of the days of the Elsweyr Confederacy because of their perceived hostility towards the Altmeri Dominion and refusal to comply with the new form of government set in place by them after the Void Nights. Though it was not hostility that drove Tiajia's tribe to assault Aldmer travelers and gatherers, it was their way of life. In truth the tribe would carry out raids on passing caravans, merchants, or anything of the like regardless of their banner, heritage, or faith. It just so happened that it was primarily Aldmer who were brash enough to continue trekking past Redrock while the other races learned to avoid it. Like all Khajiit of Redrock, knowledge of how to survive the dusty, arid reaches of Anequina was one of the first things taught to her by her parents. Thoroughly knowing the rocky landscape of their territory, and how to dexterously traverse it were key skills needed for running down hapless travelers, as well as swiping the eggs from a bird's nest for food if the need ever arose. What she was to learn next was how to wield a weapon, but her education was cut short when The Great War broke out.

With Redrock placed along the southern border of Cyrodiil, the Thalmor general Lord Naarifin saw this as the perfect point to launch an offensive into southern Cyrodiil from. Naarifin knew of the tribe beforehand, too - of their supposed hostility towards Aldmer. Knowing he could frame this strategic attack as an attack on the Blades, whom the Altmeri Dominion regularly skirmished, Lord Naarifin marched his powerful forces of spellswords and magi directly into the heart of Redrock, and met little resistance. Armed with little more than primitive weaponry, and knowledge of their land, Tiajia's tribe was outnumbered and outmatched. Lord Naarifin turned Redrock upside-down, and slaughtered all of its inhabitants before claiming the ruins as a forward operating base for the Thalmor's offensive; slaughtered all but one weeping beast-girl. Whether out of a shred of sympathy, or incredible cruelty, Naarifin spared Tiajia her life. Naarifin's men were not so kind, however, and routinely flogged her in secret while she was being held prisoner there, and dubbed her "Nemorabet" in their tongue. Although the Aldmer and Khajiit were on good terms, such a strong force of Thalmor holed up on tribal land was beginning to garner Naarifin unwanted attention to his position. In his successful attempt to deflect said attention, Naarifin branded the now wiped out inhabitants of Redrock as Blades, and Tiajia along with them. Although he had solved that problem, Naarifin still had a prisoner on his hands. Before commanding his troops into Cyrodiil, he discharged Tiajia, and dumped her on the outskirts of Riverhold.

Bruised and bloodied from the torture she endured, Tiajia struggled to make her way to Riverhold's gates, where a man headed the same way spotted and caught her. He helped her to the gates and into the city, and even to his home where he nursed her back to good health. The man's name was Armantius Durey - an Imperial, oddly enough. His wealth was immediately apparent by his fine garb and striking jewelry. Even once Tiajia was in excellent shape and on her feet again, Armantius insisted she stay with him, and even bought her gifts, such as finely tailored dress, smelly perfumes, and her very own jewelry, too. The tribal Khajiit loved it - of course she did. Going from a life of pain and loss to a life of luxury was a shift Tiajia embraced, but when she questioned where his wealth came from, Armantius was initially very evasive of the matter. Tiajia wondered when and where she would work around Riverhold, as she wished not to impose on Armantius any longer than she had to, but such thoughts were quickly shot down. You're a Blade. he would tell her, No right-minded business owner in Riverhold would hire a Blade. Remember what they did to Redrock? Tiajia was stunned, and refuted the idea that she was a Blade. She had no idea what a "Blade" even was! Who will they believe? Armantius would argue, A lone Khajiiti girl, or the entire Altmeri Dominion? Tiajia couldn't argue this point. Not defeated so easily, however, she asked where, then, could she work?

Perhaps now is a better time to tell you where my wealth lies, Tia... he responded.

In truth, Armantius Durey was the proprietor of a successful "gentleman's club" in Riverhold. There, no-one will ask your name, or where you're from, or who you are. You'll be safe with me. Armantius first said. Believing him to be correct, and there to be no other option, Tiajia accepted. It was then that Tiajia realized the true intent behind the Imperial's gifts, and perhaps even his initial kindness. Armantius was grooming her, and gussying her up for this job. Anytime she'd give him any sort of lip about this realization, Armantius would reply with only one thing every time: I'm doing you a service, employing a Blade in an Altmeri state. Remember that. And so she worked there, diligently, safe from the atrocities of The Great War all throughout its span, and for some time after the war too. One day, Armantius was struck with an idea. Now that the war had wound down, he would take his most beautiful women in a sort of tour across wealthy Cyrodiil, beginning with the esteemed city of Skingrad. Tiajia was among these women Armantius chose to bring, and with little thought she agreed to it. Soon enough, Armantius had made the necessary preparations, and departed for Skingrad with his troupe in tow, and left his son Sulentius in charge of his establishment while he was gone.

The ride to Skingrad was uneventful, though pleasant. Upon arriving in Skingrad, Armantius set up shop in the northern end of the city, and offered the city's inn his services. He found a buyer for Tiajia; an Orc named Gro'ugg. They spent the night in his room, but he passed out surprisingly quick, especially for an Orc. Tiajia was left in bed, staring blankly up at the ceiling, wide awake when she could hear the evening commotion begin to die down outside the inn over Gro'ugg's snoring. She couldn't fall asleep, so she slunk out of bed and peered out the open window into the now empty streets, and paced around the bed, when she spotted what was presumably Gro'ugg's belongings, and something inside her just clicked. She made careful not to wake the Orc while she stepped over to, then opened his bag to find a wild assortment of items. There were salted meats, gold pieces, a bottle labeled "Invisibility", a tome of some sort...and beneath it all, a large amount of what appeared to be four-leaf clovers. Tiajia didn't linger on the odd contents of Gro'ugg's bag, and in fact praised his haphazard packing. If she could get away with this bag, she'd have food, gold, and a potion she could probably sell for even more gold! This was her chance at an escape, and she took it. Escaping out of the inn window, Tiajia scurried towards the western gate of Skingrad, and just about made it out undetected before being hailed down by a guard. But to her surprise, she was addressed as a Khajiit, not as a "Blade". The guard was suspicious of her wanting to leave the city so late at night and brazenly questioned her, but her years of experience wooing and sweet-talking men had made Tiajia quite the actor, as she regained her composure and whipped up a story on the spot, which the guard begrudgingly believed and allowed her to pass through.

After this point, Tiajia fled as far as she could in one direction: north. Leaving Skingrad far behind, and abandoning well-traveled roads altogether to avoid Armantius as best she could, unwilling to take the risk of encountering him if he continued his tour without her. She found herself adapting to the new environment very quickly. The temperate, lush, wooded lands of the northernmost reaches of the West Weald were nothing compared to survival in Anequina. Water was much more plentiful, and she quickly discovered mudcrabs to be easy prey. Birds roosted and laid eggs upon the branches of trees, and sometimes even in burrows under the ground, as opposed to the highest peaks of Redrock. During the nights, she didn't need to build a fire either, as the climate was moderate enough that her coat of fur was enough to keep her warm. Occasionally she would delve into the tome she had stolen, and found it to be an odd collection of illusion spells and how to cast them. When the day was slow and she wasn't hungry, Tiajia humoured the thought and practiced some spellcasting. Perhaps a little illusion magic would help with persuasion? Whenever she'd come across a small town or village in her travels, she'd stash away her belongings, hobble into town and play the part of a beggar seeking shelter for one night. Just one night. Whoever was sorry enough to offer her a roof would find themselves robbed blind the next morning, with no trace of Tiajia left behind. Whether or not her supplies were low when she did this, Tiajia didn't care. All supplies were good supplies. Slowly, this gained her something of a reputation across the western Cyrodilic countryside, and even a criminal title: "The Bed Bandit". Luckily for her, word of mouth moved from town to town one day later than her every time.

Eventually, Tiajia neared the city of Chorrol, where she found a fellow Khajiit tending to a wagon. It was pointed north on the Orange Road, exactly the direction she was already headed. She approached the Kahjiiti man and inquired about the wagon. He answered, saying he was the wagon driver transporting cargo up through the Great Forest to Bruma in the north - the city placed on Skyrim's border, and said his name was R'iq. Skyrim! Armantius would never find her there. Tiajia asked if she could accompany him, and he said yes, but not without some flirting. So, they began down the Orange Road, and into the Great Forest. They shared in conversation, but Tiajia made sure not to release too much information on her past, as even though she could see through his deception now, Armantius' words still echoed in her mind. You're a Blade. Remember what they did to Redrock? R'iq grew ever fonder of Tiajia's company as the ride grew longer, but the feeling wasn't mutual. Tiajia did see it as an opportunity, however, as she did every generous small town she had robbed during her hike to Chorrol. She feigned affection for him, faked passion for him when they kissed, and cried crocodile tears at his sad stories. Eventually, there came a night when R'iq had parked the wagon for the night after exiting the Great Forest. It was all routine, until R'iq went into the back of his wagon, rummaged through all the supplies he was carrying, and revealed an impressive collection of bottles filled to the brim with Skooma, he said. I have buyers in Riften, and I smuggle the stuff across the border for them. But they won't miss a single bottle... R'iq uncorked the bottle and raised it. To us? Tiajia grinned, but it was not out of love for R'iq. They both partook of the Skooma and retired to the back of the wagon. But the moment R'iq began to snore, Tiajia shot up, and set about stuffing as much Skooma into her pack as she could before fleeing into the night. With the Skooma still in her system, she made excellent time during the night, and made it onto the Silver Road before the sun had even shown its face. Continuing north, Tiajia passed Bruma, the Jerall Mountains, and made it through Pale Pass. She knew immediately by the frigid northern winds she felt that she had finally made it to Skyrim.

Halt! she heard a man shout from behind her, accompanied by the sound of horses trotting towards her. Tiajia turned to see two lightly armoured Thalmor on horseback. They were grinning. You've been making quite a fuss around the West Weald, Nemorabet. Tiajia was shocked. How long had it been since she had heard that name? Or do you prefer to be called The Bed Bandit now? the second Aldmer said, which got the two of them laughing. R'iq told us all we needed to know to find you, Nemorabet. Turns out he valued his Skooma over your love. In a panic, Tiajia turned tail to run, only to have lightning crackle forth from one of the elves' fingertips and strike her down. They trotted their horses closer before dismounting. They searched through her pack. A Skooma smuggler too? Here we thought we'd have to frame you to place you in chains again. Tiajia was restrained, and brought to the proper authorities of Falkreath Hold by the two vindictive Thalmor, and The Bed Bandit was once more a prisoner.

At the very least, she wasn't being whipped this time.


PRIMARY SKILLS:

"Tiajia can talk into or out of anything. Except arrest for possession of Skooma,"


SPEECHCRAFT


"Sneaking poison into a drink is harder than books make it seem,"


DEXTERITY


"This one would like to see how Aldmer fare in Anequina without their magic,"


WAYFARER

SECONDARY SKILLS:


Alchemy

Stealth/Sneak

Light Weaponry


TERTIARY SKILLS:


Light Armour

Ranged Weaponry

Illusion



UNTOUCHED SKILLS:


Heavy Weaponry

Heavy Armour

Smithing

Block

Conjuration

Alteration

Destruction

Enchanting

Restoration
 
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Ah, the classic Khajiit thief. She must like to sneak.

Only problem I have with CS is how unbelievably vibrant the color is. I just woke up and it's blinding, lol. Otherwise, good work. Also, good eye with seeing how she would dislike Orcs and the Khajiit's standing with the Aldmeri Dominion.

ACCEPTED. But tone that color down, please.
 
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Thank you! I spent the better part of two days touching up on lore and studying maps of Elsweyr, Cyrodiil, and Skyrim to make sure I got things right ^^

Hope the backstory section wasn't too much of a doozy to read! I can never get enough of high fantasy game lore (Warcraft especially)