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Fandom The Elder Scrolls: Immortals - Characters


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[ MERTA STARKAD ]
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[ Race ]
Nord
[ Gender ]
Female
[ Height ]
5'3
[ Weight ]
125lbs
[ Equipment ]
Dual Dwarven War Axe

[ Combat Style* ]
Pyromancy / Warrior
[ Patron God ]
Azura
[ Abilities ]
Wrath of Azura : When called upon, unnatural and overbearing light will either permanently blind the victim, severely burn their skin, or reduce them to ashes. It is especially hazardous to vampires.
The Sight : She has the ability of foresight/foreknowledge. She has the ability to tell of prophecies.
Change : She has the ability to shape shift for a certain amount of time. She can't shift into inanimate objects yet, and animals are difficult for her.
Moonshadow : For those who are angered, saddened, etc she can calm a crowd/person by putting the image of the Realm of Moonshadow into their heads. Not only that, but she can teleport herself and others to said realm.
[ Misc ]
She had received that scar at a young age due to a group of bandits.


 


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Sofione Curse-Bringer || Seductress

Nord

Female

5'5

57kg

two-handed

Dibella

equipment

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Dibella's Short Swords - two blades infused with Dibella's blessing, the blade can cause a person to become paralyze for a short amount of time and inflicts greater damage on the opposite sex.

Customized Outfit - basically a butchered royal vampire uniform which she enchanted to fortify her persuasion skills

Amulet of Dibella - self-explanatory
immortal abilities

Blessings of Dibella - the lady of beauty and love grants her the ability to seduce another person, making them obey her commands and fight for her for an amount of time
Honeyed Words - as the agent of Dibella, she is granted the ability to success in any form of talking, persuading, intimidating and bartering permanently.
Dibella's Kiss - an additional boost for personality with a total of 10% (persuading/interrogating and bartering)
Agent of Dibella - higher damage to the opposite sex




 
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Name: Jor'iskerani 'Journey' Nythrina

Age: 22

Race: Dagi Khajiit- A smaller-than-Bosmer subspecies of Khajiit well known for their prowess in magick whilst living in the boughs of trees that can not bear the weight of event he slimmest Bosmer.

Class: Mage-Ranger

Equipment: Journey carries a single elegant long bow, nearly her own height, carved of a strikingly white wood, a well as two blade-less hilts carved of the same wood. All three items are blessed against the corrupt by priests of the Divine, Alkosh, who is the Khajiit variant of Akatosh, known to the younger Mer as Auriel, and the elder Mer as Auri-El.

The weapon enchantments enhance damage against those viewed as corrupted by Alkosh, and her armour's enchantment prevents her from suffering any corruptions by disease or poison.

Description: Standing at a diminutive four feet and six and a half inches, Journey considers her size an advantage, not an issue. With short, platinum-blonde fur and vertical slit eyes, any who don't notice her ears or tail outright automatically know she is no standard man or mer, but of the Khajiit bloodline. Her short hair is also platinum blonde, with a single, waistlength braid grown out from the back of her hair.

Journey is often seen wearing simple leather armour with silver embellishments in acknowledgement of Alkosh embroidered into it with a fine, enchanted metallic thread.

Backhistory: Born to a priest and priestess of Alkosh in the depths of Valenwood, Journey was oft taught the virtues of patience and hard work, as well as often kept on a short least. She truly did not mind much, save that she rarely ever got to see outside the unique monastery built solely for the followers of Alkosh. This monastery was well known to house some of the strongest Dagi mages in their area, keeping it safe and allowing Journey to learn much from those older than her as she grew.

Still, it was clear to many that she did not fit in well, as she often questioned the isolationist tactics that her people held, always questioning why they can't go out and meet new people, or why they don't just explore more. Many times she was told that there was nothing outside the monastery walls that held good for them. Or that the outside was corrupt, or that it was dangerous.

There was always a reason, it seemed.

And one day that reason walked up to their front door. A group of Aldmeri soldiers arrived, hearing tell of the skilled Khajiit mages that lived in the Alkosh Monastery. They demanded aid in the war effort and ordered the Dagi Khajiit to help. Being followers of Alkosh, and not some warband the priests and priestesses outright refused to aid the Aldmeri, telling them that their fight was not the same as the fight to praise Alkosh. Taken as an insult, the Aldmeri led an assault on the monastery, and the inhabitants were entirely wiped out save for Journey, whose mother alighted her to the back of the monastery where she opened an escape passage, sending her daughter through before sealing it so that the Aldmeri could not follow.

Still young, Journey took up her cause as a travelling hunter for a long time, but eventually came into contact with a small sect of fellow Alkosh worshipers, these ones known for hunting down the undead or other wise corrupt. Joining them for their companionship and tutelage, Journey learned to hone her ice magicks into deadly weapons, and learn the ways of hunting the corrupt.

Still, the call of the open road called to her, and Journey eventually left to continue her aimless travels.

Patron Divine: Alkosh

Miscellaneous: Cooking supplies, tent and bedroll kit, flint and tinder.

Extra Information: While Journey fights in the name of Alkosh, she has not yet become a champion of him, and as such is still currently mortal.




Note for GM: I understand the idea is for our characters to the champions for their Divines, I thought, though, it would be interesting to see a character have to earn their right as a champion, or perhaps just do their best to fill the role or lend a hand.​
 

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