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#a good-leaning necromancer and a good-aligned vampire
utilitycaster · 4 years
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freckledmccree
replied to your post
“Cumulus Rocks reminds me that once I made a list of the most goth...”
okay, but i'm gonna need to see that list
Oh believe me I wrote this with this list on hand just in case. I split it by class and to an extent alignment and I’ve updated the commentary (and in the case of the rogue, the subclass itself). I had forgotten about Yasha, Fig (kind of), Vax (kind of) and Liam (Wilhemina, not O’Brien). Liam W. is not quite as pastel but he is a very pink boy and Fig ended up changing to college of lore but she is more of a punk goth. I posit that as soft lovers of flowers who also happen to be very good at killing, while Vax and Yasha are more classic goth in their aesthetic they could be swayed into the romantic goth category, if not full pastel. Oh and also I believe Emily’s character on NADDPod’s recently finished campaign, which I will start listening to very soon as I’m almost caught up on RQG, is Circle of Spores but in a very not goth way, but don’t @ me or spoil me on that.
Barbarian:
Inherent gothness of the class: unless you want to make easy jokes regarding the Germanic tribe, low, usually. You get angry and you fight things.
Path of Zealot. In addition to the necrotic damage option, you get the most goth ability of all, the ability to keep fighting while raging even when you are technically speaking, dead. You are also very hard to kill and easy to bring back from the dead.
Bard: 
Inherent gothness of the class: very low in the classic interpretation although between the spell list as is, magical secrets, and RP you can do a pretty good job. I’m of the opinion, however, that it’s best to lean into the glam influences here, since bards are pretty glam. Think Lovecats Cure, not A Forest Cure.
College of Whispers. You can capture the shadow of a fucking dead person and cause all kinds of fear effects.
Cleric:
Inherent gothness of the class: medium to high. D&D is rife with religious imagery and having a cleric in the party is an opportunity for the DM to put you up against all kinds of undead, have you explore catacombs, etc, etc. Plus, all clerics get plenty of necrotic and radiant damage access plus resurrection spells and similar.
Grave Domain, in which you respect death as a part of the life cycle and hate undeath. (note: Death Domain is only in the DMG so usually players can’t pick it and it’s also pretty explicitly Evil Only).
Druid: 
Inherent gothness of the class: as in the PHB pretty low - you turn into animals, and you can’t even turn into a bat until like, 8th level. Outside of the PHB it gets a little more Fey and a lot more goth.
Circle of Spores, which is into death and decay and okay with undeath to an extent, so a good way to be sort of neutral on vampires without going full evil. Circle of Twilight is a very close second.
Fighter: 
Inherent gothness of the class: I would have said super low back in the day before I saw the continuum of Goth v. Prep rather than Goth v. Jock. For truly, these are the jocks of D&D. As such I’ll still say low, but not unheard of.
Monster Hunter. It is literally in the Unearthed Arcana: Gothic Heroes, and it lets you slay monsters, plus engage in some light mysticism. It also provides the ability to improve your arcana skill. Do you want to play John Constantine in D&D? Yes you do.
Monk:
Inherent gothness of the class: low. You’re sort of too busy being both a nerd and a jock (martial artist) to get really deep into Cocteau Twins.
Way of the Long Death. You study death extensively (goth nerd with jock tendencies?) such that you can drain the life from others (but only after you already brought them to 0 HP, so it’s not vampiric), scare people, avoid death yourself (but not in an undead way), and do necrotic damage.
Paladin:
Inherent gothness of the class: medium. Despite the fighting nature, it’s one of the more aggressively medieval classes, plus we again get that religious imagery/catacombs option.
Oath of Vengeance. It’s also a bit more dramatic and definitely dark, and they get the Bane spell which is pretty goth. (note: the Treachery option is also pretty goth but again it’s more geared towards villainy and evil alignments only).
Ranger:
Inherent gothness of the class: medium. You live in the forest alone and have weird nature magic. Whereas Druids are a little too hippie to be goth, Rangers fit the bill.
Either gloom stalker or horizon walker. Gloom Stalker is a little more industrial and gritty; Horizon Walker is a little more ethereal. Both go into dangerous and arcane places and tend towards shadowy evasive maneuvers. I think Gloom Stalker wins, but only just.
Rogue:
Inherent gothness of the class: high. You skulk in the shadows in black leathers like, as a class.
The Revived. Not sure why this is explicitly a rogue class because presumably anyone could be revived...unless maybe the process of being brought back makes you want to be a rogue? But anyway you slowly realize that you are not on your first life and sort of channel your past life and also are sort of undead and can talk with corpses.
Sorcerer:
Inherent gothness of the class: high. The arcane casters, bar the Bards, are all pretty goth as a concept, and the innate ability of the sorcerer is a nice touch.
Shadow Sorcerer. You literally are said to exist between life and death. You can get a hound of ill omen. You can teleport between shadows. You have ties to the Shadowfell, aka the plane of gloom. It’s very extra.
Warlock:
Inherent gothness of the class: literally as high as possible without fucking Pretty much all of them. I’d argue in fact that Celestial and Archfey are the least goth, but you could get Archfey to work what with the planar magics and scaring people. As written, Hexblade has Shadowfell elements although everyone kind of ignores that piece of lore; also per mostly ignored lore the Raven Queen is the queen of the Shadowfell. Undying involves a pact with an immortal who gives you basically the top hits of the necromancy spell list, the Seeker sends you into the astral plane, the fiend is literally a being from hell, the Great Old One is all Lovecraftian and eldritch, and while I’m not a huge fan of the modern setting idea, the Ghost in the Machine sounds pretty fucking cybergoth too. I think Undying probably wins (especially since most disregard the Hexblade lore) but all can get there.
Wizard:
Inherent gothness of the class: medium. Robes and a wizard hat aren’t as fashionable as you’d think, and that nerdiness can end up being a little too cheery, but still as an arcane caster they’re naturally pretty goth.
Necromancer, obviously
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emathevampire · 4 years
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Compass for team chaotic good
Compass: who’s the moral compass? in general: what are your OCs’ morality like? do they have high morals, or not? are their morals self imposed, or do they base their morals on religion/family/influence of others?  Well, considering that they’re called Team Chaotic Good, that should give you a pretty solid idea of what they’re about! But not everyone is ACTUALLY chaotic good. Some aren’t even Chaotic. Or Good, in fact! Funnily enough, about half of them are Lawful, actually. So here’s the breakdown. Team Chaotic Good has quite a few members, so I’ll put it under a cut, as it’s a bit long.
Kíhyué: The team leader. Is Actually Chaotic Good. Has a very strong moral core, and while he doesn’t expect everyone he associates with to actually BE good-aligned, he damn well expects them all to act like it. The society he was raised in was largely Lawful/Neutral, but his outlook ended up completely different as a result of the mistreatment he suffered at the hands of strict laws and “neutral” stances that did more harm than good. “No such thing as an innocent bystander. You stand by and do nothing, you do not want to get involved, fine. But do not call yourself innocent. Do not say you did no harm when you could have done good instead.”
Inimicia: Sort of like his second in command, she’s Exalted Lawful Good. Not something you’d expect from the infamous Assassin Queen, or a half-vampire, or someone whose name literally means “the enemy,” but she’s had a long hard crawl up from being born chaotic evil and like hell she’s going to give up the good fight now. Her morals are 100% self-imposed, and she goes out of her way to find others in need of similar impositions and help them learn how to use objectively evil powers for good. Her order of assassins is ironically mostly good aligned, and she works very hard to keep it that way, sending them on missions to slay demons and devils and other undeniable evils who’ve managed to blend into society. This often leads to them looking like the bad guys, of course... nobility who keep their sinister deeds well hidden suddenly drop dead murdered in their own homes, and no one understands why. No one, except the victims of their cruelty whose pleas Inimicia’s spies overhear. She’s especially wary of religion, and any religion that claims to serve “the greater good.” A deity, of course, has the power to decide just what they think the greater good actually is, and cannot be trusted not to be acting solely in their own self-interest, or to actually do good deeds at all. “Go ahead. Paint me as your enemy. The world can believe you all it wants to, I’ll be the villain if you make me. I’ll still know the truth... and so will you.” Xadrea Shadowborn: Is Exalted Chaotic Good out of sheer spite and determination. Unlike Kíhyué, she absolutely expects Good out of everyone, even if she has to drag them kicking and screaming into behaving like decent human beings. Arguably this is the result of outside influence, though it’s... complicated. Essentially, she and her companions in a different universe had been given these artifacts that would tempt them into corruption in exchange for power, ultimately transforming them into an avatar of one of the Archdukes of Hell if they succumbed to enough temptations to lose their souls. Xadrea watched this happen to SEVEN of her party members. She outright refused to fall, ended up hosting the deity Heironeous instead of an archfiend, and saved the universe, all thanks to pure fucking spite and refusing to do as she was told by the voice in her head. Her sense of justice and honour don’t always conform to what one would expect of a literal divine embodiment of Valor, but she argues that’s what makes her best for the job, since she absolutely will not get caught up over doing the lawful thing as opposed to the right thing... something she and Kíhyué both agree is what makes their approach to fighting evil the best one. Her morals, ultimately, come from the shitty little slothful voice in the back of her mind that wants her to lie down and accept defeat, protect herself and forget the world... “Oh, you wish I’d quit, don’t you? Well it’s not gonna happen. NEVER gonna happen. You want apathy from me? Get bent, devil. I’m going to CARE. I am going to care SO much, ON PURPOSE, about EVERYTHING but you, and you can’t fucking stop me.” Anaziah the Kind: A paladin of freedom, Anaziah is another actual Chaotic Good member. If her former epithet of “the Wrathful” isn’t enough of an indication, she certainly didn’t used to have a moral compass, and it’s a testament to her strength of will that she’s managed to change and become a better person. She’s still pretty new at this whole “being a good person” thing, and looks to Faendys and the others for guidance, very grateful to all of them for giving her a chance instead of judging the Drow book by its cover. “I was raised to hate everything that wasn’t like us. To hate, to subjugate, to destroy. But... I was never really like ‘us,’ was I? All they ever really taught me was how to hate myself. The surface world isn’t like that. I’m free here. I’m allowed to love instead. It’s not easy, but, doesn’t everyone deserve the chance to try?” Faendys: Neutral Good, Faendys is the very calm one, who’s never trying to make any sort of deep commentary on anything on purpose, but often ends up making unsettlingly wise comments anyway. They rarely have to say much, and rarely do say much when things get serious, but their small voice piping up with something profound is always what gets the rest of them to shut up and act reasonably when their opposing alignments cause conflict. Even if it’s just a simple “That’s... not okay,” Faendys trusts their gut when it comes to tough ethical dilemmas, and the others generally listen to them. “I know it sounds hard. And it’s probably going to make us a lot of enemies. Even if we get away with it. But... we haven’t been afraid of that before, have we? They need our help, and we know it. What makes this time any different?” Arekos Aidoneus: A dread necromancer who’s also the party healer, Arekos is Lawful Neutral, and the only thing preventing him from being Good is the fact that many of the spells he casts are technically evil (see: raising armies of undead). However, he’s very careful to only use these spells for good purposes, and also has a few spells from the Book of Exalted Deeds on his list... his moral fibre is rather complex. His approach to the subject is based very strongly on his culture and religion: keep the balance in all things, use your dark powers only to serve the light, and defend the cause of good for the cause of evil needs no help to prosper. This creed is how he stays lawful despite actively working towards arguably chaotic goals, because dismantling the government brick by brick is, in fact, something he is required by his social and religious obligations to do, provided that the government in question is evil. Kíhyué and Xadrea absolutely hate it when he brings this up. “The world would love to prove that we cannot be good, that we cannot be kind, that we cannot be anything but evil and should not exist. I should very much like to prove them all wrong.” Amanthos Panideios: Also Lawful Neutral, with a heavy emphasis on Lawful, this librarian monk knows full well that he does not really fit in here... so he follows the others’ lead more often than not, managing to stay lawful despite the chaotic things they get up to the same way Arekos does. He also just... avoids getting directly involved with anything that would involve breaking the law in ways he can’t rationalise. Amanthos is not Moral, he is Ethical, and this is both a good thing (he’s able to rationalise many of the chaotic things he engages with as actually complying with the code of ethics he is meant to follow) and a bad thing (not everything has an easy answer, and it’s very easy for him to potentially fall into Lawful Evil behaviour if someone else isn’t around to check his work). “Oh dear... we didn’t cover this in any of my moral philosophy lectures... Arekos? Arekos, do you know the answer to this one?” Psamion: The bard, the sea captain, the Chaotic Neutral (but good-leaning!) one. He did his time as the hero, and quite frankly he hated every second of it, it traumatised him thoroughly, and he never wants to speak of it again. He’s perfectly content to continue doing his best to help people, in his own way, but absolutely does not want to let himself get dragged into another high-stakes demon hunt to the Hells and back, because he barely came out of the last one alive. That being said, Kíhyué is his closest friend in the entire universe, and he would do anything for him... so, naturally, when Kíhyué says “We have to save the world again,” Psamion just sighs, packs his things, and says “Can’t it just stay saved for once?” as he follows Kíhyué out the door. “Look, I don’t much care for this whole ‘getting involved’ thing, but if Kíhyué says it’s time to put up a fight, and he needs my help, you’d best believe I’m pulling out my knives and hucking a flaming bottle wherever he points me to. The world’s in trouble, and damn it all, by some miracle I’m STILL one of the idiots who lives in it, thanks to him... If I’m gonna fight, it may as well be a good fight.” Eomer: Is a gryphon. Kíhyué raised him from a hatchling, and their moral cores are as such pretty much identical... though Eomer is much more empathetic and often needs to give Kíhyué a kick in a more compassionate direction. “I think you very brave for trying. Maybe we fail, yes, happen some times. But what if not! Any thing can happen! Good thing, even! You would not even try for good? For happy thing? Stupid. Go try. Come try with me. I will go by myself, yes? No? Good! Together, we stand a chance, always worth a chance.”
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lumi-klovstad-games · 5 years
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I have entirely too many OCs and I won’t ever stop
So, I will list all my OCs here, active or not. I couldn’t just keep reblogging my earlier masterlist with updates because, well, wall of text much?
I try to make sure I have at least 1 character representing each race. Not all of them are canonically Dragonborn, but I’ve marked those who are with (DK) after their name, short for Dovahkiin.
And yes, this is just my Skyrim OCs. Mostly because I play it the most (hi, endless supply of easily installed mods!), and because if I added my ESO, Oblivion, Morrowind, Daggerfall, and Arena OCs, this list would almost literally never stop.
Feel free, nay, ENCOURAGED, to drop asks about these characters because I live to blab about them to anyone in earshot (why else do you run a TES blog?).
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First, the actives.
Dunmer: Radene Valos. Great-granddaughter of Queen Barenziah. Nords call her “The Red Wolf” because of how ferociously she fights, usually out of a fearful and begrudging respect. Staunch revolutionary; real Magneto/Lenin red-ragger type. She’s out to improve the lot of the Dunmer in Skyrim by any means necessary and woe betide any who stands in her way or fails to help. Member of the Morag Tong and champion of Azura, Mephala, and Boethiah. Worming her way through the Stormcloaks so she can engineer a situation where all the rotten eggs of the Stormcloaks are in one basket and then blow up the basket. Also steadily poisoning most of the Black-Briar family in slow motion.
Altmer: Tarwen Verenandes (DK), a former Thalmor battlemage during the Great War. Disgusted by the violence on full display during the conflict, she resigned after the war and became a priestess of Auri-El. Her devout piety led to her being chosen by Auri-El/Akatosh to be the Last Dragonborn, and she was also gifted with being able to use Auri-El’s divine light as the basis of her spells.
Khajit: Sonn-Ja Sableclaw, an expert martial artist and assassin. Works for the Dark Brotherhood and is utterly loyal to Astrid. Prefers fisticlaws to weapons, and is absolutely lethal with them. Keeps a massive collection of knives and daggers anyway. Chose to be best friends with Arnbjorn purely for the irony. Worships Rajhin and Baan Dar.
Argonian: Murders-For-Cash, who is exactly what it says on the tin. Also Dark Brotherhood, and a Shadowscale like Veezara, who he treats like a brother. Willing to supervise children and surprisingly good at it but charges exorbitant rates for it. Worships Sithis.
Nord: Lady Gwendolyn Triggs (DK), a knight and thane in the service of Elisif the Fair and also her companion and lover. Noted for her bravery, loyalty, strength, skill in battle, and being steadfastly impossible to kill. Not part of the Imperial Legion any longer, but assists them in their operations during the Civil War anyway to both safeguard Elisif’s claim as High Queen and further her own political standing so that marriage can be an option for them. Worships the 8 post-Concordat Divines, but gives special devotion to Stendarr.
Redguard: Akivasha, an ancient Yokudan vampire Witch Queen who has awakened in the modern era. Practically a physical God. Hangs with the Dark Brotherhood because it’s the only group that has Gabriella in it. Far and away my most overpowered OC and in no way does it make her less fun. Worships Mephala and Boethiah, and begrudgingly acknowledges Molag Bal as the forefather of all vampires.
Imperial: Yezka of Vabonne, an OC who began as just a Rule 63 Geralt of Rivia. She’s a Witcher*. Like Gwendolyn, she’s easily picked out of a crowd due to her pronounced Warrior’s physique and tapestry of battle scars (I have a type). She dislikes political games, roundabout language, beating around the bush, social injustice, marginalization of the vulnerable, and has come to have a steady slow-burning hatred for humans as a general category because of the way she’s been treated over her six decades of monster hunting (she’s 93, but Witchers age super gracefully no matter the timeline). She fits in far better among Orcs, Elves, and the Beast Races who have also been so often mistrusted and ill-treated and has a lot of contacts in those communities. Oddly enough, she has a friends-with-benefits thing going with the vampires Hern and Hert at Half-Moon Mill in Falkreath because they only prey on humans and she’s never been hired to kill them. Worships Reyman Ebonarm, The Divine Black Knight.
?????: The Marked Cinder (DK), a mysterious figure completely shrouded from head to toe in rusty mail and plate that totally obscures his appearance, hiding the fact that he is essentially a charred and withered husk given new life by The Nine Divines. Doesn’t know it, but is no stranger to saving the world as the previous life of that body came to be known as The Eternal Champion during the events of Elder Scrolls Arena. Doesn’t really like or dislike anything, essentially serving as a walking meat grinder with a hunger for the forces of evil. Is closest to Arkay and Akatosh, but tends to regard the gods with equal authority and reverence.
* In my headcanon, Witchers were a kind of Spartan-II-esque initiative by the Vigilants of Stendarr to create “Super Vigilants” that could basically handle anything and everything. Thanks to the systematic alterations done to their physiology, the Witchers proved too difficult to control and due to the body count that arose whenever one went rogue it was a short-lived initiative. Yezka is among those that stayed loyal to the mission, if not to the Vigilants themselves. She’s easily my tallest character, towering over most fellow humans and slightly edging out a fully grown female Altmer due to the mutations she underwent.
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Rest in Pepperonis: Inactive Characters I ran out of story for
Bosmer: Vynna the Magpie, a highly talented thief and general renegade with a fiercely vengeful streak towards the Thalmor, and Elenwyn in particular, thanks to their purge of Vynna’s family and village. Married to vengeance, will sleep with everyone else. Best archer of her era. Despite her gruff and macabre bearing and demeanor, plays the organized crime game well enough to be called the Queen-In-Shadows. Worships Y'ffre and Hircine.
Dunmer: Ineria Resvalyn, a Telvanni-descended blood mage and necromancer (her magic is big on total recycling) hailing from House Sadras. Scholar and surgeon first, adventurer second. Eccentric and catastrophically bad at dealing with normal people but makes up for it by having an indispensable skillset. Probably Asperger’s. Can Dunmer even have that? Big on Azura worship.
Breton: Fynnic Ironverse, privateer and bard by trade, full-time Casanova and pain the the ass insufferable know it all by nature. As quick with a blade as he is with his wit. Known far and wide for being the Troubadour who brought the Chicken Dance to Skyrim, for better or worse. His major at the Bard’s College was probably leaning against lampposts at night while taking long drags from his cigarette. Atheist, but his lifestyle aligns neatly with Sanguine’s domain.
Imperial: Alessia Laguardia (DK), former centurion in the Imperial Legion. now a top-tier monster Hunter. Big muscles, bigger scars, even bigger prey. Lives a largely solitary existence except for her dog, Flavia. Fond of impossibly gigantic swords and bows. Largely averse to what most would call decent clothing. Worships Kynareth.
Orc: Khauma Relaadri (DK), winner of Skyrim’s Unluckiest Parentage Award. Half Orc, Half Dunmer. Spat upon by both. Found acceptance in the Imperial Legion, and fights for the unified Empire she feels it represents. Her greatest goal is to be a hero, as it would both please Malacath and serve as a positive role model and example to other put-upon people throughout Tamriel that they can rise, no matter their circumstances. Worships Malacath.
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There’s a ton of other characters that I’ve played as over the last 8 years, but above you’ll find the characters I was attached to enough to actually care to remember or keep playing.
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aquariusxiv · 4 years
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Strike! AU magic
Strike! has a very unique class system in that a class defines only what overall mechanics you can use and actively encourages a total reskin or refluff if you want - on the one hand, it's easy to make a concept work, on the other you gotta start with a concept rather than start with your class (I'll just play a cleric since we need a healer) and then letting your concept grow over time.
Still, that flexibility appeals to me. One of the classes, shapechanger, is generally intended to be a druid-like wild shape class; but one of the suggested reskins is for a Metroid-like suit of powered armour that has different offensive modes or functions you can activate. Necromancer works fine as an actual necromancer, but I quickly saw it could be used to play a Diplomacy-based negotiator character that (after an enemy is roughed up a bit) convinces them to fight on your side.
So because I'm sick and bored, I wanted to do an experiment: Take five character concepts, identify the role and class they would be normally.
Then keep the role the same, randomly roll for class, and see how that changes/would fit the concept.
Using my own characters from LARPS or MMO roleplaying, with the caveat that I can only use one Valentein because otherwise they'd all be similar concepts.
Strike! has five roles: Leader (healer/buffer), Defender (tank), Striker (focused damage-dealer), Controller (debuffer), Blaster (area damage-dealer) and eleven classes: Necromancer (uses defeated enemies as a resource), archer (ranged attacker), martial artist (stance fighter), warlord (party support), magician (ranged fighter with vancian spell slots), bombardier (area attacker), shapechanger (can change into a different form once per encounter, so different type of stance fighter), summoner (summons static zone or power effects), buddies (pet class), rogue (class powers focus entirely on mobility rather than attacks.)
- Leader (Epoch) - - Valentein Prince, Scholar of the Arcane, Archmage, Lord-Accountant of the Carreg Wynn Cavaliers, Commander of the Carreg Wynn Guard, Zell of the No'Jiyuu Pryde, Scion of Familia Flaccara, Apprentice to the Goddess Malabascamabara, Slayer of Cascadian, and Prime of Carreg Wynn -
Epoch Valentein, because I really want him to be, would be a Necromancer Leader. Despite being a priest of a nominally undead-banning religion (a mite bit heretical) his skill with Essence and Void-aligned magic grants him the ability to animate and revive dead and dying bodies - serving to both subvert enemies and heal allies.
Roll the dice and... Buddies, essentially a pet class but can work as two characters fighting as a duo. Ok.
- Buddies Leader - - Prime Valentein Amaris and Talon Knight Leona Rey -
A personal bodyguard, Leona is armed and armoured. The Leader-powered healing magic originates from Valentein, but Leona has a majority of offensive and defensive manoeuvres.
Leona is healthier and sturdier than Valen is, so taking the Super-Buddy feature represents that. Leona has some typical tanky passives - Brave to intercept hits, Tough to be armoured - and some weapon-related Actives - Focused to mark, Pushy to knock away. They work as a team to support their allies.
- Defender (Secrets of Magic) - - Łukasz Żelazowski, Lendzianie Knight -
Łukasz would be a Martial Artist Defender, the mechanical 'stances' of the class being represented by different weapons and equipment he carries with him. At his core, he is a nonmagic character who is super tough and tanky.
Roll the dice and... Martial Artist. And... Martial Artist. AND... Martial Artist.
One more time... finally, Magician. Wow.
Magicians are inherently ranged fighters who can pick several of many spell options, made for people who like the utility of D&D wizards - not really fitting with a nonmagical fighter. Łukasz does also have some connections with death magic, since I was considering making him a necro-knight, but that never actually took shape. However, looking at the Blood Magic class feature - spending some of his own inner essence to generate otherworldly abilities - and the fact that there are defensive and melee-ranged spell effects in the Magician's kit we can assemble him into some kinda Witcher.
- Magician Defender - - Łukasz the Returned, Demon Hunter -
Dying an honourable death and glimpsing the dark powers that wait to swallow souls, Łukasz willingly allowed himself to be resurrected by a draconic sorceress in order to defend his world.
Magician Features: Ranged Basic becomes range 10 - Łukasz can slash a sword wind to hit at a distance.
Blood Adept: Łukasz can put more of his life essence into his attacks to increase their potency. Only once his blood has been spilled can he access higher-level supernatural effects - probably something a restricting or making vulnerable nature. Eventually he gains a Blood Curse - when he is Taken Out, he can spend his life energy on a major spell effect - used to make normally invincible demons vincible.
- Striker (Elegy) - - Crow, Wilder Survivor -
Crow was the dumbass last survivor of a dumbass Wilder forest clan that wandered over to Bartertown because his dumbass family was dead. He had shit luck with firearms, his 'old trusty' revolver jamming every time he fired it, so he relies mostly on a machete and getting the hell away from trouble to not die. He can swing a good hit when he lands, so overall he sounds like a Rogue Striker - prioritizing mobility and evasiveness to fancy attacks.
Roll the dice... Archer.
Crow's original concept was supposed to be more of a highwayman until I decided not to actively seek PvP and could not get a working dart gun for the life of me. So, let's hew close to that concept...
- Archer Striker - - Crow, Wretch Highwayman -
Leaning into 'soft control', Crow picks up Sentinel and a well-cared for revolver to take down those that get too close to him, or something he cares about. Focusing on opportune strikes he delivers the damage at range to multiple targets. Taking a trophy from every victim, he wears mostly black leather.
- Controller (Ultima Online) - - Dark Lord Ultimus, Vampire Mage -
Well, since I was 13, he'd probably also be a Necromancer but his original build in UO hewed closer to a Summoner Controller. Using mage abilities to summon elemental creatures to ensnare, bamboozle, and confound his targets. Also he's half-drow for maximum emo. Atlantic-shard UO Roleplay was... a lot.
Roll the dice... Shapechanger. Hm.
Well, he's already undead and half-drow. There's something there, right?
- Shapechanger Controller - - Tathkah Eilsett, Death-Cursed Shade -
Ultimus fluctuated through several concepts in my turbulent youth. One that stuck with me was his 'Shade' that came up when he was hiding his identity for some reason - emotionless and quiet, with more direct shadow powers in place of his elemental magic.
With this concept, he can manifest traits of different undead as his form power: Wraith (Hawk), Mummy (Viper), Shade (Kraken).
Manifesting the Wraith form lets him fly with moderate insubstantiability (no major changes needed to the flight power, since it already makes you untargetable).
The Mummy form lets him spread a curse that eats away at a foe's life-force.
Shade (for lack of a better idea) lets him grab multiple targets with shadowy tendrils, siphoning away their life-force.
- Blaster (Guild Wars) - - Warmaster Victor, Ascalonian Elementalist -
Cheating a bit, since this character was technically a Valentein but that really only stuck because I didn't want to remake the character with a new name. One of the names I was considering with Victor, so here we are. Elementalists in Guild Wars (1) are area-damage magical casters; Bombardier has mechanics that are best used by a non-magical concept, so he'd be a Magician Blaster. Hailing from the farms in Ashford, he joined the army as a battlemage.
Rolling the dice gives us... Rogue.
- Rogue Blaster - - Lightbringer Victor, Order of Whispers Elementalist -
The Order of Whispers, in opposition to the Ascalonian Army, teaches ways to move about in secret and to fight Torment Demons. Victor applies his elemental knowledge to move about in gusts of wind, travel on streams of water, shaped earth, or jets of fire. He uses his wide-ranging magic to affect groups of foes with status effects - blinding lightning, poisoned water, burning fire, and ankle-breaking stone.
So for some like Łukasz, the class affected the concept more than others - Crow just fought in a different way, whereas Łukasz changed specialties entirely from a fighter to a mage-knight. Something like this might be interesting to do as an in-game adventure. A divine curse or magical effect might have rewritten the party's history or changed their cutie marks around, resulting in a changed moveset for a spell until the bad guy is defeated. I dunno!
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crazydiscostu · 4 years
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It’s been a while since we set foot on such hallowed soil and I for one am elated to be back in Dragonborn country.
Elder Scrolls Online (ESO) has become something of a faithful old companion at this stage – in the sense that the 2 of us have lost days and nights adventuring the stunning vistas of Tamriel together, looting bodies, running away from battles and desperately trying to efficiently maximize bag space.
Disclaimer : Game and expansions provided by Bethesda Europe / Zenimax for review purposes.
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“Supernatural Harrowstorms plague Western Skyrim, and dark beasts, led by a powerful Vampire Lord, devour souls to further their mysterious plans. In The Elder Scrolls Online: Greymoor, The Elder Scrolls Online’s newest Chapter, you must defend the besieged Nords and uncover the evil behind this monstrous resurgence.”
As with previous ESO releases I had some preparations to make before play could begin :
I began by notifying my employer that once again I would not make it to the office for the foreseeable future. As there was a global pandemic in effect at the time they whole-heartedly agreed but reiterated that i would still need to complete the functions of my job. My long-suffering fiance rolled her eyes. Finally I notified my friends and family that I would not require interaction for the next few weeks. They too, rolled their eyes…..
As with previous ESO reviews (You can find them at the bottom of the page), the game world is so vast and expansive it’s hard to know where to begin. This chapter leans into Vampires and Werewolves as part of the year-long theme ‘Dark heart of Skyrim‘ storyline and is bathed in nostalgia for the most successful of the Elder Scrolls releases to date. Even from the explosive opening the game embraces this thinking and runs triumphantly with it.
Lyris Titanborn : Tamriel PD
Fan-favourite Lyris Titanborn (and the talented Jennifer Hale) returns as a main character in this mystery adventure. She looks like Taylor Swift if she was built like a brick shit house. The beautiful hard-as-nails adventurer has returned to assist you in getting to the bottom of some strange killings, weird ceremonies and dodgy-looking characters, aligning herself with your character to form an unlikely buddy-cop duo.
It’s safe to say Lyris and I are close at this point. We took down a few Bone Colusses back in the day defeating Mannimarco, if you know what I mean* NUDGE NUDGE, WINK WINK. (*We fought some Bone Collusses together)
This buddy-cop dynamic early in the game works well and eases the player into the story. For instance – we happened upon a crime scene and began our investigation. Lyris secured the area and interviewed the associated parties while I searched the nearby bookcases for lore and sweet rolls. It’s a strong partnership that largely involves me standing behind her while she interrogates suspects. The old “good cop / small cop routine”. No sweet rolls were discovered. The investigation continues….
“We’d like to ask you a few questions”
*peers from behind Lyris shaking fist. “YEH!”
What’s New?
Well for starters we’re furnished with a new zone to explore in the form of Western Skyrim (comprising iconic locations Solitude and Blackreach) which has been lovingly recreated.
The Antiquities system – a kind of treasure-hunt activity. Think of the process as Battleships meets Mine-hunter but comparable to World Of Warcraft‘s Archaeology system that has the feel of a mobile game. 2 new skill lines in the form of Scrying and Excavation accompany this. These take a while to level up but offer a relaxing mini-game style process that offers respite from questing and delving. The process also provides a fresh angle to the game and a chance to grab some mythic gear. This feature is intriguing and looks like something that will be further developed with future releases.
Theres a new 12-player Trial event called Kyne’s Aegis where you repel a horde of monsters and collosal sea giants.
The addition of a new world event: Harrowstorms. These are much like the dark anchors or dragons and provide a good place to meet other players and party up.
6 new delves, public dungeons, and stand-alone quests with about 30-40 hours of new content (possibly even more)
Investigating a mystery
Harrowstorms
Vamps Revamped
I haven’t spent much time exploring the Werewolf or Vampire abilities within this release. It’s been a long-term staple of the franchise to have blood-lusting toothy Goths knocking about and Greymoor is sporting that trend as a main plot point, riffing heavily on Skyrim’s Dawngaurd expansion.
The Vampire skill line has got a bit of an overhaul with this release, which some longer toothed counts may find disconcerting. This overhaul is game-wide and also integrates with the base game : Moving forward it has become harder to sustain Vampirism at higher levels. Gaining higher levels obviously comes with penalties but these take the form of reduced health recovery, increased damage from flame attacks and an increased cost for non-Vampiric abilities
VAMPIRE SERVICE ANNOUNCEMENT : Much like with the addition of the Necromancer line it is important to remember that using your powers in a settlement is a crime so plan your next NPC buffet carefully.
The voice talent in ESO is superb
Crazydiscostu1
Conclusions And Commentary
For me a huge selling point of ESO, and a factor that keeps me coming back, is the impressive voice-acting talent that continues to add depth to the game narrative. In past releases we’ve heard the likes of big names such as Michael Gambon, Kate Beckinsale, Bill Nighy, Malcolm Mcdowell and John Cleese to name but a few. The big names fall in line with the rest of the voice-talent as the building blocks of ESO‘s stories and ever-expanding lore.
From what i gather Zenimax Online are rolling out patches consistently to provide gamers with the best experience possible and so far I haven’t experienced any instances of glitching or texture loss as yet – something that fans of the series have been critical of in the past.
In my opinion Greymoor brings a fresh feel to ESO despite being routed in nostalgia. The environments are alive and the mystery is involving. The Music as ever helps to set the scene moving effortlessly from themes dwelling in the wistful and atmospheric, to involving dramatic tension during action sequences and battles.
A positive for this one (as with other chapters) is that you can drop straight into the Greymoor story from any level and any updates to skill lines etc are ESO-wide.
A critical piece of commentary would be the lack of SLAP option when engaging with Shield Corporal Thjol in the early chapters, but i can live without this for now.
There is no new PVP content this release and to be honest i’m happy with that. I don’t know many people who were crying out for it. Such is the environment and continues to be the winning recipe for ESO.  
It’s easy to forget that ESO has a Main Quest Storyline with each of these releases. Not that it isn’t engrossing, more that the side quests are also quite involving and in most cases require as much attention for the player. That being said, the releases blend in with the existing world so effortlessly there is no apparent overlap of content – just an expansion to the adventure. (I’ve spent the last few months completing jobs for every wafe and stray that crosses my path and I’ve decided it’s time to get back to the Main Quest)
Greymoor isn’t just the awkward younger Goth cousin of Skyrim, but it is definitely a blood relation. It is not just younger in the sense that ESO is set nearly 1000 years before Elder Scrolls V, it’s younger in the sense that there is a glimpse of youthful hope and exuberance about it. Despite the black clothing, eyeliner, painted nails and bleak world view – you just know this kid is gonna be alright. Greymoor has it’s whole life ahead of it….
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About to drop the hottest doom metal album of 2020…
You can check out our previous coverage of ESO here :
Elder Scrolls Online : Summerset
Elder Scrolls Online : Elseweyr
Nerd Food : Sweet Rolls Recipe
Music To Quest To : Epic As Feck Playlist
CrazyDiscoStu.Wordpress.com
                Elder Scrolls : Greymoor It's been a while since we set foot on such hallowed soil and I for one am elated to be back in Dragonborn country.
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((Thank you for taking the time to read this re-do. I really did lower my word-count and I tried to make his story more straight to the point, but I am not sure. I tried to follow the feedback that was given and hopefully this presents a better picture of who Nazzaereno is. My cousin drew him for me. 
My cousin and I were re-doing our universes and we decided to go really in depth with the Netherworld characters. We did a character swap and they let me take Nazzaereno back so that I could try to focus better on his story.
  World: The universe that my cousin and I created, but from the Netherworld Series of characters ))
  Hi! This is Mod D with your profile re-review. Your full profile and critique are under the cut.
Name: Nazzaereno Abategiovanni
 Real Name: “Sette” or “Seven”
 Aliases: Nazz, Vulture.
 Gender: Agender, but he uses he/him pronouns.
 Sexual Orientation: He’s never explained it to anyone.
 Age: He just learned that he is actually 3000 years old. 
Species: Archdemon turned Avvoltoi.
 Birthplace: Poveglia, Venice, Italy
 Occupation: He now works as a free assassin.
 Alignment: Chaotic Neutral
 Affiliations: The Avvoltoi, and he is loyal to whoever owns him at the time.
 Family:
 Uno Bianchi: Uno is his blood brother and they have had it out for each-other for years. Nazz has always had to protect himself from his greedy brother, who has abused him, killed him multiple times, and taken all of the friends that he loves. They hate each-other so much that Nazz changed his appearance so that he wouldn’t look like him any more. 
 Cinque: Cinque was the closest thing to a sister that he had. She cared for him when he was younger and she taught him the ways of being an Avvoltoi. She was killed by Uno and Nazz has been trying to get revenge ever since. 
 Best Friends: 
Akhenaton Ralïs- Their relationship is very strange. He thinks of Ahken as a friend and he will listen to him but he also tells people that Ahken owns him. He learned his teleporting skills from him and he’s always willing to do a job for him. 
 Janus Dragyn: Janus, or as he calls her “Sorella”, is one of the few people that he gets along real well with in the netherworld. She was raised in an assassin cult like him and they talk to eachother about killing, death, and morbid things. When he is not working for Akhen, he asks to be placed with her. 
Relationship Status: Single
 Significant Other: NA
 Other Relationships: 
Nero: He has a weird fascination with Nero, but it’s not an unhealthy one. He learned that Nero is actually an Alien who is living in the netherworld, and he wants to know what his blood tastes like. Nero is actually too nice to tell him that he’s creepy, but Nazz is starting to get the point. 
 Height: 6'4
 Weight: 220 lbs
 Build: Athletic, muscular and lean.
 Skin Tone: Deep tan, with gold undertones. A weird thing is that towards the tips of his toes and fingers they look black like a birds.
 Hair: Jet black and ear length. It falls in his face and he likes the effect that it has. 
 Eyes: His eyes are gold, and his pupils are vertical like a cats. He also has two vertical scars underneath them, the left being longer.
 Identifying Marks: He has very sharp, white teeth, almost to the point where they are hyper white and his eyes do glow, like they are on fire or something.
 Appearance: Nazz has been described as being rather beautiful. He recently went through a change of his own doing because he was told that he looked too much like his brother, and that offended him. He has dark tan skin, and Jet black hair that is currently ear length and parted. He has full lips, big eyes, and shaped eyebrows that always give him an amused look. His eyes are actually glowing yellow with slit pupils, and his sharp teeth are obnoxiously white, almost fluorescent. 
     Along his body, he has black binding tattoos and metal locked cuffs that are on his neck, arms, and ankles. Due to boredom, he sometimes turns himself into a raven, a black dog with no tail, a child, or a feminine version of himself. 
     Various tests have been conducted, and apparently his clothes are made of the same material as his skin, so he can change his outfits rather quickly if he needs to. When he’s not disguised, his outfit consists of a black, backless form fitting material that ends in boots and black gauntlets. He has black raven feathers on the shoulders and back, and he has a tasset. It goes down to his knees and flows like a small train. 
 Personality: Nazzereno has a rather strange personality. It is almost as if he has bits and pieces of different personalities that converge to make his own personality. He is almost always friendly, but friendly to the point where he comes off as being a bit creepy. If one can stand being near him for the time being, he’s actually a nice person. He kind of acts like an older teenager, so he’s always willing to have fun, or he’s always ready to cause trouble. He’s also known for being very capricious.
     This changes whenever he knows that Uno is around. He becomes quiet, sensitive, paranoid, and generally distressed if he knows that his brother is in town somewhere. 
 Motivations: He just wants to live, that’s about it.
 Current Goal: He’s actually trying to help the Netherworld with stopping a demon vampire. 
 Life Goal: He wants to learn more about the rest of the Archdemons and who his real family was.
 Motto: “Io sono tuo, maestro ”.
 Best Quality: He is very thorough when it comes to completing contracts.
 Worst Quality: He gets bored easily, so it’s best to keep him entertained. When he’s bored, he gets really destructive. 
 Likes: His swords, blood, and video games. He is also attached to anything on his person that is yellow. He found these items and he likes integrating them into his outfit. 
 Dislikes: Demytri Dzurhov. He has met him once before and he knows that there is somethings seriously wrong with that guy. 
 The Nazzerela family because They are demon hunters and they make it their goal to destroy the Avvoltoi.  
 He also hates meeting people that he can’t figure out, which is why he is so interested in Nero.
 Fears: Being bound to his brother. He would rather hurt himself instead of working for that evil man. 
 Hobbies: Sightseeing, He also enjoys painting and creating new outfits.
 Talents: Nazzaereno is extremely good at sword fighting. He is a natural with any weapon that he can find, but he an expert with any bladed weapon because it is nearly impossible to get a hit on him when he is fighting. 
 Skills: Like most Avvoltoi, He is fluent in multiple languages and He’s also a very good story teller.
Abilities: Nazzaereno is an Archdemon who was turned into an Avvoltoi, so his abilities are varied. He learned that he can teleport, he can become incorporeal, and he can even possess people for a limited time.
He is immortal and he can’t really feel pain unless its from another Avvoltoi, but he can fake an injury very well. 
 Weapons: 
He has two blades named Tè and Caffè. They are twin curved long swords and they are actually very rare. He bound them to himself, so he can summon them at random.
 Weaknesses: Unknown, but he’s really afraid of the necromancer, Tera Na'Vole.
Secret: He and Janus are friends with benefits. They’ve been together for a bit and since nobody asked, they haven’t told. 
 Influential Memory: It is a negative memory, but he remembers how his brother was willing to kill him so that he could keep his material possessions.
 Role Model: Cinque was that bit of good morality that he needed in his life. She was always a good person to him and anyone that she met.
 Crush: He might have a crush on Akhen. It’s probably not even a crush, but he just likes being near him.
 Source of Embarrassment: He’s embarrassed by the fact that he can do all of these things and that he’s basically a super demon, but once he sees his brother, he can’t do any of that. He freezes up.
 Source of Pride:His swords. He actually killed his brothers fiancée for them. She was a tough fight, but he managed to get through it easy enough. 
 -History-
     Nazz has a spotty memory of his own life. He knows that his oldest brother, Uno, hated him for some reason and that he was the youngest child of a poor family. He heard that his brother had eventually summoned a type of demon that was known as an Avvoltoi. These demons were wish granting ones and he heard that Uno became one of the richest men in Venice because of her. 
      Every month a sibling would go, and Nazz assumed that they were working for him. Something happened and he sent in some guards to kill everyone but Nazz, who was taken as a prisoner and given to Nove so that she could have her own personal play thing. 
     For 5 years, She did horrible things to him. When he was alone one day, he heard from some guards that Uno was growing paranoid and that he feared someone would come to take his money. Nazz knew that she killed all of his guards and he was stabbed by someone. 
      After waking up, Nazzaereno met a friendly woman named Cinque who helped him out. She said that she was his teacher in the Shadow World and he had to do what she said. As he trained, he noticed that there was always a man who would watch him. The guy looked familiar, and Nazz learned that his name was Uno, but that was that. 
     For his first proving mission, Nazz was summoned by a ghoul named Akhenaton. Akhen was an elite soldier and he wanted Nazz as one of his cadets. He made a bond with him and for 5 years they worked together. Akhen admitted that he had feelings for him and Nazz did like him as well, but this was forbidden by the current Queen. He unbound himself from Nazz, but not before he taught him teleportation. 
     To avoid Uno, he started to take on long term contracts like joining armies or being married. He was caught caught and punished by his brother who gave him most of his human memories back while also binding him to Nove, who was as cruel as ever. He wanted to get out, so he teleported to the netherworld where he asked for Akhen’s help. In a drastic measure, he asked the current Reaper, Troa Dødsson, to bind himself to Nazz, which caused him to become unbound from Nove. 
     Nazz made a trap for her which involved him getting caught by the Reapers. When she arrived to get him back, Akhen grabbed her and teleported with her. Knowing that teleportation was disorientating to first timers, Nazz appeared and he cut off her head. He then left the head in Uno’s home, sending him a message. 
     Nazz was free to do what he wanted. As he traveled Italy, he was attacked by Uno. He explained that an eye was for an eye and that if he went with him then he wouldn’t kill Cinque. Nazz was worried, so he willing went with him. 
     Cinque was already dead and he finally caught his brother. Uno physically tortured him for weeks and out of spite, he gave him all of his memories back. He became physically sick from trying to understand what he was seeing. Akhen appeared soon after and he defeated Uno.
     He awoke to see that he was in the netherworld. He saw Akhen and he tried asking him some questions, but he acted strange with him. He told him that he was bound to Troa and that he should speak to him instead, which was odd because he had never brushed him away before. He went to speak to Troa, and he learned that for defying his Queen, Akhen’s memories were erased and he was exiled. Troa also told him that he was actually an Archdemon who was turned into an Avvoltoi, and that he should spend his time reading about his people. He accepted and he’s been in the netherworld ever since.
First off, I’d like to acknowledge how trimmed down Nazz’s profile is with this revision. It’s very much apparent that things have been streamlined, especially in-regards to the History section. Also the included Relationships sections expand the profile for the better as well. These are great improvements that present things that much more clearly and with a lot of extra focus. Thanks for taking those aspects of the prior review to heart – it definitely shows.
Back on the topic of Nazz’s revised History though, I can also see that you’ve reworked his Backstory to make the progression more straightforward. Specifically the biggest shifts being that Uno is now the antagonist (as well as the older brother), Nazz is now a more self-interested, opportunistic character rather than being outright evil, and the story itself starts out in Italy with Nazz as human and moves to the Netherworld from there. Combined with his maintained prior aspects and the trimming of his more cartoonishly villainous ones, I think this is a solid improvement for Nazz himself as well as his overall arc. It makes his traits mesh that much better and gives him a stronger sense of progression.
However, I will suggest that his History section be made more specific at points. This isn’t to say that the information included is bad/inconsistent (the angle of Nazz having memory issues does provide some cover for vagueness), but it does seem a bit too undefined in places. To provide an example, at the end of the third paragraph it’s said that Nazz “was stabbed by someone.” Emphasizing that this was someone Nazz didn’t see (and thus couldn’t identify) or didn’t recognize would allow the moment to be more concrete while retaining the mystery of the attacker. Alternatively, for added antagonism, have the person who finally stabs Nazz be Uno. There are other places like that in this section that could benefit from added precision as well, like Nazz’s training in paragraph four, but I don’t think it needed to be re-written – just made a bit more specific.
Beyond that, the other details of Nazz’s profile all seem pretty straightforward and solid enough. His Personality section is fairly fleshed out, his Appearance section covers all the required bases and goes into nice detail, and his Abilities and various Relationships are all defined. Something I’ll point out that I especially liked about Nazz’s revision is the addition to the main Personality entry about how he seems to be a completely different person around Uno. It highlights the impact Uno’s hostility and torture has had on Nazz pretty well and reflects back on Nazz’s new History section. Especially so given the fact that Nazz has never actually fought or beaten Uno himself. The angle of a demon having to deal with the trauma of years of abuse is an interesting one to say the least.
All in all, this revision is a definite improvement to Nazz’s profile. I think his character comes across more strongly given the streamlined History that keeps the focus on his experiences, actions, and reactions while more accurate reflecting his Personality. The fact that it leaves him with a clear path of future progression makes it even better. It could benefit from being more clear and definite in places, but what you’ve got now is solid.
Thanks again, and I hope this helps!
-D
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lumi-klovstad-games · 5 years
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By Azura I have a lot of characters...
So, I will list my active Skyrim OCs here. I try to make sure I have at least 1 character representing each race. Not all of them are canonically Dragonborn, but I've marked those who are with (DK) after their name, short for Dovahkiin.
Dunmer: Ineria Resvalyn, a Telvanni-descended blood mage and necromancer (her magic is big on total recycling) hailing from House Sadras. Scholar and surgeon first, adventurer second. Eccentric and catastrophically bad at dealing with normal people but makes up for it by having an indispensable skillset. Probably Asperger's. Can Dunmer even have that? Big on Azura worship.
Altmer: Tarwen Verenandes (DK), a former Thalmor battlemage during the Great War. Disgusted by the violence on full display during the conflict, she resigned after the war and became a priestess of Auri-El. Her devout piety led to her being chosen by Auri-El/Akatosh to be the Last Dragonborn, and she was also gifted with being able to use Auri-El's divine light as the basis of her spells.
Bosmer: Vynna the Magpie, a highly talented thief and general renegade with a fiercely vengeful streak towards the Thalmor, and Elenwyn in particular, thanks to their purge of Vynna’s family and village. Married to vengeance, will sleep with everyone else. Best archer of her era. Despite her gruff and macabre bearing and demeanor, plays the organized crime game well enough to be called the Queen-In-Shadows. Worships Y'ffre and Hircine.
Khajit: Sonn-Ja Sableclaw, an expert martial artist and assassin. Works for the Dark Brotherhood and is utterly loyal to Astrid. Prefers fisticlaws to weapons, and is absolutely lethal with them. Keeps a massive collection of knives and daggers anyway. Chose to be best friends with Arnbjorn purely for the irony. Worships Rajhin and Baan Dar.
Argonian: Murders-For-Cash, who is exactly what it says on the tin. Also Dark Brotherhood, and a Shadowscale like Veezara, who he treats like a brother. Willing to supervise children and surprisingly good at it but charges exorbitant rates for it. Worships Sithis.
Nord: Lady Gwendolyn Triggs (DK), a knight and thane in the service of Elisif the Fair and also her companion and lover. Noted for her bravery, loyalty, strength, skill in battle, and being steadfastly impossible to kill. Not part of the Imperial Legion any longer, but assists them in their operations during the Civil War anyway to both safeguard Elisif's claim as High Queen and further her own political standing. Worships the 8 Divines, but gives special devotion to Stendarr.
Breton: Fynnic Ironverse, privateer and bard by trade, full-time Casanova and pain the the ass insufferable know it all by nature. As quick with a blade as he is with his wit. Known far and wide for being the Troubadour who brought the Chicken Dance to Skyrim, for better or worse. His major at the Bard's College was probably leaning against lampposts at night while taking long drags from his cigarette. Atheist, but his lifestyle aligns neatly with Sanguine's domain.
Redguard: Akivasha, an ancient Yokudan vampire Witch Queen who has awakened in the modern era. Practically a physical God. Hangs with the Dark Brotherhood because it's the only group that has Gabriella in it. Far and away my most overpowered OC and in no way does it make her less fun. Worships Mephala and Boethiah, and begrudgingly acknowledges Molag Bal as the forefather of all vampires.
Imperial: Alessia Laguardia (DK), former centurion in the Imperial Legion. now a top-tier monster Hunter. Big muscles, bigger scars, even bigger prey. Lives a largely solitary existence except for her dog, Flavia. Fond of impossibly gigantic swords and bows. Largely averse to what most would call decent clothing. Worships Kynareth.
Orc: Khauma Relaadri (DK), winner of Skyrim's Unluckiest Parentage Award. Half Orc, Half Dunmer. Spat upon by both. Found acceptance in the Imperial Legion, and fights for the unified Empire she feels it represents. Her greatest goal is to be a hero, as it would both please Malacath and serve as a positive role model and example to other put-upon people throughout Tamriel that they can rise, no matter their circumstances. Worships Malacath.
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