[hider=Rozalia Éathliel] [hider=Basic Information] [h3][color=Goldenrod][color=goldenrod][u][b]Basic information:[/b][/u][/color][/color][/h3] [color=goldenrod][u][b]Name:[/b][/u][/color] Rozalia "Roze" Éathliel [color=goldenrod][u][b]Race:[/b][/u][/color] Breton [color=goldenrod][u][b]Age:[/b][/u][/color] 23 [color=goldenrod][u][b]Gender:[/b][/u][/color] Female [color=goldenrod][u][b]Birthsign:[/b][/u][/color] The Thief [color=goldenrod][u][b]Place of Origin:[/b][/u][/color] Riften, Skyrim. [hider=Appearance] [color=goldenrod][u][b]Appearance:[/b][/u][/color] If one were to look at Roze, your first thought would not be of a warrior – perhaps not even a thief, at first glance. The first word to come to someone with an untrained eye is; Innocence. With her comely face, and standing at the short height of 5’4 with a toned hourglass figure, she is not deemed a threat. However, if one were to look closer, you would notice that those deep cerulean eyes were sizing you up like a piece of meat; a roguish grin forming on a heart-shaped, imp-like face, atop of which sits a mess of ebony-coloured curls, reaching around the small of her back. Closer details would show off the calluses on her once-soft hands from her bow, and the various scars dotted around her body from past skirmishes; although they are plenty, many are barely visible, the largest and most obvious one being no bigger than a septim, and sat on either side of her right shoulder, from a run-in with an enemy bowman. As for her voice, it too, is disarming. Softly spoken and sweet, it still holds the remnants of her childishness, as the words that part from her soft lips are with laughter in the tone. Thankfully, this makes it extremely off-putting for people when she begins threatening them. [/hider] [hider=Backstory] [color=goldenrod][u][b]Background:[/b][/u][/color] The story of Rozalia Éathliel begins in the icy Wastelands of Solstheim, and the chance meeting of a young Nord Marauder by the name of Stigandr, and a young Breton Thief by the name of Belladyne. Although neither of them native to the snowy isle, their work had brought them there; ironically enough, for the same reason. Belladyne under contract by the Thieves Guild – a Guild she had been a member of for a good decade and a half – and Stigandr simply for the chance of gaining fame and fortune. For, although a Marauder, he preferred to gain his wealth in slightly less immoral ways than killing people on the street like his fellows. Spelunking in ruins or even robbing homes were far better than taking innocent lives, in his humble opinion. As for Belladyne, she had a far more cold view of the world. If someone got in her way, they could quite happily get into a very close relationship with the point of her blade – however, due to rules put in place by the Guild, she didn’t kill quite as often as she would have done without them. The pair had arrived on the isle in search of an old Nordic ruin, within which lay endless treasure and priceless artefacts. A fairly common and even cliché tale, but it seemed the pair had no choice. Stigandr was not having any luck finding money elsewhere, without turning to murder; and Belladyne was having trouble with the Guild, what with the death of Gallus at the hands of Karliah. Infighting among her comrades had driven her away from the place, and she had come to Solstheim in the hopes that these untold riches would somehow solve the problems of her family. Although the location of the ruins was not hard to source from the locals of the island, the journey there was arduous. A snowstorm set in for a good week, they were both forced to set out into the blizzard, completely unaware of each other’s existence until they finally reached the ruin. Naturally, when they first caught sight of each other, their reaction was one of aggression – in a world like the one they lived in, it was the only way to survive out in the open. When the situation was de-escalated slightly – mainly by Stigandr – they agreed to work with each other upon finding out about their shared location – simply because if there was endless loot there, Stigandr would only need a small percentage of it for himself, and Belladyne would be happy to depart with this. So, although not fully trusting one another, they continued their journey while working together. What would have been a simple month’s trip lasted much longer due to this newfound relationship between the pair. As is common in these myths of supposed grandeur, their journey was a wasted one. The ruin – although not completely bare – did not hold the riches they were promised. It was made all the more bitter due to the difficult journey through the place – traps and Draugr were in endless streams, and when the final chamber was eventually cleared, the pair were exhausted, and bitterly disappointed. After resting for the night in the now safe ruin, Belladyne and Stignadr split the little money they had found and made their way back to the docks of Raven Rock – only to be stopped on the road by Reavers. Despite the group of five outnumbering the young pair, they greatly underestimated just how skilled they were. After dispatching the Reavers in a frankly embarrassingly short amount of time, both the Breton and the Nord quickly realized that they did in fact make a good team. All of a sudden, it became clear to them that with this teamwork they could go to places that had been just far too dangerous to venture into alone. And so, they remained on the island, going through old mines, ruins, and caves, fighting everything from Rieklings to Ash Spawns as both their bond and fortune grew. When they returned to Skyrim, three things had changed – where once they had left Windhelm docks poor, they returned with riches; not only that, but their relationship had developed into something far more substantial than friends. The final change was one Belladyne was not all that surprised to hear about – the Thieves Guild had been taken over by Mercer, and it was truly in poor shape. Thankfully, despite her disappearance for a month or so, Mercer welcomed her back. About a year later, Belladyne and Stigandr had been wed, and Rozalia was born. Now, Riften wasn’t a really great place for childcare – with the Thieves Guild and corruption rife in the city, you’d have to have some really good friends or just be crazy to leave your kid with someone else while you were off and working. And both of Rozalia’s parents still worked – Belladyne with the Guild, and Stigandr going on hunts and plundering trips. Out of the two workplaces, the Ratway and the Guild were a far safer environment for a child – so, Roze was brought up among Thieves. Belladyne’s companions were – not so much happy, but obliged – to take care of Roze while she was out on contracts, and once she was old enough to walk and talk, she became a much more valued member of the group. By four years old, they were using her as to distract marks in the Riften marketplace to pickpocket them; by five, she was crawling through small windows and gaps in homes to retrieve keys to let others in; and by six she could crack open a very easy lock after a few tries. Because of this fairly free way of living, Roze would consider her childhood to be a rather happy one. She grew to understand the true worth of things, to spot potential marks, and to know when to take risks or not. Highly useful survival skills, especially for a Thief. Stigandr wasn’t particularly happy that his little girl was being taught a skillset that would only give her the chance of a criminal life – he wanted her to have something that would give her the chance to make an honest living, if she so chose. When she was about seven or so, he was taking her out on hunting trips near the fringes of the city – not allowing her to use a bow despite her pleadings, but showing her how to forage, build fires, and the basics of tracking and butchering animals. However, after many months of her whining “How am I supposed to kill and butcher it if I can’t shoot”, he finally got her her own bow, and began teaching her how to use it. After a month or so of skewering trees and nearly killing guards on duty with stray arrows, she was finally able to aim straight. By ten, she was shooting moving targets and took down her first deer. Over the years, Roze’s skill both with her bow and with sneaking improved immensely – at the age of 16, she became an official member of the Thieves Guild, receiving her own set of armour, and was soon getting plenty of contracts both from Guild members, and Mercer himself eventually. However, her first contract from him was not an easy feat; a few weeks earlier, he’d done a job with a fellow Thief who had taken something quite precious from him – an enchanted blade, called Chillrend. A stupid move by the Thief, as he himself had been incarcerated in Solitude, and subsequently lost the sword. The Thief was now dead – so the sword had been moved from evidence to the castle armoury. Mercer wanted Roze to steal it back. Being just the age of 18 at this point, it was a somewhat daunting task for her. However, she was not one to shy away from a task, especially with the rewards and respect she’d get from succeeding. It took nearly two months of careful planning and infiltrating, but Roze finally broke into the armoury, and fled with the sword. Even though she was now wanted in Solitude Hold for theft and conspiracy to grand larceny (That’s what happens when you break into the High King’s Castle, I guess.), along with a few wounds from the castle guards themselves, Roze returned to the Guild a heroine. She’d done something nigh on impossible, without killing anyone or being incarcerated. Fair to say, the drinks were on her the following nights, and life was pretty good. And then, things took a turn for the worse – beginning with the disappearance of her Father. When she and her Mother returned from the Guild one night, they weren’t too worried when they saw Stignadr wasn’t home; he often took off on a whim if the opportunity for money or food for the home came knocking – but when they saw he had left behind his beloved Dwarven Bow, the one he had nearly died to procure, concern hit them. All that was left along with the bow was a hastily written note, stating that he had to leave for an emergency, and that the bow was to be given to Rozalia. Leaving like that went against everything he was as a man; he just wouldn’t do that to them. So both Rozalia and Belladyne began searching for him – looking for days and days before finally returning to the Guild to plead for help. Despite many of the guild members feeling bad for them, Mercer forbade any assistance to be given to them – he stated it would be nought but a distraction to their work, and the Guild needed coin more than anything these days – they looked for wealth, not people. At that unexpected blow, relations between Rozalia and Belladyne, and the Guild grew sour. They left the Guild, keeping the Armour and dying it black in a show of their disrespect to the place and people they had once regarded as family. Making a vow to keep in touch with each other, Belladyne and Rozalia parted ways, hoping that if they split up, they would somehow find him. Rozalia remained in Skyrim, while her Mother journeyed back to Solstheim in the hopes of finding him there. Despite still writing to her Mother as often as she could, Roze wasn’t spending her days looking for her Father. She missed him dearly, but knew that he wouldn’t have left for no good reason. Instead she built on her skills, still keeping in touch with a few of the more friendly Guild members in secret so she could do side-contracts for them. In the next three years, she lived as a nomad; going from place to place, stealing things, building contacts with various people, and additionally, increasing her skill set; specifically her magic. At the time of her leaving home, she was already a Novice in Alteration magic; her Breton blood made it particularly easy for her to pick up spells, specifically the Alteration type, taught by her Mother at the young age of nine. This came about due to the development of an irrational fear of the dark, after a young Padfoot of the Guild had played a prank on her, leaving her locked in the Ratway Warrens for five hours without any source of light. Her Mother eventually grew tired of wasting candlewax as her young daughter refused to sleep without a light, so she built up her skill enough to teach her the spell Candlelight; offering up a soft light she could continue casting until she fell asleep. Her fear of the dark disappeared after she grew as a Thief, and realized the dark was in fact her friend and ally in her line of work; but her interest in magic never quite died. Although never bothering to go into the realms of Restoration or Destruction – even though they would come in quite handy in such a dangerous world – her foothold in Alteration gave her the push to continue with it. Therefore, as she travelled, she encountered mages of various species and backgrounds, hoping to gain better insight into the craft. As she travelled, she made just enough to continue her nomadic lifestyle of travelling – occasionally journeying with Khajiit Caravans for both safety in numbers, and the enjoyable company. Her skills grew, and life was fairly day-to-day ... and then the greatest opportunity for a Thief came along in 4E 201 – the beginning of the Civil War, and the return of the Dragons. Naturally, the whole dragon-thing was terrifying. Being roasted at any minute while out on the road was not a thought that helped her sleep at night. But she prevailed, and got into the lucrative business of stealing from the people who were so damn occupied with both the War and the Dragons, that they forgot to check for Thieves. As for the War, she was on the fence about the whole thing. She understood why each side was fighting; but if there was one thing she hated in particular, it was the damned Thalmor. Everytime she came across a group of them on the road with a prisoner, she set herself up with her bow at a distance and took them out one by one – because she’d heard the horror stories of those High Elf bastards and their torture methods, and if she could whittle away their forces a little at a time, she would be perfectly happy to attempt it. Unfortunately, they eventually found out both the name and the face of who was picking off their agents on the road, so she was now an “enemy of the state.” Thankfully, the War ended, with the Dragonborn becoming High King after the Stormcloaks victory – and the Thalmor were eventually driven out of Skyrim. However, trouble still existed in Skyrim – and it was trouble that brought her to Markarth, in the hopes that arriving here would wipe out her bounty in Solitude. High Treason wasn’t easily paid off, so perhaps helping the High King himself with this whole Forsworn business would do the job. [/hider] [hider=Personality] [color=goldenrod][u][b]Personality:[/b][/u][/color] One immediate thing that is noticed when meeting Rozalia, is that she is quite the pleasant individual. Other than a missing Father, there has been no real tragedy in her life – no extended family or friends close enough to warrant any grief within her heart - for an extended amount of - upon losing them. Quick to smile and even quicker to laugh, Roze can brighten up the atmosphere of a room by making quips – oft times these jests can come at fairly unappreciated times, but humour is one thing she enjoys falling back on. She’s never really had much occasion to be serious or sombre; only in a real fear or panic will her optimistic facade fall through, and her vulnerable side is on show. As for her intelligence; her bouncy exterior somehow gives off the assumption that she is naught but an airhead... an assumption that she hates above anything else. She has a shrewd and strategic mind; perhaps not the best for swift and tactical thinking, but for planning ahead, she is a pro; as made obvious by her infiltration of Solitude Castle Armoury. When not in any kind of situation to force her to lighten the mood, she is fairly relaxed; despite never having truly worked on her speech, creating a relaxed environment comes naturally to her. As for how she treats others, it entirely depends on her assessment of them – if they treat her or others in a negative manner for no good reason, she will treat them in kind; but for others, Roze is quite happy to lend a hand, or an ear to listen, or a shoulder to lean on – because even if the person isn’t really interested in becoming friends, if you do a favour for them, they are indebted to you. And most in Skyrim – regardless of specie - had a strong sense of honour regarding favours and repayment in kind. [/hider] [/hider] [hider=Capabilities] [h3][color=goldenrod][u][b]Capabilities:[/b][/u][/color][/h3] [color=goldenrod][u][b]Skills:[/b][/u][/color] [list] [*][b][u]Expert:[/u][/b] Sneak – She’s been living among Thieves; literally. Her way of getting pocket money as a kid was to steal petty cash from other Guild members, and a kid has to be sneaky to do that. [*][b][u]Adept:[/u][/b] Marksman – Her favourite weapon; the bow. Not messy, long range or short-range; and even adds a certain strength when punching people in the face with it. [*][b][u]Adept:[/u][/b] Lockpicking – The bread and butter of a Thief. She could be better, but the girl carries enough lockpicks to not have to worry about conserving them. [*][b][u]Adept:[/u][/b] Alteration – Who needs Restoration when you have potions? [*][b][u]Apprentice:[/u][/b] Acrobatics – What can she say? She craves that mineral. And you gotta jump and climb for the mineral, guys. [*][b][u]Novice:[/u][/b] Athletics – Rozalia has hardly ever been caught – and if any thievery has been noticed, she’s already far enough with the loot for anyone to catch up with her. Therefore, her stamina on running isn’t too spectacular. [*][b][u]Novice:[/u][/b] Pickpocket – She prefers to avoid the conflict of getting caught and instead robs houses rather than people; therefore, it’s not the best skill she has. [*][b][u]Novice:[/u][/b] 1H Blades – She prefers her bow, but knows enough about swords on what to do in close combat – either run away, climb up a tree, or stick ‘em with the pointy end. [/list] [color=goldenrod][u][b]Weaknesses:[/b][/u][/color] [list] [*][i][u]Alcoholic tendencies[/u][/i] – Alcohol helps people go to sleep. She often has trouble sleeping. Ergo, alcohol is GOOD! Until the next morning, that is... [*][i][u]Partial Insomniac[/u][/i] – it comes and goes. Which actually makes shit worse, not better. She has no idea what night will bring her. *sigh* [*][i][u]Physically weaker than most[/u][/i] – she’s a short, slim girl, with the only muscle on her being from climbing, running, and holding back her bowstring. That’s not a lot of muscle when compared to the majority of barbarian-like men (and women, as it happens ) living in the north. [*][i][u]Arachnophobia[/u][/i] – Frost Spiders? Giant spiders? Regular spiders? Nope. Nopenopenope. All aboard the Nopetrain to Fuckthatville. Wait... Tamriel doesn’t have trains. Erm... all aboard the Nopestallion to Fuckthathold. [*][i][u]Innocent stature[/u][/i] – Her short, slim and young physique – comely face not withholding – often gives her a lot of unwanted attention. Either from men and women looking for a good time and assuming she’s some helpless and impressionable young girl, or from others with more nefarious purposes, it’s obvious to her that she just has one of those faces that scream “Hey! Look at me! I’M A TARGET! :D” [/list] [color=goldenrod][u][b]Relations to Other Characters:[/b][/u][/color] None so far. [color=goldenrod][u][b]Affiliation(s):[/b][/u][/color] Thieves Guild (Member) Some Khajiit Caravans – has a soft spot for the species, both because of their unfair prosecution as Thieves, and the fact that most she has met have been extremely decent – they always have a good story to share too. [color=goldenrod][u][b]Spells (if any):[/b][/u][/color] Alteration: Detect Life, Ironflesh, Telekinesis, Transmute, Waterbreathing, Magelight, Equilibrium. [color=goldenrod][u][b]Combat Style:[/b][/u][/color] When it comes to a fray, Roze prefers to be up in a high place, both shooting from afar and out of the way. Her skill with a bow is enough that she can quite easily aid in a battle by picking off people one by one, or simply felling them to the ground so others can take them out. It is only when the fight comes up close and personal that she reaches her disadvantage – although she prefers to run away when this occurs, in truly desperate situations, she is at her weakest. She doesn’t have the strength to fight off the stronger type of warriors, nor the speed to dodge attacks from berserkers. Any close encounters she has with her blade are frenzied, desperate, and probably easily deflected from a decent swordsman. Although she has some spells she can use, they are mainly Alteration, and useless in a combat situation for the most part. As for hand-to-hand... well, she has long nails. They have come in handy in the past – and although a punch from her can break a nose or two, she just doesn’t have the stamina or strength to fight like that for long. [color=goldenrod][u][b]Other Capabilities:[/b][/u][/color] Has one hell of a good singing voice, and is also rather talented at playing the lute. Had the Thieving game not been so lucrative, she could well have become a Bard. Basic hunting, butchering, and various other survival skills, from years of being out on her own, and also guidance from more experienced people in her younger years. Thanks to her Nordic blood, has a 10% resistance to frost, and from her Breton side, a 25% resistance to magic. [/hider] [hider=Inventory] [h3][color=goldenrod][u][b]Inventory:[/b][/u][/color][/h3] [color=goldenrod][u][b]Cash:[/b][/u][/color] [list] [*]300 Septims [*]Roughly 25 Lockpicks, stashed here and there around her body, and the remaining 15 or so in her bag. [*]1 Spare Key, stolen from the House of Clan Battle-Born in Whiterun. [*]1 key for a small underground shelter, hidden in the marshes of Morthal. [*]1 replicate key, which unlocks the door to the Solitude Castle Armoury. [/list] [color=goldenrod][u][b]Clothing and Armor:[/b][/u][/color] [list] [*]Basic Leather Thieves Guild Armour, coloured black. [*]Leather Thieves Guild Hood, Boots, and Bracers, also coloured black. [*]Leather face Cowl, also black. [*]Off-white, off-shoulder tunic with brown corset and brown lacings. [*]Laced trousers, brown. [*]Brown boots. [*]Long, battered travelling cloak with hood – dark leather, fur lined, warm, and definitely stolen. [/list] [color=goldenrod][u][b]Weapon and Ammunition:[/b][/u][/color] [list] [*]One Dwarven Bow – her most prized possession. Belonged to her Marauder Father, who had gained it after a terrifying and arduous quest with ten others into a Dwarven Ruin. He barely let her touch any weapon before finally giving into her demands and teaching her how to shoot arrows from a young age. When he disappeared, he seemingly left this behind on purpose – Roze keeps it in the hope of seeing him again one day. [*]20 Steel Arrows – nothing fancy, but strong enough to retrieve from dead bodies without breaking. [*]1 Steel short-sword. [*]1 Steel dagger. [*]Several pockets of coarse sand – not a very obvious weapon, but if some big guy is threatening you for your money in the middle of a dark alley, the last thing he expects is a handful of rough sand thrown in his eyes. [/list] [color=goldenrod][u][b]Potion and Arcane Supplies:[/b][/u][/color] [list] [*]1 small bottle of Invisibility – stolen, not made. [*]1 Healing potion. [*]1 Bottle of weak poison. [/list] [color=goldenrod][u][b]Jewellery and Novelty Items:[/b][/u][/color] [list] [*]Amulet of Mara, from her Mother. [/list] [color=goldenrod][u][b]Books and Documents:[/b][/u][/color] [list] [*]1 copy of ‘The Woodcutter’s Wife’ – a favourite childhood story [*]1 Copy of ‘The Cabin in the Woods’ – another favourite childhood story; obviously she was a messed up kid who loved horror stories. [*]1 copy of ‘Beggar’ [*]1 copy of ‘Thief’ [*]1 copy of ‘Warrior’ – still in the process of reading this one. [*]1 Letter, requesting her presence here. [*]1 Cryptic Letter, left by her Father. [*]Several short letters sent by her Mother from Solstheim. [/list] [color=goldenrod][u][b]Food, Drinks, Provisions:[/b][/u][/color] [list] [*]1 large skin of fresh water. [*]2 medium-sized flask of Stros M’Kai Rum. [*]1 Onion [*]2 Potatoes [*]1 Wedge of Cheese [*]1 Small loaf of bread [*]1 Small jar of honey [*]Salt [*]Two Garlic [/list] [color=goldenrod][u][b]Bags, Pouches, Packs:[/b][/u][/color] [list] [*]1 Medium-sized knapsack, bedroll attached. [*]Several pouches hidden in the lining of her cloak, each containing either gold coins, or sand. [*]Quiver, for arrows. [*]Small satchel containing her food. [/list] [color=goldenrod][u][b]Other:[/b][/u][/color] [list] [*]Several bandages and bottles of skooma – not for addiction use, but she’s found that in certain cases, they are a very effective pain relief for bad wounds. Also useful in trade. [*]1 Tinderbox. [*]1 small pot of flammable oil – useful for lanterns, making torches, or even traps. [*]2 sticks of Charcoal – for writing. [*]2 rolls of blank parchment. [/list] [/hider] [/hider]