Appearance: Pharis stands at 5'4, as Bosmeri males are normally short, with a slim, lean frame and an athletic physique. His skin is a dark biege tone, a few scars darting his body from his more vicious hunts. Pharis's long hair is a dark brown color, tied into a tail, and his eyes are a maroon color, sporting a short beard. He has the habit of using dried blood as facepaint, painting four horizontal lines on the sides of his cheek (with two on each side).
Personality: Pharis is a mostly quiet individual who tends to keep to himself at times. This stems from his times living as a hunter, and him now being a fugitive. This doesn't mean he's antisocial, however, and is actually a quite friendly person when approached and conversed with, once suspicions have been calmed down. Pharis has strong ties to Valenwood traditions, being raised in a community that practices the teachings of Y'ffre. As such, Pharis follows the Green Pact, to some respect, swearing not to harm or consume any vegetation or plant life. He doesn't mind if others give him items manufactured from such material so long as it wasn't made from the plant life of the Valenwood. He also doesn't see things such as fungi as "plant-life" and will happily consume or otherwise utilize such materials. As far as cannibalism goes, he only feeds on the remains those who he believes are "worthy foes," only fasting himself before a battle if he knows there will be such opposition he will face. He also practices this because he knows well enough how many others see cannibalism, and won't practice such in front of others... most of the time, at least. While he is a mostly friendly person, Pharis does sport a rather quick temper to certain things. Those who do not respect his pact with Y'ffre or consider his beliefs "barbaric" aggravate him the most. This does not mean he treats all those who believe his beliefs are strange with outright hostility. He only wishes that others treat his beliefs with respect. As a result, Pharis harbors a seething hatred for the Thalmor, who burned down his clanhouse and who believe his people are savages.
Equipment: Pharis sports Leather Armor, crafted by himself, reinforced with bits of bone. The armor is tied together tightly to minimize noise made. Pharis also wears a Black Wolf Hide Cloak, using it both as a means to keep warm and to help him skulk around in the woods, or within the shadows. For weapons, Pharis carries a Laminated Bone Shortbow, a prized possession of his, as well as 25 Bone Arrows, fletched by himself. In case his opponents get too close, or for when he's gathering the meat and skins of his recently hunted quarry, Pharis has a Bone Dagger sheathed in his boot.
Brief History: Pharis was born in Valenwood, and like most Bosmer, was raised in the teachings of Y'ffre. Known as the most talented of the young hunters from his small community, Pharis became a sort of local celebrity. Word of this went to a Thalmor outpost, who believed he would serve the Aldmeri Dominion well if drafted. A Thalmor agent approached Pharis and proposed thet he would serve well in the coming war. Pharis refused politely, saying that he'd prefer to stay and continue providing for his clan. For some reason, the Thalmor agent was angry at his reply, but accepted it regardless. A few days later, on his return from his daily hunt, he found that his clanhouse had been burned down. He was then approached by the Thalmor agent again, this time with an entourage, who told him that he doesn't have a clan to worry about anymore, and as such, there's nothing holding him back from joining the Dominion's standing army. Enraged from this attack, Pharis shot an arrow through the Thalmor's eye, killing him before escaping the Thalmor's grasps. Now, as a fugitive of the Dominion, Pharis seeks a way to get his full vengeance on the Thalmor and eliminate their hold on Valenwood, so he could return to his homeland once more.
Name: Korja, AKA Burns-His-Foes Race: Argonian Gender: Male Appearance: A bright red-skinned Argonian with a head rather reminiscent of an iguana- though he has a pair of large, curled horns he gets from his mother's side of the family. He's quite stocky, which thankfully makes spending most of his day in his heavily singed steel armor more bearable. Personality: There is a stereotype of a mad wizard. Cackling, bellowing, using his powers to subvert or destroy others for personal gain. Well, two out of three isn't bad- Burns is one of the few Argonians who have learned to express joy by laughter. Of course, he's also the kind of guy who really likes fire spells- hence his name. He believes that any problem can be solved with a sufficiently large explosion. Actually a pretty mellow guy when he's not in the zone. Birthsign: The Mage Skills: Destruction, Heavy Armor, Enchanting, Hand-To-Hand, Mysticism Equipment: Steel Armor Brief History: An Argonian born in Black Marsh, his talents for Destruction magic were apparent at a young age. The closest options for magic tuition were the Arcane University in the Imperial City- in the middle of political turmoil as always- or the Mage's Guild of Morrowind- the homeland of the Argonians' most ancient enemy, the Dunmer. So, messages were sent to Burns's uncle, the owner of a fishing trawler in Skyrim, who passed them along to the College of Winterhold. It was quite unusual, but anyone who could cast Enemies Explode by 18 would be an asset to the College. So Burns was sent to the frozen north to receive academic instruction in the arcane arts- though, as ever, he displayed an affinity for Destruction above all other skills. He took in a goat he found on the mountainside, kept to his studies, avoided making remarks about dunmer or altmer students (usually), and spent plenty of time at the tavern. Oh, also, he met the empereror. After a night of drinking following a successful test of the spellmaking altar he'd ordered from the Imperial City, he staggered back to the college, hearing that- as he had repeatedly told everyone- Ancano was a Thalmor spy. Well, he did what he could to help, settling for bombarding the barrier with low-end destruction spells to try and whittle down Ancano's power. Well, for all the good it did, that mess was cleared up by the emperor.
Burns has spent the past ten years continuing his studies in Winterhold, hoping to make a grand breakthrough in spellmaking- though with a former archmage's letter, now bearing the imperial seal, he- and his goat- have been called back into action.
Appearance: It would be difficult to pick Ibram out of a crowd of his fellow Bretons at first glance. He is of middling height and stature and his figure is one of lean muscle, none of which is unusual in High Rock, and his half-long messy brown hair & forest green eyes are similarly typical of his race. More distinctive characteristics are the small smile that seems to play around his lips at any given moment and the old, faded scar that runs down the left side his of halfway-handsome face from his brow to his jawline. He moves with the graceless purpose of a peasant but there is a certain elegance in the firm, calculated strikes of his blade and the smooth, fluid motions of his archery.
Personality: Ibram is both dedicated to the Imperial cause and relatively selfless, which make him a perfect local asset for the mission. He is cunning, quick on his feet and perceptive in both spellcraft and problem-solving. There is a certain roguish charm about him and a touch of daredevilry that makes him appealing to certain people, but to say that he is socially gifted or wildly charismatic would be an overstatement. He finds humor in every situation and can be found cracking jokes in even the hairiest of fights.
Birthsign: The Lady.
Skills: Ibram's most honed skill is with the longsword, which one could argue to be the Bretons' most characteristic weapon. He uses his bastard sword one-handed as well as with both hands, depending on the situation, and switches quickly between various styles. He prefers a measured, defensive stance that relies on using the momentum of his opponents against them but he is capable of recognizing when more aggression is required. Ibram is also reasonably capable with the bow and arrow, though far from a true marksman, and reserves his bow for when stealth and the element of surprise are paramount. When wielding his sword one-handed, Ibram uses his free hand to cast various cantrips and minor spells from all the different schools of magic; most notably, he can conjure a wolf-like Familiar, send out bursts of flame and electricity, and use telekinesis to manipulate his environment -- or, in a pinch, even his opponent's weapon. Outside of combat, Ibram can patch up small wounds, illuminate the way ahead and even use magic to show him the path to his objective. Last and most certainly least is alchemy. Ibram can brew a grand total of two potions, one to restore his health and one to restore magicka, and both of them are pretty weak compared to the good stuff from a proper alchemist.
Equipment: - Steel bastard sword. - Wooden hunting bow, 18 steel-tipped arrows and a quiver to match. - Padded leather armor reinforced with chainmail, complete with hood and all-weather cape. - Pouches and vials for alchemy ingredients & potions. - Map of High Rock. - A bag containing nearly one-hundred septims. - Whetstone.
Brief History: Ibram's life began inside a rickety old house, cradled in the arms of his wet nurse, in absolute destitute poverty. His mother died giving birth to him, leaving just his father, Maurice, to raise him. Maurice was a peasant farmer serving one of the many lords of High Rock (this one, in particular, lived in a castle near Daggerfall) and not a particularly successful one. Maurice had been an adventurer and a guardsman before and only turned to farming after a nasty injury to his right hand prevented him from properly holding a weapon. He was bitter about it and even moreso after Ibram's birth took the love of his life, his wife, away from him, and Ibram faced the brunt of his father's misery despite the man's best intentions.
Seeing how his father struggled to make ends meet, Ibram resolved from a young age not to follow in his footsteps and instead allowed himself to explore other possibilities. He was inspired by a traveling mercenary and monster hunter who came to their village in order to drive out a lurking lycanthrope. It was a risky profession, sure, but the white-haired man's successful hunt and the subsequent display of the creature's head bouncing against the flank of the mercenary's horse made such an impression on young Ibram that he was never able to put that image out of his mind again.
His father, somewhat to Ibram's surprise, enthusiastically agreed with Ibram's decision to take up combat training. Eager to show him the ropes, Maurice taught Ibram what he knew, which was enough for Ibram to be taken on as a novice at the local fighter's guild hall at the age of 17, and he visited the local hall of the Synod for training in magic on his days off. This was right around the time the Dragon Break in Skyrim was happening and Ibram greedily consumed all the news that came in the following years. Having no particular horse in the race of the petty squabbles between the various lords of High Rock as a lowly peasant, Ibram found the dream of a unified Empire very appealing. Alas, what was he to do in the game of thrones? Ibram kept to himself, eventually departing from the fighter's guild to establish himself as an independent mercenary and s(p)ellsword, and has built a modest reputation for skill and dependancy within the area of Daggerfall. At the age of 26, one year before the start of our quest, Ibram decided he wanted to see more of the world and has slowly made his way to Sentinel, sustaining himself with minor jobs like guarding trade caravans and dealing with pest infestations, unaware of the journey ahead.