[Hider=Floki Haromsen] [b][u]Name[/u][/b] [List] [*] Floki Haromsen [*] Meyz , "Becoming" [*] "The Dragonraider Of The North Sea" [/List] [b][u]Birthsign[/U][/B] [List] [*] Sign Of The Serpent [/List] [b][u]Race[/u][/b] [List] [*] Nord [/List] [b][u]Appearance[/u][/b] As far as old Nords go, the seventy-or-so year old is rather unassuming. A long snow-white beard, braided and jutting from under his mask. Thick eyebrows and a large nose decorate a wrinkled, skeletal facade. A certain amount of charisma might have been present in his face were he so decrepit looking. Rather than possessing the eternal placidity of some elderly folk, he has an unending self satisfaction that is only occassionally breached by his battle rage, his night terrors, or his general disgruntlement at an inability solve a new problem. His physical form has degraded over the past thirty years as his voice has grown with strength and his wisdom has been amplified. His arms are long and skinny. His legs are stocky and strong, but whithered. [b][u]Background[/u][/b] When the Dragon Crisis began so long ago, Floki was among the few wild, unimperialized denizens of Skyrim. He and his family worshipped Alduin as the Eater of Worlds, and told the stories of yore. He and his siblings, the only remaining kin he had when he came to be thirty, scampered across the countryside practicing their old magics and slaying foreigners to eek out a meager living. No grand banditry, just simple survival in the harsh everwinter. Through his youth his understanding of the world was shaped by the realities of Skyrim. These realities, he had decided, were three. [list] [*] Firstly, Skyrim is cold, as are its people. [*] Secondly, Magic brings warmth, and eternal life when used as the ancestors used it. [*] Thirdly, the Draugr and their priests are immortal. The cold does not touch them as it touches us. They are the goal. [/list] These three truths were altogether disconnected from Skyrim's reality, save perhaps the first. Floki then was not a grand intelligence, but he had the aptitude to study. So he studied from his mother's notes and became a witch and a corpse tender. When, during their migrations, they found Bleak Falls Barrow to be empty, they decided that it was an omen from Alduin. The Draugr were dead and the dragon's wall was left untended. So from it they read, studying independently from their wellspring of knowledge. It was the third month that they realized that they had no way to understand the words beyond the syllables. The words became their battlecry when they flash-froze their foes and they continued their living. It was at night when they would all think of the futility of the cold. The darkness that it brought them. The force with which they struck their foes was not their guardian. They were temporary, and Skyrim was eternal. As they fell to sleep they, unwittingly, entered a meditatve rage that brought them closer to the words that thrummed in their minds like drums. It would not be until twenty years later when the battle cry, "[b]Rahgol Vulom Fus[/b]," yielded results. Floki's voice carried loudest over his three siblings and the six teenaged children that they had all born at some point or another. The merchant they had been accosting was forced to the ground as he twitched and shuddered. His body contorted in a violent rage, while he sunk into an unknowable horror. A fear of himself. He died quickly, and Floki sung that night in the Dragon's tongue for his siblings and his younger kin. The pale dragon, ten years later, convinced them of a new life. A life in which one could become something more. Floki took on a new name, and with his siblings became one of the first New Age Dragonpriests. His dedication to the peaceful path in the Way Of The Voice became pure. His inspiration, however, came from the grand images of the Old Way. Great Dragonpriests worshipped by the living and the dead as vessels for the Dragons. His thirst for power mingled with the peaceful message of the Way Of The Voice. Over ten years he began building his following. He taught his followers all that he knew, a limited vocabulary. This limited vocabulary, however, was evangelical in a manner. It taught a simplicity, and made life understandable to the people that followed him. When it came time for him to enact his plan in full, the College Of Winterhold intervened. A Mage's Guild representative was sent to Meyz, and informed him of the legal uncertainty of conspiring to become a Lich. His followers dispersed into the wilderness, prepared to answer his call. [b][u]Personality:[/u][/b] Through the difficulties of growing up a young man in Skyrim's wilderness, disconnected from the Imperialized settlements, he has developed a sturdiness. A hardiness of spirit centered around his experiences. He isn't particularly vulnerable to stress or anxiety, though his survival instincts are sharp so he heeds both feelings well. He is a poor problem solver but has an excellent memory and recall that gratifies him when it succeeds and dissapoints him into a rage when it fails him. Floki's view of Elves and Beastfolk is reductionary, and he often finds them lacking after assessment of their personal abilities. It may be said that he holds them to a higher standard based on their race. When he does enter a rage, which he is prone to doing, he tends to do so violently. Breaking things, conjuring and killing a creature, and so forth. The one thing he has avoided doing in a rage, however, is shouting. This is a point of pride for him, and beyond that he has little alternative pride. He sees the Way Of The Voice as a personal code of conduct rather than some government's legal system or law of any kind, and if it were one he would likely reject it. He sees the Dragonpriests of yore as respectable figures and seeks in his life to immitate the legendary men that they were. [hider=Specific Views] Floki doesn't feel strongly about the law. He has the highest regard for loyalty. He values family greatly. He thinks friendship is important. He believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect. He does not particularly value the truth. He greatly respects the shrewd and guileful. He values eloquence. He sees life as unfair and doesn't mind it that way. He doesn't care very much about decorum. He holds the maintenance of tradition as one of the highest ideals. He doesn't care about art one way or another. He values cooperation. He finds the ideas of independence and freedom somewhat foolish. He sees introspection to be a waste of time. He doesn't particularly value self-control. He values tranquility and a peaceful day. He values a harmonious existence. He doesn't really value merrymaking. He has a great deal of respect for worthy craftsmanship. He respects the development of skills. He values hard work. He finds sacrifice to be the height of folly. He views competition as a crucial driving force in the world. He believes that perseverance is one of the greatest qualities somebody can have. He finds leisure time wasteful. He is somewhat put off by trade and commerce. He doesn't care one way or the other about romance. He has a deep dislike of the natural world. He believes that peace is always preferable to war. He views the pursuit of knowledge as deeply important. [/hider] [b][u]Typical Equipment[/u][/b] [List] [*] Thick furs and thick linens make up the primary weather-defensive aspects of his clothing. One might even suspect him a broad, strong old man. This is an illusion maintained by his clothing, which he has further enchanted to defend against the cold and against getting wet. [*] An old, oak staff made in the style of the old Dragonpriests. When activated its enchantment casts a directed ray of Dinsintigrate Armor, and a large goute of magically enhanced Coldharbour Coldfire. [*] A boning knife, constructed with ebony and dragon bone. It is about seven inches long, and was made long before the Dragon Crisis by one of Floki's ancestors. He has enchanted it in recent years, so that when activated it creates a Bound Spear. [*] His mask and shawl are the key elements of his gearset. The greatest number and strength of enchantments are found here. His mask, constructed from the same stone that the ancient Nord ruins dotting Skyrim are carved from, is the actual vessel for the enchantments. The shawl simply acts to cover his neck, shoulders, and the back of his head while counterbalancing the weight of the mask and creating for him an imposing form. [list] [*] Levitate [*] Circle Of Command Undead [*] "Massive" Fortify Magicka [/list] [/list] [b][u]Why you were left to rot in the Imperial Prison (this will be changed later, when players who join in later get involved)[/u][/b] Upon his arrival at the Imperial city with his mage's guild traveling companion, he was indeed arrested for conspiring to become a Lich. Among his charges was intent to raise a rebellion, intent to reject the Emperor as Talos reborn, and a plethura of other magical, religious, and military legal codes. Despite his movement being small, the ability of him and his followers to shout made them a legitimate threat. City-destroying threats, under the wrong circumstances. So their leader was removed from the equation. The cult, expectedly, dissolved to the shadows. [b][u]Skillset[/u][/b] Meyz is a mockery of a Dragonpriest, but a rather firm mockery of them. He maintains a robust magical toolkit, with several Words Of Power commited to usability. It would be accurate to call him a conjurer, but that is a small-scale view of his abilities. Most of his spells are common, though his family does have a few calling-card Alteration and Destruction spells. In his age his strength has faded, and so too has his agility. He plans for them to return with his Lichdom, but that endeavor has been put on hold due to his acquisition by the Empire. By nature of his upbringing, enchanting and alteration are also rather key magics for the man. Spells: [list] [*] Levitate [*] "Massive" Burden [*] "Greater" Absorb Strength [*] Absorb Health [*] Detect Enchantment [*] Conjure Lesser Atronachs [*] Conjure Greater Atronach [*] Conjure Massive Atronach [*] Light [*] "Greater" Chameleon [*] "Greater" Charm [*] Blind [*] Soultrap [*] Conjure Restless Draugr [*] Conjure Draugr Wight [*] Conjure Hulking Draugr [*] Command Humanoid [*] Command Undead [*] Telekinesis [/list] Words Of Power: [list] [*] Guardian - Vahlok [*] Eternal - Unslaad [*] Force - Fus [*] Rage - Rahgol [*] Darkness - Vulom [*] Becoming - Meyz [/list] [/hider]