I am interested. I have a character sheet mostly done. Forgive me, as I do not post much, would I post a potential sheet here in OOC? If so, I have included my potential character below in a spoiler. [hider=Mastdar Dereno] Name: Mastdar Dereno Race: Dunmer (Telvanni) Age: 300 Birthsign: The Lord Family Origins: Dereno was sold into slavery as a child to a Telvanni wizard, whose name had been lost to the predations of the Red Year. He was uplifted from slavery to hireling status at the request of his master, who had witnessed young Dereno’s sorcerous potential when, without training, he was seen levitating shells from the sea instead of diving down into the dangerous water in the never-ending Telvanni search for red seashells. He spent most of his early life in Tel Branora. Appearance: [hider=Appearance][img]https://cdn.discordapp.com/attachments/225387064722456576/1077071192340582441/4924384a5394c6b9b1923977f29b177c.jpg[/img][/hider] Personality: Dereno has been ground down from the harshness of life after the fall of the false Tribunal. Formerly a Telvanni wizard as proud and arrogant as any other, the tribulations of Morrowind and Vvardenfell in the Fourth Era have eroded that arrogance to quiet, contemplative sobriety, less interested in the power struggles and scheming of Telvanni intrigue, and more with the world around him. He is generous for a Dunmer, ready with a coin for a beggar or food for the dispossessed, and interested in the plight and stories of other, intelligent life. He believes, sincerely, in the implication that the Tribunal was a trio of false prophets, and that their casting down was the providence of Azura, carried out by her chosen servant, the Nerevarine. Every subsequent trial then, surely, was punishment for the arrogance of the Dunmer race, and in order to reverse the poor fortunes of the Dunmer people, sincere change must be made. Despite this, Dereno is, deep down, a Dunmer, and still finds parts of his old culture hard to let go. Bribery, for instance, being something frowned upon in Men's provinces never fails to illicit a superior sneer, and he’s never gotten over other wizards building their homes with stairs when surely their servants could turn away any dunce who couldn’t levitate up a sheer face instead. Despite this, Mastdar does his best to be affable, approachable, and to do more good than bad in the world. History: Dereno was, it seems, cursed to live in interesting times. Born just after his home, Vvardenfell, had been opened for settlement, and sold into slavery as a young scrapling when his family had been crippled by Blight, Dereno had become accustomed to hardship early. He had spent most of the subsequent years after the departure of the Nerevarine slowly climbing the ranks of House Telvanni, finally achieving Hireline status at the sprightly young age of 53. From there, his progress was more rapid, climbing to Wizard in a few short decades. However, this seemed to coincide with the Red Year. Tel Branora, where his mushroom tower had been located, withered and died as the dust kicked up from the Ministry of Truth’s fall choked the alchemically grown buildings from sunlight. Even the mightiest Tel tower withered to nothingness. From there, Dereno’s life had been one humbling after another as the Dunmer people seemed to pay again and again for the hubris they had lived under during the Tribunal’s long reign. Stripped of most everything a Telvanni of his station was entitled to, Dereno began a journey of meditation and travel, going wherever his legs would take him, never staying in any one place long enough to put down roots. As of the beginning of this tale, he has been doing this for hundreds of years, his mushroom stronghold in Tel Branora a distant memory. Biggest Regret: Dereno always thinks back to his Argonian slave, and trusted lab assistant.He regrets having cut him loose in a fit of anger when his tower was wilting and dying, instead of setting up him up with supplies or even taking him with him on his journey, so he could take him back to his home. Dereno has never found out what happened to Whispers-Loudly, and that fact pains him even to this day. Character Name ‘s Goal: Dereno is ultimately an atoner. Taking the decline of the Post-Tribunal Dunmer to heart, he travels the Nirn looking for a way to redeem his own magickal talent and Telvanni arrogance with some good deed or grand cause, perhaps one that would even allow him to regrow a new tower and practice sorcery with a newfound nobility, divorced from the self-serving and cruel Telvanni ways. Skills: Expert: Conjuration Dereno early on saw the value in binding Daedric steel from the aether, and has long since given up openly wearing a weapon or armor, instead preferring to pull them from the thin air. Adept: Long Blade, Heavy Armor Many dunmer live by the blade, and Dereno is no different. Bladesmanship was often required in the various honor duels that were rife in Telvanni society - when magic failed, it always came down to the blade. Heavy Armor came as a skill of necessity - Daedric armor often took the form of heavy plate. Although the weight was removed from the equation, bound armor still encumbered movement the same way as real steel would have, so thus Dereno became adept in its wearing. Novice: Destruction, Restoration, Alchemy The basic magickal skills, Dereno had lost interest in their study almost immediately after learning about them. Repairing the flesh, commanding the elements, and distilling the magic in the mundane were all terribly boring to him, but Dereno admits that without the principles imparted by these basic magicks, he would have never understood the craft well enough to make it to Wizard. Spells: Bound Sword and constituent Bound Armor pieces. Sometimes will summon bits and pieces, other times a full set. Often only summons the blade to save valuable Magicka. Touch-range Destruction spells of the elements (fire, frost, and lightning). He never bothered to learn how to Drain attributes, or damage armor, or to cast such abilities from range, preferring up close. Touch-range Healing spells. Again, very simple, never bothered to learn how to heal anything more threatening than physical injury. If you’ve been struck blind, or made too physically weak to move, he does not know how to help. Equipment: Medium quality robes, shoes, gloves, and a mage’s staff with an Enchanted Restore Magicka effect. Misc. Possessions: Water, food, and a small brace of healing, fatigue, and magicka potions. He tends to travel light, making or bartering for what he needs as he travels. [/hider]