- Name: Ibram Crowe.
- Race: Breton.
- Gender: Male.
- 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.
- 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.
- 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.