Formerly a Redoran born in Ebonheart, Vivayth is a mystic and a pellar who applies the will of the House of Troubles and follows the most ancient of magical practices as a means to harness chaos and free herself from the shackles of mortality. An incredibly spiritual person at her core, the combining of the divine and the mortal is essential to her day-to-day, and though her methods of learning and expanding upon her repertoire are unorthodox at best and criminally insane at worst, faith drives her to hopefully one day help all of mortalkind into godhood, even if it means one must turn to the Testing Gods of the Dunmer and bargain with all manner of Daedra and spirit.
While she does try to be kind-hearted and endeavor to be good to people as much as possible, the truth behind Vivayth is far darker than some would have you believe. Despite her awkward behavior, absentmindedness and apparent sweet motives, Vivayth is, in truth, a deeply emotional and troubled individual. Wracked by emotional unpredictability, she often finds herself lost in bloodlust and sadism in moments of intensity, only to later drown in regret. Self-inflicted exposure to horrors of all kinds has left her not only numb to carnage and the loss of life, but it has led her to develop a thrill for both seeing it, and causing it. In spite of all this, she's a woman of faith; religion is a tremendously important cornerstone to her entire personality, and not only is her odd, unorthodox, fully heretical faith is paramount to her way of life, but so is her philosophy of struggle that inevitably may lead to ascension beyond one's flesh. The Ancestral Spirits of Morrowind, those being the Daedra, will always be held in high regard in her heart, and they have enough sway over her that she has since rescinded her faith in the Tribunal; a love for the Three she has held for hundreds of years, now dead.
(art by @omiraro)
Vivayth was born to the Rathryn family in Ebonheart on the 21st of Midyear, 2E 358. The Rathryn were a prestigious clan of highborn under the Redoran banner who have earned their high standing in society by working for the powerful Ra'athim nobility and their ebony mining fiefs. While this arrangement has brought tremendous prosperity to the clan over the generations, young Vivayth— who was, at the time, a boy— felt that this lifestyle she was born into was less of a luxury and more of a suffocating, gilded cage.
The stress of living up to her parents' expectations of her and carrying out whatever duties they might have deemed necessary— ranging from attending Great House banquets to rub elbows with the elite of Ebonheart to rigorous physical training in preparation for one day taking over the clan as its patriarch— was impossible to cope with. Throughout her first years, she slowly began sneaking away from the Rathryn Estate to explore the wilderness that spanned the island Ebonheart was situated in, calling herself a budding explorer and trailblazer. This led to a dangeorus run-in with the wildlife. As a young child, a passing mabrigash has taken quite a shine to her, and after healing her and sending her back to Ebonheart, the next several years were spent occasionally traveling to the city gates to mingle with other Ashlanders, who travel to Ebonheart to trade with the merchants and peddlers outside the city gates.
One day, many years after transitioning into a woman and learning what she could about Mysticism from the Ashlanders, Vivayth left her home and her gilded cage to carve her own path in life, and become her own woman.
(art by sunflower-wizard)
Ever since her youth, Vivayth has always looked to the horizon. Her absentmindedness and forgetfulness show how truly far her mind lies above the clouds, and beyond unto the stars. When leaving her hometown of Ebonheart, she promised to herself that she'd acquaint herself with as much of Tamriel as she can, singing her way through life with her lute at her back to support her previously vagrant lifestyle. Her wanderlust is at fault for her interests in Mysticism, a magical practice where discovery and contradiction are foundational.
This had a partial, somewhat unfortunatae result: the laws of the Tribunal Temple and the opulence of the Great Houses led Vivayth to stray from the path of righteousness and into the darkness of the Daedra. Recent events have brought her to look to the teachings of Veloth, and to a greater degree of heresy, the Hunting Grounds of Hircine.
(art by Anaithnidd)
Vivayth always has been, and always will be, aggressively patriotic. Sure, her ideals and views now align more closely to that of the Ashlanders and she is not the fondest of the Great Houses, but her homeland is her soul, and the soul of her people. Nothing about this will ever change, except that the fact about Morrowind being free of lycanthropy has become somewhat inaccurate. She does not believe herself to be the last werewolf in Morrowind, but she is one of the last, after the Temple hunted them down to extinction within the tribunate.
Though madness is unbecoming of a former Redoran such as Vivayth, it has sunk its claws into her mind. Her pursuit of divinity is partially a result of her curse of lycanthropy, though one may come to find it's merely one layer of an ultimate desire for absolute freedom. Ultimately, she has chosen to interpret that she was chosen to help carry out the fate of the Dunmer people: apotheosis. Freedom from mortality, and the destruction of limitation.
This delusion has poisoned everything about her: every little choice that she makes, every promise, every step that she takes, and every word carefully chosen will, in her mind, lead her to fulfill Lorkhanic grand design and destroy the idea of mortality altogether. She will stop at nothing to convince and persuade those she holds dear into sharing this sentiment, and she thinks that if any want to stop her, they will be met with an early freedom of their spirit from their corpse.
I made one! So that my posts are not lost in the swarm of reblogs on my main blog. Vivayth will mostly live here with occasional reblogs sprinkled here and there.
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@kixflip: “a certain fanfic did a real number on my enthusiasm for like, predictive elder scrolls future settings, but im not above admitting that i think the concept is cool and would be interested to hear your future nirn thoughts”
i definitely understand your reluctance, i’m reluctant too lol. but i guess i’ll summarize the future of nirn/the aurbis as i’ve developed it so far…
okay so. in my version of events the 4th era ends around 251 after a sequence of events i call “diagnaquest,” wherein diagna, “an avatar of the hoonding that achieved permanence as a redguard sword-god,” returns from irrelevance and conspires with orsinium to make him the most powerful god to ever exist, via a lot of weird and fucked up magic stuff. a group of intrepid heroes end up defeating him, marking the end of the fourth era.
in the fifth era, everything that could go wrong, goes very, very wrong. every potential cataclysm and disaster and invasion and war you can imagine takes place in a very short period of time, maybe 100 years at most. by the end of it all, nirn is left devastated, many parts of it uninhabitable due to magical corruption of the land and its lifeforms. (i don’t know what the specific events are that cause this, or which one marks the end of the fifth era.)
the sixth era lasts for several thousand years, rivaling the length of the first era, if not surpassing it. it is a post-apocalyptic era, where mortal life on nirn struggles to survive and reclaim its world from chaos. over time they do recover, and even surpass their old world in magical and technological abilities, leading them to even discover travel through oblivion and aetherius via the sky in great ships. this era probably ends on some significant event related to oblivion-flight.
the seventh era is a renaissance of sorts, but in the wider aurbis as a whole. many great technologies, such as the aforementioned ships, powerful magical artifacts made from creatia itself, autonomous mortal-like machines with consciousness, and various other wonders are advanced. the aurbis is ruled by the aurbic empire, successor to the empires of old, and far yokuda, a revival of the long lost continent’s empire, with the usual daedric principalities interspersed throughout. these factions have often warred with one another over territory and power, just as they did on nirn. most life lives on the aedric planets as well as various oblivion colony stations scattered around the void.
that’s about it i think…..you can search my #seventh era tag for some scattered other info about it (some of it might be outdated, tho)
Okay I promise I'm done with my oc creation spree now. I've had this itch for a reaaally long time now to create a Dunmer Lady (ever since I watched some of those Lore accurate Dagoth-Ur follower mod let's plays to be exact 💀). Anyways, her name is Marise, your fellow jewelry enthusiast with a knack for illusion and alteration magic who may or may not have one or two connections to the thieves guild 👀
it's such a funny fucking thing to me that in TES gods (aedra) exist and yet mortals still have no faith in most of them 😭
like damn i'd worship dagon too that fucker at least accomplished something
I do feel sorry for the Aedra since they basically used up their godly power creating the world to begin with.
BUT it begs the question of why you would bother worshipping them to any considerable degree since they dont really do much (beyond allowing the world to keep existing)
There are absolutely still Aedric blessings and *occasional* cases of Divine intervention in TES, but for the most part the gods remind me of being an adult and having very old but caring grandparents.
They want the best for you and can help you out to a degree, but theres not THAT much they can really do for you in in terms of active benefit
It begs the question of why would you bother worshiping them to any considerable degree
This is a question that DOES have an answer that has been given to us two decades ago:
AFTERLIVES.
(This got longer than anticipated so putting most of this under a cut.)
Back when most of the cosmology of the setting was established with TESA: Redguard and TES III: Morrowind, there existed a hard and definite delineation: Mundus was the mortal realm where the living reside, and Oblivion was the otherworld.
The Family Shrine
Each residence has a family shrine. In poorer homes, it may be no more than a hearth or alcove where family relics are displayed and venerated. In wealthy homes, a room is set aside for the use of the ancestors. This shrine is called the Waiting Door, and represents the door to Oblivion.
[...]
Oblivion
The existence of Oblivion is acknowledged by all Tamriel cultures, but there is little agreement on the nature of that otherworld, other than it is the place where the Aedra and Daedra live, and that communication and travel are possible between this world and Oblivion through magic and ritual.
The Dunmer do not emphasize the distinction between this world and Oblivion as do the human cultures of Tamriel. They regard our world and the otherworld as a whole with many paths from one end to the other rather than two separate worlds of different natures with distinct borders. This philosophical viewpoint may account for the greater affinity of Elves for magic and its practices.
Foreign Views of Dunmeri Ancestor Worship and Spirit Magic
The Altmeri and Bosmeri cultures also venerate their ancestors, but only by respecting the orderly and blissful passage of these spirits from this world to the next. That is, Wood Elves and High Elves believe it is cruel and unnatural to encourage the spirits of the dead to linger in our world. Even more grotesque and repugnant is the display of the bodily remains of ancestors in ghost fences and ash pits. The presentation of fingerbones in a family shrine, for example, is sacrilegious to the Bosmer (who eat their dead) and barbaric to the Altmer (who inter their dead). - Ancestors and the Dunmer
Aetherius, which was first introduced as an obscure magical realm in TES II: Daggerfall, was then elaborated upon to be "the spirit plane" which exists outside of life and death, and - for cultures who believe in it - outside of the kalpic cycle. This is where the original spirits first congealed before Lorkhan's trick bound them to the creation of the Mundus, forcing them to birth their mortal aspects into the world and sundering them from Aetherius, forcing them to live on through their children - thus begetting the mortal races. Hence, for the majority of cultures that acknowledge the existence of Aetherius at all, souls in the mortal plane are considered to be trapped, and Aetherius is elevated as a spiritual goal reached by only the most exceptional.
Humans, with the exception of the Redguards, see this act as a divine mercy, an enlightenment whereby lesser creatures can reach immortality. Aldmer, with the exception of the Dark Elves, see this act as a cruel deception, a trick that sundered their connection to the spirit plane. - The Monomyth
Finally, the magical beings of Mythic Aurbis told the ultimate story -- that of their own death. For some this was an artistic transfiguration into the concrete, non-magical substance of the world. For others, this was a war in which all were slain, their bodies becoming the substance of the world. For yet others, this was a romantic marriage and parenthood, with the parent spirits naturally having to die and give way to the succeeding mortal races.
[...]
The magical beings, then, having died, became the et'Ada. The et'Ada are the things perceived and revered by the mortals as gods, spirits, or geniuses of Aurbis. Through their deaths, these magical beings separated themselves in nature from the other magical beings of the Unnatural realms. - The Monomyth
Pretty soon the spirits on the skin-ball started to die, because they were very far from the real world of Satakal. And they found that it was too far to jump into the Far Shores now. The spirits that were left pleaded with Tall Papa to take them back. But grim Ruptga would not, and he told the spirits that they must learn new ways to follow the stars to the Far Shores now. If they could not, then they must live on through their children, which was not the same as before. - The Monomyth, Satakal the Worldskin
But this was a trick. As Lorkhan knew, this world contained more limitations than not and was therefore hardly a thing of Anu at all. Mundus was the House of Sithis. As their aspects began to die off, many of the et'Ada vanished completely. Some escaped, like Magnus, and that is why there are no limitations to magic. Others, like Y'affire, transformed themselves into the Ehlnofey, the Earthbones, so that the whole world might not die. Some had to marry and make children just to last. Each generation was weaker than the last, and soon there were Aldmer. Darkness caved in. Lorkhan made armies out of the weakest souls and named them Men, and they brought Sithis into every quarter.
Auriel pleaded with Anu to take them back, but he had already filled their places with something else. - The Monomyth, Heart of the World
To reiterate: the cosmology-as-established is that the creation of the Mundus has sundered the spirits who participated in it from Aetherius. Oblivion is the otherworld where both the Aedra and Daedra are known to reside, as that is where their divine realm-plane(t)s are located - that being the eight planets of the Aedra and the innumerable realms of the Daedra.
Upon death, the soul of a given mortal travels to Oblivion as well, not to Aetherius. Aetherius remains solidly out of reach for anyone except those precious few who achieve apotheosis and manage to make the leap beyond the stars on their own, and is inhabited only by the so-called "Star Orphans" - a collective name for the "heroes, gods, and demons" who have transcended and escaped the cycles of the world entirely.
For everyone else, what determines their destination upon death is their spiritual alignment with the gods they worship, which was most cleanly established in the 2005 text The Loveletter from the Fifth Era:
The echo of the Void is Oblivion. The echo of Oblivion is now mortal death. Death results in reappropriation of spirit towards its aligned AE—either to the god-planet Aedra or the Principalities of Oblivion. Vehk's name for this transaction, mentioned above, is "lunar currency".
In other words, mortal souls need help to make it out of the Mundus instead of becoming ghosts or reincarnating. This reasoning is further reinforced in TES IV: Oblivion through Mankar Camoran and his Mythic Dawn Commentaries, which claim that the Aedra have actively "tricked" the mortals into believing that following the Divines offers souls an escape from life and death:
Understood laws of the arcanature will fall away like heat. "First Tower Dictate: render the mutant bound where he may do no more harm. As God of the Mundus, alike shall be his progeny, split from their divine sparks. We are Eight time eight Exarchs. Let the home of Padomay see us as sole exit." - Mythic Dawn Commentaries, Vol 3
More than that, Mankar further suggests that the Aedra have outright concealed the true requirements of escape from the mortals, as the only way to truly transcend mortal death is to achieve apotheosis yourself - which means mantling and subsequently usurping one of the existing divine myths and challenging the authority of the gods that be:
The Tower touches all the mantles of Heaven, brother-noviates, and by its apex one can be as he will. More: be as he was and yet changed for all else on that path for those that walk after. This is the third key of Nu-mantia and the secret of how mortals become makers, and makers back to mortals. The Bones of the Wheel need their flesh, and that is mankind's heirloom.
Oath-breakers beware, for their traitors run through the nymic-paths, runner dogs of prolix gods. The Dragon's Blood have hidden ascension in six-thousands years of aetherial labyrinth, which is Arena, which they yet deny is Oathbound. By the Book, take this key and pierce the divine shell that encloses the mantle-takers! The skin of gold! SCARAB AE AURBEX!
Woe to the Oath-breakers! Of the skin of gold, the Xarxes Mysterium says "Be fooled not by the forlorn that ride astray the roadway, for they lost faith and this losing was caused by the Aedra who would know no other planets." Whereby the words of Lord Dagon instructs us to destroy these faithless. "Eat or bleed dry the gone-forlorn and gain that small will that led them to walk the path of Godhead at the first. Spit out or burn to the side that which made them delay. Know them as the Mnemoli."
[...]
Once you walk in the Mythic it surrenders its power to you. Myth is nothing more than first wants. Unutterable truth. Ponder this while searching for the fourth key. - Mythic Dawn Commentaries, Vol 3
This directly echoes the teachings of Vivec, who speaks at length about the nature of apotheosis and its connection to transcending death and the laws set in place by the Aedra:
'They are the lent bones of the Aedra, the Eight gift-limbs to SITHISIT, the wet earth of the new star our home. Outside them is the Aurbis, and not within. Like most things inexplicable, it is a circle. Circles are confused serpents, striking and striking and never given leave to bite. The Aedra would have you believe different, but they were givers before liars. Lies have turned them into biters. Their teeth are the proselytizers; to convert is to place oneself in the mouth of falsehood; even to propitiate is to be swallowed.'
[...]
'The enlightened are those uneaten by the world.' - Sermon 21
'Take from me the lessons as a punishment for being mortal. To be made of dirt is to be treated as such by your jailers. This is the key and the lock of the Daedra. Why do you think they escaped the compromise?' - Sermon 32
What is the Psijic Endeavor?
The basis for the teachings of the Prophet Veloth, founder of present day Morrowind and father of Dunmeri culture. Veloth describes the Psijic Endeavor as a process of glorious apotheosis, where time itself is bent inward and outward into 'a shape that is always new'. Those who can attain this state, called chim, experience an ineffable sense of the godhead, and escape the strictures of the world-egg.
[...]
What is the purpose of the Psijic Endeavor?
To transcend mortal boundaries set in place by immortal rulers. At its simplest, the state of chim provides an escape from all known laws of the divine worlds and the corruptions of the black sea of Oblivion. - The Thief Goes To Cyrodiil
So to sum up:
The creation of the Mundus sundered the participating spirits from Aetherius. Their corpse-realms are the divine planets which are in Oblivion, orbiting Nirn as the "eight spokes" enforcing the universal structure.
Mortal souls end up in Oblivion, which is the afterlife. Where exactly is decided by what spirits they worship and believe in, as that "aligns" their spiritual destination to the AE of their respective deity.
Aetherius is the spirit realm reached only by those mortals who escape both the "laws of Convention" and "the corruptions of Oblivion", which is to say transcend both the Aedra and Daedra and achieve apotheosis, thereby able to make the leap beyond the stars on their own.
And this is where the consistency ends, thanks to TES IV: Oblivion.
Or more specifically, thanks to the Pocket Guide to the Empire, 3rd Edition (PGE3) which was released alongside TES IV as a successor to the PGE1 that released alongside Redguard.
See, part of the troubles with Oblivion's development is that a significant chunk of the designer team was not present for the beginning - namely the people who were most deeply involved with the esoteric, metaphysical, and cosmological concepts. Kurt Kuhlmann and Michael Kirkbride both left the company after the release of Redguard, and were later contracted to write books for Morrowind; similarly, Douglas Goodall left the company during the development of Tribunal DLC and did not return.
Only after the development for Oblivion had already begun were Kuhlmann and Kirkbride asked to get involved again, and Kirkbride notably was supposed to help write the PGE3 but, while having initially accepted, later asked Ted Peterson to take over due to his other commitments at the time. MK's writing was restricted only to a few lines and concepts in the final text, as his section Imperial Census on Daedra Lords was ultimately cut.
This leads us to the section Arena Supermundus, which offers us out major divergence from the cosmology as established before:
Aetherius, ancestral seat of the Nine Divines and the other original spirits, is the plane of pure magicka. Whereas Oblivion may surround us every night, it is aetherial energy that infuses our daily existence, from highest to lowest, and gives all the races of men, mer, and beast common purpose. Its magic brings the rain to the fields, love to our hearths, and scientific principles to our technological industries. It gives us the very Sun itself. Finally, Aetherius is the home to the Aedra, those cornerstones of the Mundus whose aspects we see in temple, in lordship, and the high walk of heroes. - PGE3
This directly contradicts* the established information about the Aedra and their realms being in Oblivion, as was formerly and consistently stated in several prior texts, and while not a super egregious error in and of itself, it did echo into the rest of TES IV's (and later, even more egregiously, into TES V's) writing as the mistaken idea that Aetherius is somewhere all people go upon death rather than something exceptionally difficult to reach.
*technically speaking, the Aedra do reside in Aetherius in TES III as well, however not in the sense as described here. Rather, their divine myths and patterns are written in the stars, and the spirits that reside in Aetherius are those who mantle said myths and ascend to godhood through them - so for example, Martin Septim mantling Akatosh at the end of TES IV allowed him to "join his ancestors in Aetherius". However, the specifics of the language here are of essence, as the original Aedra that created the world are firmly established to be dead in all but two of TES III's creation myths, and those who reside in Aetherius are their successors/replacements/mirrors created by the efforts of mortal mantlers.
This notion was carried forward into TES V, where we directly visit Sovngarde first hand - which itself gets retconned into being in Aetherius (whereas formerly it was described as an "underworld" directly adjacent to the Mundus, potentially located on the moons) - and see that it is very much populated by souls of regular old soldiers, and that the Nords themselves commonly believe themselves to qualify for Sovngarde simply based on the circumstance of their death, regardless of any heroics or mythic deeds, let alone apotheosis.
This leaves us only with ESO to turn to, and ESO is... noncommital. On the one hand, the Keeper of the Hall directly acknowledges the established difficulties in reaching the Far Shores, lamenting that "there just aren't as many heroes anymore", while sacrifing Sai Sahan at the end of the main quest will prompt the Prophet to explain that his spirit is not in any kind of afterlife but has been dispersed into Aetherius, where he is "beyond life and death". On the other hand, ESO by volume has the single largest amount of sources about souls of the dead going to Aetherius by default, especially in the ever-controversial base game where every other ghost we encounter claims to be from Aetherius.
This leaves the lore in an awkward spot where the mistaken notion has been repeatedly canonized and reinforced, rendering the vast majority of established Aetherius-centric religions completely nonsensical at their core premise - that Oblivion is where the dead go, and that Aetherius is coveted precisely because it spares them the fate of the majority. Hence the confusion.
As a bit of shameless promotion to top us off, my friend @kicks-lots-of-ass has a really good reddit post proposing a potential reconciliation between the contradictory writings, which can be found here. This is the theory that I hold to and have since incorporated into my own writing.
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tagging: @pinessydr @illumiera @knifecalledlust @constantfyre – I'm pretty sure I've seen everyone else do this already, but if not, consider yourselves tagged!
I wanted to do this with Arri at first, but then realized I couldn't without massive spoilers for my fic. The same is true for Miseanyas, and Keldarin's (the other one I'm currently obsessed with) story would require more trigger warnings than I want to put in a tag game. Therefore you're getting my girl Izani, who I don't talk about nearly enough despite her being not only my Vestige, but also fairly involved in my other OCs' arcs!
Name: Izani of House Ravenwatch
Age: 20 at the time of the Planemeld
Born: 20th of Midyear, 2E 562
Occupation: Adventurer, occasional spy, researcher and vampire hunter, and Nirn's favorite problem solver
Background: Izani was born in a small village in southern Bangkorai. Growing up in what was mainly a farming community, she quickly grew bored with a life dictated by routine and the needs of the livestock her parents kept. She had an inquisitive mind and always wanted to see and learn about new things, and wanted her world to be bigger than just the village, the goats, and perhaps the market at Hallin's Stand. As there were very few people around her who thought like her, most either never having felt the desire to go or even think beyond the village or having settled there precisely to escape the world at large, life at home felt quite alienating to her even at a young age. The other children outgrew their fantasies of travels and adventure while Izani did not, and so at 15 she had already made up her mind to leave as soon as she could. She tagged along with a band of mercenaries when she was 19, being something of a servant to them in exchange for basic combat training and a chance to travel. About a year later, their group went to Daggerfall looking for work, and while wandering around the city, Izani was lured into the Worm Cult's trap and killed by Mannimarco. Considered dead by her family after this – a Vestige being beyond their ability to understand and accept –, she threw herself into fighting the Worm Cult.
Formative relationships:
Darien Gautier: Without a doubt the best friend she has ever had; her ride-or-die. He was the one person she relied on most during the Planemeld, his jokes and always cheerful attitude sometimes making her forget she didn't have her soul. He made her feel human again. Losing him in the battle against Molag Bal, and then getting her soul back so soon after that nearly broke her: While soulless, her emotions were muted and harder to decipher in a way, and it all rushed back in all at once when her soul was returned to her. Not having the slightest idea what happened to him, Izani tried to move on and threw herself into whatever the Daggerfall Covenant needed help with, and that was how she ended up in Wrothgar, where she eventually found Darien's letter. From then on, she and Gabrielle began searching. Summerset confirmed Gabrielle's suspicions as to where Darien had been, and while Izani was heartbroken at losing him again, she refused to believe he was truly gone, and kept searching for a way to reach him, which she did not find until it was too late. After Solstice, she keeps Darien close – she is not losing him a third time, not after what it cost them to bring him back at all. Her focus after the events of Solstice is to help him find out who or what he truly is, and what the hell it is that seems to live inside his head.
Gabrielle Benele: Gabrielle is Izani's other best friend. While they already got along like a house on fire – two sharp, endlessly curious minds – during the Planemeld, their shared grief and determination to get Darien back brought them even closer together and they kept in close contact even while their respective research led them all over Tamriel in search of clues. Gabrielle would also often send Izani letters with advice on whatever mess she had landed herself in at any given time, because Izani does have a tendency to stumble from one conspiracy into the next daedric invasion into the return of some undead menace. Izani is still grieving Gabrielle, and will probably never stop, simply due to the unfairness of it all: Getting one of her best friends back only at the loss of the other, and Gabrielle never getting to be with Darien again. In all honesty, one of Izani's biggest dreams had been to see her two friends build a life together, and the fact that it's never going to happen is weighing heavily on her.
Verandis Ravenwatch: Verandis was the one who taught a soulless Izani, who was disconnected from her own emotions and who ignored her physical health as well, knowing she'd just get back up after "dying", that she still deserved to rest and needed to take care of herself, something not even Darien managed, because he tends to run himself ragged the same way Izani does. Verandis always offered Izani a place to rest, some time to just sit and process, and guidance whenever she asked for it. Very early into their acquaintance, Izani returned from one of her tasks with her hair a complete and utter mess from getting her falling into some thorny bushes. Verandis took the time to untangle and cut her hair while they talked her mission over – Izani has never changed her hairstyle since. Losing Verandis at the Doomcrag set her back significantly where her ability to take care of herself was concerned. Still, she kept in touch with the rest of the Ravenwatch. After Verandis' return during the events of the Dark Heart storyline, Izani grew closer to him still, and began to view him as her father figure rather than just a mentor, especially since she was spending a lot of time around Adusa, Gwendis and Fennorian, who did the same, and also because Izani's birth family wanted nothing to do with her. To this day, Izani is a member of House Ravenwatch and visits Verandis in Blackreach whenever she is able. He – and his connection to the Dark Heart – is also the source of Izani's ability to use Void magic.
Meridia: Meridia is Izani's nemesis, mostly on account of her stealing her best friend twice, and continuously trying to take him away again, treating Darien as something she owns. Making sure Darien retains his free will is Izani's priority, and keeping his mind stable and helping him stay away from anything Meridian as well as the Aurorans she keeps sending after him is something she is fully committed to. On top of that, Izani has had enough of Meridia keeping things from her followers and those she deems her allies: Not telling her after the first time that she had taken Darien, only revealing information she is forced to give it, abandoning her followers when she can't be bothered to care …
Other relationships:
Skordo the Knife and Alinon: The rest of her Covenant friend group, and very dear to her.
Khamira: A good friend and someone Izani visits whenever she can.
Calo: Her one attempt at a romantic relationship. However, with Izani prioritizing her travels for research purposes over permanently settling in Elsweyr, Calo's commitment to his unit and Queen Khamira, and Izani's general lack of depth to her romantic feelings, if they are there at all, they agreed it was best to just stay friends.
Abnur Tharn: Her sparring partner for biting remarks, and the man who taught her her first spells and laid the groundwork for her understanding of magic.
Gwendis, Adusa-daro, Fennorian and later Serana: Her brother and sisters, and one of the reasons she can bear being immortal when most of her friends from the second era are gone.
Rada al-Saran: One of the toughest opponents she was ever up against, because he frightened her to no end. He is what she knows she will become if she ever has to make the choice between doing the right thing and saving her friends. She would see the world burn before losing anyone else, and would make whatever sacrifice necessary to bring back those already lost.
Strengths:
the most loyal friend you will ever have
she does not give up while there is even the smallest bit of hope
is very patient when it comes to research and gathering information, despite being not very patient otherwise
Weaknesses:
does not know how to say no and therefore gets dragged into everyone else's problems
tends to jump to conclusions
overworks herself past her breaking point
no patience for fools
No interest in:
sex and, for the most part, romance
No concept of:
appearing normal (though this is mostly a phenomenon of the third and fourth era)
just sitting down and letting others handle a problem
Character/personality: Izani is generally a nice person, always willing to lend a helping hand. She's fairly straightforward and prefers a hands-on approach, often opting to jump straight into action (or research, if it is required first) without talking about it endlessly beforehand. She always needs something to do with her mind; not having anything to think on will leave her bored to death in no time. This is also part of why she is bad at sitting still and/or leaving well enough alone: She simply cannot resist finding solutions to any given problem. She is good-natured, if not very polite, but quick to judge a person, and once on her bad side, it is very difficult to regain her trust. She is loyal to a fault, but at the same time will hold a grudge forever – and if she doesn't like you, you'll know it. It's easy to know where you stand with her: She wears her heart on her sleeve.
In battle: Izani relies on speed and agility rather than strength. Her primary weapons are daggers, but she is quite capable with a hand crossbow as well, a skill she picked up after she was given her first grappling bow and decided she might as well modify it to have a ranged weapon at hand. She can use destruction magic in a pinch, though her abilities are still somewhat limited during the second era and she can only work with some flame spells. However, she primarily uses magic not to fight, but as a tool for repositioning or escaping. She has the ability to tap into the magic of the Dark Heart to create small void portals that only last for a few seconds at best, essentially allowing her to blink around the battlefield. During her early years of learning, she can only manage very few portals, and on more than one occasion "kills" herself by teleporting off of a cliff, but later masters the ability.
Distinguishing marks/traits:
no extremely noticeable physical traits that are usually visible; she does have the scar from where Mannimarco stabbed her, but this is on her chest
owns a blue scarf given to her by Darien that she wears almost constantly
Trivia:
Izani seems like something between a cryptid and a complete weirdo to the Hero of Kvatch and the Last Dragonborn. To them, she just seems genuinely strange: Arri first met her inside an Oblivion gate, where she found Izani essentially yelling increasingly creative insults at the sky and telling Dagon to just let it go already – it didn't work the first two times either; meanwhile Rienn's first run-in with her was in Blackreach – she had wandered a little too close to where the Dark Heart is hidden away, and Izani was attempting some spooky bit to scare her off. It did not exactly work out.
Izani owns a silver hairpin in the shape of a raven with several green stones set into it. At first glance, they may look like emeralds, but they are really tiny repositories for void energy. In her early years of accessing that energy, she always needed a source close at hand, hence the hairpin.
Izani likes to dance, her favorite being traditional Khajiiti dances.
She also likes to read; her favorite is a good mystery. However, she can't really enjoy the Investigator Vale series anymore since she found out who the author is and does not get along with her at all.
I've been feeling a little drained past few days, but for the first time in a while I had a nice roleplaying session in Skyrim
This felt rejuvenating enough, so I finally had a strength to draw again
I've also started putting together a more comprehensive lore for Marena and decided to place her in Skyrim for at least part of her story. After all she was originally a Skyrim OC
Here are a few things I figured out about her lore:
Marena likes touching things, especially the ones she probably shouldn't
I realized this after making her a custom follower for another character. I found it funny that she would interact with pretty much anything whenever she had the chance. But as for real reason I think she simply enjoys sensory stimulation.
She's a bit dumb and impatient when it comes to stealth.
So she's better off having someone else make the tactical decisions during a fight.
She'll get better over time! But for now, Marena needs more training, the harsher the better
Yes, sometimes she's a little dumb in a childish way. She isn't always like that, but some part of her behavior regressed after a traumatic event.
She hasn't looked in a mirror for a long time.
A couple of years perhaps?
And as for the Falmer armor, she found it in a dungeon or took it from the guy she killed and decided to try it on out of curiosity. She doesn't like it at all - it's way too revealing
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Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming