Identifying Marks: Notable, old acid scarring on left cheek, Small scar on right cheekbone, Chunk missing from shell of right ear, six toes on each foot
Tics/Quirks/Misc: Gets motion sick, functionally illiterate, fiddles with objects when nervous, almost always has at least one dagger
Backstory, Skills, More under the cut
Skills:
Magical: Skilled in Illusion and Destruction, best at fire, invisibility, and short range teleportation. Can summon a barrier in a pinch. Not good at Restoration.
Physical: Good endurance, strong enough to climb things, swing a destruction staff around, stab things. Quick.
Crimes: Excellent at stealth, infiltration, picking locks, and dismantling/avoiding magical defenses/traps
Mental: Good problem solver. Not great at emotional intelligence
Backstory:
A Hulkynd, Falcarmil’s life was unpleasant from the start. Whoever his parents were left him to die in a field as an infant the moment they noticed he had an extra toe on each foot. Luckily for him, he was found by someone in the service of the Mother of Rats and taken to Shimmerene’s Waterworks, where he was raised by an eclectic mix of thieves, smugglers, rebels, and other outcasts. He spent most of his time struggling to survive, in a near constant search for food and shelter.
Due to the easily hidden nature of his ‘deformity’ he was able to blend in to average altmer society for some time, and became proficient in picking pockets. Working the markets became near impossible after an incident with a salamander left his left cheek significantly scarred, so he shifted to working nights as a burglar, petty thief, and occasionally took part in larger heists. During this time he became a good lockpick, but an even better illusionist and infiltrator.
After a bad breakup and growing frustrations with constantly being on the edge of starvation, Falcarmil braved his most hated adversary at the time... seasickness, and left the dominion by way of a pirate friend, to Daggerfall.
In Daggerfall he took a few honest, odd jobs, before deciding to bite on the offer of a ‘mysterious benefactor.’
He was sacrificed to Molag Bal by Mannimarco, and found himself a prisoner of Coldharbour for two months before Lyris rescued him. Once freed, he travelled the Daggerfall Covenant, gaining strength and combat experience in preparation for taking his soul back from Molag Bal. He also gained a boatload of trauma. Oof.
Meridia asking him to help the other alliances was the last straw, and, not feeling he could trust the remainders of the Five Companions, he called in a favor from Valaste and fled, an amulet to prevent magical tracking now in his possession. The path of his flight took him to Northpoint, where he paid for passage to Western Skyrim.
The ship ran afoul of sea giants and a storm, wrecking on the mountainous coast in a bid to escape. Falcarmil and the surviving crew headed into the mountains, making good distance but facing winter. On the verge of death by starvation and freezing, they were found by a nord hunting party and taken to the small mining settlement of Chillgyre. The crew recovered and headed for Solitude in spring, but Falcarmil stayed, figuring it was as good a place as any to begin anew.
He got a dog, learned to bake, and enjoyed relative peace and enough food in his stomach for approximately five years before the events of Greymoor.
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