okay I guess I told everyone I’d put one of these together, so collected for your convenience are most of my OCs and some information about them! i decided to kinda break some of them down by fandom, so first up are my Elder Scrolls/Skryim kiddos. Skyrim  Nayla gro-Zhul (age 23, orc, sword and board tank), orsimer and Dovahkiin, born in Bruma to an Orsimer father and Nord mother. Nayla’s father is completely estranged from traditional orcish culture other than the occasional bout of swearing to Malacath when he drops something on his toes or can’t get up out of his chair because his belly’s in the way. Nayla’s mother prides herself on being a direct descendant of Tiber Septim, by way of a few nameless bastards, and not much proof. Nayla has been raised pretty far away from orc stronghold life, with her father being so acclimated to Cyrodiilic life and culture. She crosses the border into Skyrim with her mother, who has family in Falkreath, but her dad’s stubborn and stays home and she and her mother are separated after an ill fated couple of Stormcloak soldiers offers them a friendly ride, one on his way back to see family in Riverwood. Nayla is even-tempered, gentle even, though she’s really strong and really tall and is a little intimidating, but generally she gets quietly excited about new things and likes helping people. Her favorite companions to hang out with are Lydia and Borgakh the Steel-Heart. She lives in Falkreath, where it’s warm(er).  Morgunn (age 36, Nord, thief/spellsword) is a Nord guildmaster of the Thieves’ Guild, about whom not much is known, and the mystery about her past is really a lot of her own construction. She was born in Windhelm, but didn’t stay around her family long, carving out a number of odd livings in the Imperial City before taking up a thief’s mantle. She’s particularly good at burglary and strongarming, with a very sharp mind, clear insight, an eye for very meticulous planning and a brusque, cold nature. Upon escaping Helgen and finding herself uncomfortably stuck in the middle of open war, she made for Riften, where she had old contacts who were long ago murdered by the Dark Brotherhood assassins hired by an old contact of Mjoll the Lioness. She found the city was pretty much set up for a timely rise to power. She admires Maven Black-Briar but doesn’t trust her as far as she can throw her. Rumor has it she’s lately taken to adopting orphans off the street and enlisting them in the guild early, teaching them how to pickpocket and swindle in exchange for a home of sorts and a cut of their earnings. Another rumor has it she’s a Nightingale, though no one has much proof, and she doesn’t have the inkling to share. If she’s not in the company of Iona, her surly housecarl, she’s probably roaming with Kharjo, one of the few people she’s genuinely fond of and whose advice she appreciates.  Aithbhreac (age 19, Breton, stealth archer/illusion mage) is an accomplished archer, born in the Reach to sturdy farmers from High Rock who grow turnips in the tiny patch of green between two cliff faces. Aithbhreac is quick on her feet, light as a feather, clever and skilled in the ways of survival, aided by a little magic. She left home with little desire to be a turnip farmer and less desire to join the College of Winterhold, wandering and doing odd work in various places across the Hold, where she heard a great many stories about the Nords living in the Reach, and what had happened in Markarth only recently. She worships the Daedra as the old gods, and distrusts Nords, having made a sport of hunting a few. She is curious but evasive of her nature as a Dragonborn, imagining what that power could do in the Reach for the native Bretons, but also wary that it easily makes her a tool to be used. Her whitewood bow is named Aodhfionn.  Esin (age 24, Bosmer, thief) is a mostly Bosmer half-breed who hails from the Imperial City. Raised in a brothel operated by a Thieves’ Guild contact with a number of prostitutes’ bastards, he was exposed young to pickpocketing and street conning, paying back to the mistress of the brothel whatever he managed to nick. He has a magpie-like attraction to small objects—usually valuable but sometimes of inexplicable importance to him. Since he was a child, he’s hoarded whatever he nicks, stuffing his mattress or finding inconspicuous places to hide things in corners until his pile is so big that it’s not all that subtle anymore. This got him into trouble with the Thieves’ Guild operating in the city, namely a longtime burglar named Morgunn who saw an opportunity and used him as an operative and informant for a great many years before he betrayed her and fled the city for the northern border. He’s a terrible coward, afraid of direct combat, but he’s usually wily enough that he can talk himself out of trouble. He’s been known to abandon loyal friends in times of adversity, running off to hide somewhere safe without regard for their welfare. Oblivion Ashrun Skardsdottir - (aged 32, Nord) A Nord huntress and twin sister of Thornrunner, Ashrun lives in the south Jerall Mountains in a cabin with her brother, where the two of them make a successful living as game hunters trading pelts and meat in Bruma. Ashrun is somber and quiet—her brother is considered the talker between the two, as she prefers to only bother with words when she feels like it. Tall and gruff, Ashrun is stocky and never complains of the cold. She was imprisoned along with Thornrunner in a jail in the Imperial City following an incident where she and her brother tracked a white stag onto reserved Imperial hunting grounds and could not pay the exorbitant fine laid upon them by the nobleman who owned the woods. Ashrun is a full head taller than her brother, the ‘muscle’ of the family, though anyone would be hard pressed to decide which of the two is the more skilled marksman. She follows her brother on his errand to deliver the Amulet of Kings to Chorrol, despite crowing that it’s a terrible idea, given the last time they had a run-in with anything close to royal. Thornrunner Skardssen- (aged 32, Nord) - Twin brother of Ashrun, skilled as a tracker and hunter who specializes in making excellent snares for rabbits and grouse and trading them when he and his sister travel into town. He’s a smooth talker and a clever hunter, always coming up with new ideas to improve their hunting trips—a collapsible blind that can be set up in a tree, a snare that doesn’t require bait, a carved deer call. Ashrun finds all these things impractical and eccentric. (Funnily enough, Thorny was also sort of my Nerevarine in Morrowind.)