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Topics - Kerenza

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Storyboards / Rumours
« on: April 28, 2017, 10:46:00 AM »
A travelling group of khajiit merchants brought a body wrapped in cloth to the Mages Guild in Evermore, explaining that they had come upon the body during their travels and thought it best to wrap her reverently and bring her in. Unusually for khajiit, they didn't ask for coin for the cloth, and they headed out of the city soon afterwards instead of stopping to trade.

When unwrapped, the body proved to be that of an orc woman who had been mauled by beasts. It is possible that someone at the Mages Guild might have recognised her as Shar gra-Murgol, erstwhile High Priestess of Julianos.

Storyboards / Kerenza's Journal
« on: April 24, 2017, 05:26:06 AM »
This journal is a smallish leather-bound book which at first glance appears only to contain recipes for food and drink.

A closer look reveals that some of the recipes have letters written on the back of them.

The first letter reads:

Dear Gran,

I met a man taught me a drinking game, last week. Called “Never have I ever…” The important questions are “Have you ever jumped off a cliff?”, “Do you own a horse?”, and “Do other people do things for you that you could do yourself?”

First question tells you whether they take risks or ever did. And whether they take stupid risks. Jumping off a cliff to get away from the Stronghold might have been stupid, but I didn’t feel I had any other choice. And can you imagine me as a hearth-wife? No. Nor me, either.

Second question tells you about whether they’re wealthy. Have a horse. Stolen one, originally, but still.  Poor thing’s been on short rations a lot of the time, but then so am I. But I’ve been working as a guard at the Sanctuary of Dibella, so the horse is growing fat now.

Third question tells you about influence – or wealth again. Don’t think I get other people to do things for me I could do myself, except maybe cooking sometimes, when I get a meal or a drink at an inn.

…the man’s pretty interesting, too. Think you’d have liked him, Gran, if you were still alive.

Storyboards / (History) Change of Pack leadership
« on: April 22, 2017, 04:13:06 AM »
A note had been left on the table in their home, the safe place he'd found for them. It read:


I'm going away for a time, not sure how long. Take over Pack leadership for me while I'm away.

Yours, Victus

When she'd finished cursing, Kerenza started to make plans.

Events and Occasions / Responses to The Mindstorm
« on: April 21, 2017, 07:30:58 AM »
Response to Chapter 1: Enclosures

Kerenza was riding to Evermore, as she did several times a week. There was always a need for more supplies, especially the way the Pack went through sweetrolls. More flour and yeast and sugar were needed at least twice a week. More coffee probably once a week, even though Kerenza herself was the main coffee drinker. Then there was fruit, and vegetables. Meat wasn’t a problem at all, ever, not with the game roaming freely in the woods and Infaust off hunting at least daily.  Besides, there were a few people who knew to contact her through the Outlaws’ Refuge, so there was always the chance of mail.

This time, Evermore was different. There was an air of excitement about everyone she saw. Huddles of people gossiping on every street corner, and the merchants she usually dealt with were busy chatting to other people, too. The conversations seemed to be variants on “Have you seen it?” “Yes, I have! What do you think it means?” “I don’t know, what do you think it means?” and round and round. Nothing like the buzz there had been, last week, about the circus coming to Evermore. Or the excitement among the children about the fire eater and her story, afterwards. That had been Jocilyn, Kerenza realised. It was a good thing she hadn’t visited Evermore that day.

Eventually, she got tired of the circular conversations, and interrupted. “What’re y’all talkin’ about? Seen what?” The merchants were delighted to enlighten her, although it took some time before they stopped interrupting one another for long enough for her to get the message. A sending. At the fountain, the one with the statue of Saint Pelin, at the East gate. A Redguard fighting a host of shadowy assailants. A Redguard people recognised, Lord Akabash. How odd, she thought, and pushed her way through the jostling crowds to see for herself.

Yes. There was a Redguard fighting, his opponents simply humanoid shadows. Faint traces of background, the sands she recognised as the Alik’r Desert. What would that sort of sending be doing here? Yes, there were Redguards further south, and yes, Hammerfell was adjacent to Bangkorai. But still, it was at least several days’ ride from here to …oh, the sending was from Sentinel. What did it mean? Why use the magic to send a vision here? Why not somewhere that could send help? Evermore was still wracked by the aftermath of the Imperials’ attempted invasion and the Reachman threat. Queen Arzhela couldn’t spare troops to send to Sentinel.

Just then, her attention shifted. An eddy in the crowd. Someone walking away, a figure in mage’s robes with a staff. It couldn’t be….could it? She hesitated, and the moment was lost, the figure gone. She turned back towards the market stalls. The supplies wouldn’t buy themselves.

Character Information / Kerenza of Ezrasholt
« on: April 06, 2017, 05:31:50 AM »

Name: Kerenza of Ezrasholt
Race: Orc
Gender: Female
Age: late 20s
Birthsign: The Thief
Hometown: Evermore
Occupation: freelance investigator

Height: 6'4"
Build: muscular and stocky
Skin: greenish
Hair: blonde
Eyes: green
Distinguishing features: two small tusks, slightly pointed ears, normally wears a plaited leather band around her forehead. Scars on her body, from most of an adult lifetime spent fighting.Typically laconic speech. Orcish accent.

Wears leather armour of Ancient Orc style, carries a pair of daggers. One is particularly ornate and carries the letters "QB" engraved on the hilt.

Damage dealing. Sneak attacks. Thieving skills.Shadow magics, especially those that heal her while damaging the enemy.
Cooking and brewing.

Alignment: Lawful Neutral.
Watchful, analytic, tends to calm others in her presence.
Very strong sense of duty
Very strong desire to protect her friends

Kerenza was the Chief Daughter of a Stronghold, but after her father was cast down by a new chief she ran away. She's evasive about which Stronghold it was.
Worked as a mercenary for several years.
Then fell in with Cardinal Annabella who offered her a job as a guard with the Dibellan Temple. She took her job very seriously, and made some strong friendships.
Kerenza met and fell for Victus Pentharian, and left the Temple to be with him.  She ended up asking him to make her a werewolf in order to have the strength to protect herself and others. Victus disappeared soon after that, and left Kerenza in charge of the Pack. She has recruited a number of new Wolves, set up a home for them, and forged alliances with the Order of Awen, Ethan Maxwell's Red Crescent Clan and Clan Vantell.

Lore Discussion / Werewolves and the Use of Lycanthropy
« on: April 06, 2017, 01:23:47 AM »
Werewolves and the Use of Lycanthropy

The Kell Hounds roleplay with Lycanthropy as presented in the Elder Scrolls Online. Not as presented in Skyrim, Daggerfall, Oblivion, or any other Elder Scrolls game or Lore. The following information is pulled from Elder Scrolls Online and used to create a uniform version of Lycanthropy within the Guild. This post is to dictate what the Kell Hounds recognize and what members are to adhere to.

PLEASE NOTE: If any information in this post is found to be in contradiction with an Elder Scrolls Online lorebook, conversation, quest, or happening, please bring it to the Pack Leader immediately and things will be altered to reflect the game.

1. Becoming a Werewolf
2. Strengths
3. Weaknesses
4. Transformation and Control
5. Bloodlust
6. The Pack
7. Hircine

Becoming a Werewolf

There are two methods of becoming a Werewolf:

1) Contraction. Being bitten or clawed by a Lycanthrope has a chance to contract the disease Sanies Lupinus, which by itself causes very little harm to the host. It can lead to an increase in fatigue and loss of breath, but otherwise gives little outward sign of its condition. After a span of time, however, the disease becomes incurable, and on the next full moon the host will become a full Werewolf.

This first transformation is often traumatic and uncontrolled. The new wolf pup will often be entirely lost to the bloodlust and attack any creature - friend or foe - within sight. Often it is only after the bloodlust has been sated that the new wolf recognizes what they have become. After their transformation, the sense of fatigue that comes with the onset of Sanies Lupinus fades completely.

2) Ritual Gift. Through Daedric ritual with Hircine himself, or through a bestowing ritual from another Werewolf aged and strong enough, a willing participant can take on the Gift of Hircine in a more controlled fashion. This does not require the disease Sanies Lupinus nor does it require any worship of Hircine directly. The ritual in question varies wildly from worshiper to worshiper as well, leading to vast inconsistencies in participation.

What is more common, however, is that the first transformation is often more intimate and intense - though it does not immediately suggest the host will have more control. Most rituals, especially those with Hircine directly, require the hunting of a prize worthy prey during the first transformation. In Pack rituals, the Pack will often hunt with the new pup during this transformation as well.

Within the Kell Hounds, the Pack Leader is the only Werewolf capable of bestowing Lycanthropy in this manner.


Werewolves are unchanged in their human form. They do not possess increased senses of sight, smell, or taste - though the constant use of such heightened senses while in their transformed state will undoubtedly increase their familiarity with smells and tastes that others may not recognize. Neither do Werewolves possess increased reflexes or strength while in human form. It is suggested in at least two lorebooks that this unchanged human form is partially to encourage the mortal to spend more time in their transformed state. It is also worth noting that Werewolves display none of their weaknesses while in human form as well.

While in their transformed state, Werewolves stand a solid three to four heads taller than even the tallest Altmer or Orsimer, with broad shoulders and powerful claws on both their hands and feet. They possess immense strength and agility, an almost supernatural sense of sight and smell, greatly increased movement speed, and a bolstered healing factor. Their abilities to hunt and combat prey are unrivaled by any natural creature on Tamriel.

While they do not possess the ability to control wolves, wolves will often respond to Lycanthropes as though they were a member of their own pack. A cry from a Werewolf may call nearby wolves to them to defend one of their own.


As stated above, Lycanthropes in their human form are unchanged. Weaknesses do not present themselves until they have changed into their Werewolf form.

In Werewolf form, however, the creatures are weakened by silver weapons and are incredibly vulnerable to poisons and disease. The Belladonna plant in particular can cause the veins of a Werewolf to shrivel entirely, though this typically needs to be administered into the blood to take effect. Contact with silver causes the blood of a transformed Lycanthrope to clot immediately and coagulate, meaning that repeated blows with silvered weapons can render a Werewolf's blood unable to circulate properly in their body.

Transformation and Control

The ability for a Werewolf to control themselves while in their powerful form differs from wolf to wolf, and is often a sign of personal willpower and strength. Those that contract the disease and become one of the Dread Hunters this way often begin with little to no control, having to learn that control over time. It is notable that those whom are granted the Gift through Ritual are typically quicker to come to control themselves and their Bloodlust - though this is not universal.

The frequency of transformation is yet another item that differs from wolf to wolf. For some, they find themselves transforming only during the full moons. Other may find that they are transforming weekly. And yet others, more in control of their Werewolves, are able to transform at will. It is possible for this frequency to change over time - such as a Werewolf becoming more in control of themselves or pleasing Hircine with their hunts.


While in Werewolf form, all Werewolves feel the call of the hunt and the hunger for the kill - known as the Bloodlust.

Unlike a vampire, which can survive prolonged periods without blood albeit at significant disadvantage, the Bloodlust of a Lycanthrope can be an overwhelming urge. It is a desire that MUST be sated, and the longer a Lycanthrope goes without hunting increases that urge - possibly leading to a complete loss of control. There are some beliefs that say a Werewolf must kill at least once each time they enter beast form or they will die shortly afterwards, though there has been little proof to this claim.

Most Lycanthropes do not merely stop at killing their victims. They will often devour the corpse of their prey afterwards, taking special note to consume the heart of the kill. It is worth noting the satiation from the kill is fleeting and the Werewolf will shortly lust for the next kill. This desire for blood and the hunt cannot be permanently satiated.

The Pack

Just as often as Werewolves can be encountered as lone wolves, so too can they be encountered in both small and large groups known as Packs.

The Pack is the collection of Werewolves that hold to each other as Family. Some are 'born' into the Pack by being turned by a Pack member, while others may come to the Pack as an already turned Lycanthrope seeking a home. Either way, the Pack forms a familial bond with one another - taking on threats as a unit, often hunting together, and expressing the kinship seen by similar animals in the wild.

A Pack is often led by a singular lead alpha, the Pack leader, though gender and position is often irrelevant. This alpha is often either the originator Lycanthrope, by which the rest have been turned, or the one who has proven the dominant Werewolf through either strength or force. Other positions of hierarchy do not seem to exist within a Pack - outside a Pack Leader, other Werewolves appear as equals.


As the patron of Lycanthropes, it is important for any Werewolf to know at least some measure about the Lord of the Hunt. While many Daedric Princes do revel in the manipulation or torment of mortal souls, Hircine does not appear to follow such entertainments - he appears as neither good nor evil in most pantheon's recollections, and in all tales involving him, he operates by a very strict code of honor and ethics. He views the taking of souls via Lycanthropy as a sacred gift rather than a curse.

Hircine is one of the more heavily worshiped of the Daedric Princes, though he does not necessarily care for or even seek such attention from mortals. He is shown as honorable and always gives his prey a fighting chance of survival. Those that he does not care for he is neutral towards, unless they are prey, and does not bear anyone unwanted ill will.

Skilled hunters and Lycanthropes can literally garner his attention through superb skill or feats, and he has been known on many occasions to bestow his favor upon these skilled hunters and praise their skills - even should they not revere him specifically.

While there are many who see Hircine's influence as Evil - either because of his Daedric status or his involvement in Lycanthropy - there are some who see his influence as necessary. That he safeguards the balance of nature, and watches over the delicate and ever shifting line of Predator and Prey. But, being a Daedric Prince, he is not bound by the moral scales of mortals, and it is possible we may never see the truth of the matter.

{{Initially written by Pentharian}}

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