Once a person was targeted by the Brotherhood and Torik was sent to them, they would simply cease to be. I asked him once what his weapon of choice was, and was equally started by his answer.
Waywatchers are the guardians of the pathways which lead into and traverse the forests of Valenwood. They are able to lie unnoticed and unmoving for days on end before springing into action to slay a startled foe. Operating in isolation they sometimes descend into banditry.
These skillful masters-at-arms use the ancient Akaviri martial arts tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them.
In your vision journey and commune with the herd mother, she has instructed you to travel to Skyrim where you are the only one that can prevent a cataclysm greater than the swallowing of the Yokuda Isles.
White lies, false smiles, and secret thoughts keep society running smoothly. Honesty is a virtue only up to a certain point. Beguilers understand these ideas better than anyone, and they use deception, misunderstanding, and secrets as skillfully as a soldier employs weapons of war.
Planes Walkers are blessed and cursed with the great power to move freely between the planes. They are aware of the order of things and have a particular distain for Daedra being in Nirn. They focus on sending them back to Oblivion and their appropriate plane.
The arbalist is a master with the crossbow and while other soldiers may be skilled at archery they do not possess the discipline to gain the kind of experience they have. The arbalist devotes their life to perfecting their skill with the crossbow and all other concerns are secondary to them.
The innate magic of a Stormlord comes from the power of elemental air. They use this power to call up the storms, allowing them to perform spectacular acts of violence.
A shadowdancer operates in the border between light and darkness. These nimble artists of deception are never completely trusted but always induce wonder when met. Many use their abilities to infiltrate past defenses and dupe others.
The assassin is a nomad from the tribes that occupy the harsh environment of Alikr, which has made them both hardy and resourceful. They embody the unforgiving nature of the desert and execute the contracts from their patrons with ruthless efficiency.
Soultakers are sinister individuals who have mastered the dark magical art of stealing the life essence of those they slay. Their sword is seemingly always stained with the shadows of souls it has devoured.
Barbarians choosing to increase their defences often wield monstrous and menacing weapons. They use these weapons to control the battlefield by staggering foes from their mighty blows.
Sometimes it takes a monster to kill a monster. Grim Hunters undergo a dark ritual to enhance their physical abilities in order to gain a dark, unnatural power to destroy their foes.
In Norse mythology Skadi is a giantess and goddess associated with bowhunting, skiing, winter and mountains.
Death Hags are Dark Elf cultists who relish the frenzy of battle. They can befuddle their enemies or drive them into an insane frenzy. They are skilled in the art of crafting poisons and potions that drive them into a frenzy of whirling blades in battle.
As a hunter of creatures who slink in the dark you look for new ways to take down your hated enemies. The recent reformation of the Dawnguard has opened up opportunities for you, amongst like minded individuals, due to common goals.
United in focus a Beastmaster works with beasts to fight the monstrous foes that threaten civilisation and the wilderness alike. They embody a friendship between the civilised races and the beasts of the world.
Wardancers are the storytellers of the Wood Elves and they re-enact the history of the forest through intricate dance rituals. In battle they elegantly dance around their enemies and deliver fatal blows before they can react.
Blackcasters have focussed their studies on the nature of fear, the emotion produced from vulnerable minds of people and animals alike. They learn to harness and shape this intangible energy, manipulating the primal force of dread to bend their victim’s actions to their will.
A bloodclaw master embraces the animal within to a degree that it becomes external, transforming them into the beast from which the discipline was inspired.
A nightshade is a master of disguise and stealth, and a friend of the shadows. They focus on gathering intelligence, spreading panic and fear and bringing death to the enemies of their house.
Wardens are mighty and powerful defenders of the natural world, fighting to preserve the untamed wilderness. They draw their extraordinary toughness from the wild itself.
Otherwise known as Valkyries, the Choosers of the Slain were responsible for choosing the bravest warriors to bring to Sovngarde, where they would live out their days in a never-ending feast and battle
The Sun-Eaters are a clan of vampires who worship Sithis. They overran the Teeth of Sithis temple in Murkmire and killed most of the nisswo custodians that inhabited it, while keeping a few alive for sustenance and for other nefarious purposes.
The Agent is charming when they can be seen, and nearly invisible when in shadow. The Agent is skilled in deception and avoidance. They are self-reliant and devote themselves to their goals.
The Windcallers, also known as the Blessed of the All-Maker are Skaal witches who adeptly invoke the winds. They are distinguished by delicate markings on their faces and are renowned for their creature companions.
The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making them a versatile character indeed.
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself.
Those they name as heretics or servants of evil call them zealots. Those they protect from darkness call them saviors and defenders of the truth. Whatever their label, shadowbane stalkers rank as some of the most feared individuals wherever they go.
In Rashemi society, hathrans occupy the place reserved for powerful priests in most other cultures. Hathran - meaning "learned Sister" - heal the sick and wounded and care for the souls of their followers.
Bladesingers are Elven mages who practice the art of bladesinging, an ancient tradition of fighting that blended swordsmanship and magic.
The Disciple of Molag Bal wields hellfire as their weapon, striking down all who oppose them with their lords favoured weapon. They focus on all things fire related, as is fitting with the preoccupation of the lord they serve.
Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of any warrior, but they lack the latter's dedication to the craft of fighting. Rangers often accept the role of protector, aiding those who live in or travel through the woods.
May I shrink to dust in your cold, wild wastes and may my tongue speak its last hymn to your winds.
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves.
Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially daedra and undead creatures.
Iaido is the martial art of drawing a weapon, almost always a katana and attacking with it in the same fluid motion. It is the foundation of some forms of dueling, and its masters are feared and respected throughout the world.
The Zealot belongs to a secret society of slayers devoted to the worship of Mehrunes Dagon the Lord of Blood and Flames. The Zealots use stealth, fire magic, and the zeal of fanaticism to destroy those who have given offense to their Lord.
Some spellcasters care for only one thing: war. They dream of steel and mighty blasts of devastating magic, the march of troops, and the unleashed destruction found on battlefields everywhere.
A real woman of the reach who refused to give in to the Nords. She still practices the ancient traditions that the rest of her people have abandoned in exchange for peace.
The Reaver Barbarian is an expert of melee combat, becoming a cyclone of steel as he slashes at opponents arteries. Using two weapons and a keen eye the Barbarian can break through groups of enemies due to the tremendous amount of damage they are able to deliver.
A soulknife recognizes his own mind as the most beautiful - and the most deadly - thing in all creation. With this understanding and through extended practice, a soulknife learns to forge his mental strength into a shimmering blade of semisolid psychic energy.
A student of elemental spellcasting techniques, the Duskblade combines arcane spellcasting with the combat skills of a fighter. While the ability to cast arcane spells in armour originated with the elves, over the millenia the secrets of the Duskblade have been disseminated to the other races.
An elven ranger who focuses on the longbow can become a Justice of Weald and Woe, who is the go-to person for anything unsavoury that needs doing such as the removal of humans.
The Bear Shaman is a mighty barbarian who focuses their power and energies towards themself, through shamanstic rites with the spirit of the bear. The Bear Shaman represents two sides of nature ‐ Tranquility and Fury.