Name: Vitrandantilus
Gender: Male
Race: Altmer
Born: 4E 179 12th of Evening Star (Aged: 22)
Class/Profession: Mage
History: Vitrandantilus was born in the Summerset Isles to an Artisan Enchantress and Aldmeri Nobleman. At a young age he was seen to possess a keen aptitude toward magic. This led him to be selected for higher magical learning amongst the gifted Altmer nobles. He learned the ways of enchantments from his mother, while continuing his magical studies. Vitrandantilus cared little for his peers, seeing them as either competition or obstacles in the way of his own betterment. He desired power and pleasure amongst all else. Friends were the least of his worries as he never cared for companionship. He hardly spoke to his father, who was never around due to politics or by choice. His mother had become infertile and it had caused a schism between his parents. This displaced a lot of their frustration upon Vitrandantilus, who seemed to never care for their families values and heritage. The further Vitrandantilus got into his magic, the further he grew from all others.
While spending another sleepless night within the Academy library, he uncovered several dusty tomes that described the deep and unexplored powers of necromancy. Although accepted by the Wise Altmer, his studies into the powers of necromancy became more hostile. Instead of using the proper rituals with slaves and set codes, Vitrandantilus began setting up his own rituals without knowing what would come of it. His careless actions cost the life of a young Altmer noblewoman when one of his necromantic minion set loose within the academy. He was cast out from the Academy and disowned by his dishonored family.
He took up what tomes he had left and boarded a ship to Cyrodiil, glad to be rid of those incessant wretches who were so keen on hampering his work. While on the ship he got into a heated argument with the Imperial first-mate, who was very much tired of the Altmer’s uppity attitude. The argument led to violence between the two, which ended with the first-mate dead. The interior of the ship was turned to burnt wood and singed materials. Worse could be said of the first-mate. The captain had Vitrandantilus sent to the brig. Had the ship not already reached Imperial waters and had he not been the son of a wealthy family that could be coerced to pay the debts, he might have very well been sent to the ocean depths. Instead, Vitrandantilus was headed for the prison in the Anvil ports. Upon reaching the port, he broke from his bindings and set the ship ablaze as he ran for the stables. Somehow he managed to steal a horse and flee the city, and he headed north towards Skyrim, where he could escape the Imperial forces. Upon reaching the border, he happened to get caught in the crossfire between a group of Nord rebels and an Imperial war band. He and the rebels were soon put under chains and led to Helgen.
Quirks/Habits/Traits:
-Challenge against authority, views no one as being above him.
-Collects all sorts of tomes and books for his collections. Avid reader and desirous of knowledge.
-Favors necromancy (conjuration), illusion, destruction, and some alteration. Very adept enchanter, with alchemical skill.
-Aspires to gain magical knowledge and to become one of the strongest and most powerful beings to exist. (Views his role as the Dragonborn as a means to an end.)
-Collector and purveyor of various artifacts of power/rarity. (I personally just love to hoard rare items

)
-Collects bugs/bug wings, set aside if not necessary for ingredients in recipes. Obession with insects.
-Views the Stormcloak rebellion with disdain. Believes the nords to be lesser beings and this rebellion should be squashed. He would rather them not win the war, however it is not of vital importance that the conflict be settled.
-Cares little for the Thalmor and their quest to suppress Talos. A trivial matter in his opinion of the grand scheme of things
Interaction with Guilds
-Companions: Views them as a band of ravenous dogs that are led by senseless passion and idiocy.
-Thieves Guild: Has heard of their recent falling out, however intrigued as a possible source of information and wealth. Will probably begin there to establish foothold in Skyrim. Possible means of hiding past crimes.
-Mage’s Guild: Desire to examine their stores of books and gain admittance. However fearful of connection with the Summerset guilds that they may know of his necromantic past. He unsure if they accept necromancy within Skyrim, as well as their strong connection with the Thalmor.
-Dark Brotherhood: Various connections and access to several important figureheads. Perhaps an opportunity may arise to contact them, however they appear to be very selective in their appearances.
Personal RP Rules and Guidelines:
-Cannot drink foreign potions unless bought from a trusted source, as they may be toxic or poisonous. Self-made potions are acceptable to drink.
-Cannot wear found armor (Unless unique, must RP that these are specifically tailored to character). Self-made armor or armor given as a gift are acceptable to wear.
I think this would be a good setup for the DLC. The only guild that I really can't stand is the companions. They just seem generic and offer nothing for me

. The other guilds would probably be more accepting of me if I choose to become a Vampire Lord, or since I plan on being in charge of them they would have no say in the matter
