Deskun


Saxhleel Mage's Guild Agent


In Brief

A Marsh-born argonian, gifted vast magical power by the Hist. He has studied with, and been studied by, the Mages Guild since before the Planemeld. And after.


Public Facing

A powerful mage, a vain provocateur, a loyal agent of the Guild, a hedonistic party boy, an altruistic knowledge seeker, a delver of dark secrets, and more besides...


A Story being Written

The omniscient view, objective without subjective.

The Surface of Things


Deskun is not new to the world, but he is still fairly young. Physically fit from an adventurous lifestyle, he is none the less no strong warrior. Lithe and lean, his limber build lends itself more to agility than power. He holds himself with the sort of haughty arrogance of a prince, or maybe a princess, and seems to view himself as on display. And enjoying being so.His blue scales are polished fine, and often oiled to a subtle sheen. His headdress of feathers is nearly always immaculate, not a stray one to be found. His clothing, ranging from swamp witch to high fashion, is always made of fine materials and comfortable cut. Showy too, as befitting of it's vain owner.He does glow in the dark, however. The blue markings aren't tattoos, in the traditional sense. Rather, they seem to be some magical aspect. Like a glowing pattern lain on top of his skin, yet just as much a part of it. There is no difference in texture or temperature, just the glowing marks. Their full design does change from time to time, at no whim of their owner, but they remain the same in structure no matter what.

Familiar Pages


As a Guild mage, Deskun can and has shown up all over Tamriel. Either in pursuit of knowledge, dangerous artifacts, rogue mages and necromancers, or whatever other task might be passed his way, the argonian has traveled far. Anyone in Tamriel might have heard of the glowing mage, if...-You are a fellow Guild Mage. Deskun is a bit of an oddity, not just a member of the Guild but also a research subject. This argonian is super-saturated with magicka, possibly over-saturated. While his spells are super-charged, they can sometimes be hard to control. And while good, he's not infallible. Sometimes he needs an extra hand to get out of some situation or another.-You are an Undaunted Adventurer. Deskun, while serving Guild goals, isn't above doing a little dungeon delving or ruin exploration. Particularly if any sort of magical artifact or knowledge can be recovered. He's not stingy about cuts of treasure, and can usually be persuaded to let others have the bulk of any coin or jewelry in exchange for his own interests. It's not hard to hire him on in any case, though if your goal is a magical artifact, he might want to study it before you can use it on your next adventure. Fortunately, he can also usually find out of its cursed too.-You are a member of the Fighters Guild. While the Mages and Fighters Guilds are separate organizations without fail, the two have certainly worked hand in hand before. Especially since the Planemeld, sometimes a mage might need a good sword arm to watch their back. Or a hunter might need a magical expert for a particular quarry. Deskun is always happy to work with the Fighters Guild to tackle certain problems, and might have hired you to handle some things he couldn't on his own before.-You are from Black Marsh. While Deskun's tribe is not large, word gets around the Marsh. It was quite a few years ago, but word of the Guild scouts inviting a young, magically gifted argonian to join them would have gotten around.-You were involved in the assault on Coldharbour. Deskun was not a prominent figure during this time, rather a rescued prisoner. Not as one of the soul-shriven, but a whole mortal abducted early during the Planemeld. Another adventurer found and recovered him, his imprisonment apparently rather harsh.-You are (or were) a cultist of Molag Bal. Deskun, while not an important prisoner of the Lord of Domination, is still remembered "fondly" by some of His dremora. They might want him back...-You deal in Daedric knowledge. Deskun is not, and likely will never be, a worshiper of the Sixteen. Any of them. Even Hermaeus Mora can't tempt him to serve, at least not yet. But his desire to study the Princes and their machinations, even if defensive, has lead him to some more exotic sellers of information before.-You frequent inns or houses of ill-repute. Deskun has something of a reputation in this corner. A self-described hedonist, he rarely turns down an offer for a good time, be that for drink or something more.

A History, in brief


Deskun was born in Blackmarsh, to one of the northern tribes near Shadowfen and Stonefalls. To the other argonians nearby, word of him spread early in his life as his markings began to appear. It was obvious the Hist had blessed him with magical power. It was less obvious how he was to control it, or indeed what he was to do with it. Fortunately before anyone could be seriously hurt, or worse, a passing group of Guild mages stumbled upon the tribe by happenstance. In the course of seeking resupply, they discovered Deskun, and his gift.Nearly everyone on Nirn has some level of magicka in their blood. The greater the supply, the more easy it is for one to become a mage. Deskun, apparently, had almost too much magicka in is own blood, which made even simple spells vastly more powerful than they needed to be. And significantly drained Deskun with every attempted casting. The Guild mages, after the initial survey, offered Deskun a place. To train and become one of them, in exchange for permitting himself to be studied.Deskun, with the approval of his tribal elders and the tribal mage, accepted the offer. While fairly young at the time, he became an apprentice to the Guild, and finished growing up a magical student. And research subject. While not quite a troublemaker, he was always exploring boundaries, and not just his own. His tastes for fine garb and fine pleasures might not have started in the Guild, but they certainly developed there.He was entrusted with field work as a young adult, becoming a full member of the Guild while still a subject of study himself. An ongoing project, taking turns to be studied and going off on missions. Assigned from above, or on his own. It's not known exactly how he came into the Worm Cult's clutches, though the suspicion is on false seduction. However it happened though, when the Planemeld began he was not sacrificed like the others. Instead, he was delivered whole to Coldharbour, a treat for the daedra and dremora of Molag Bal.He didn't make it out on his own. When the plane of the Lord of Domination was assailed by the Guilds and various champions, Deskun ended up as one of those rescued in the general chaos. Decidedly not unscathed; among other things the dremora had apparently found a way to bleed him of not just his blood but his magicka with it to keep him subdued, but he was at least alive. After Molag Bal's defeat, and the general pullout from the God of Schemes domain, Deskun at last returned to Nirn and the Guild. Recovery took a little while, after that.Since then, he's been involved in other events of the world. Typically at the behest of the Guild, where an overpowered "glass cannon" could do the most good. Or where a knowing smile might get past an otherwise stolid refusal. He still keeps ties with his Marsh kin, following with interest in particular the efforts of the Black Fin and Gideon. He routinely returns to the Marsh, to share what knowledge he's obtained to his own and other tribes. Most lately he worked in Murkmire, helping to restore the nearly lost Root-Whisper tribe.He does "own" a converted minor xanmeer, somewhere in the Marsh. It's location is rather carefully guarded, and apparently not easy to get to. But some few know how to reach it, even if more know simply that it exists. Deskun's house, or retreat, is part home, part library. Copies of several important magical texts reside there, along with some books that most likely would be frowned upon by his Guild Superiors. While he's no Daedra worshipper, he does study them intensely.