Post by Sajuuk-Khar on Oct 8, 2009 0:13:52 GMT -5
Name: Sajuuk-Khar
Age: 29
Sex: Male
Sexuality: Heterosexual
Race: Argonian
Birthplace: Blackrose, Black Marsh
Current Home: The Great Forest, Cyrodiil
Profession: Battlemage, dungeon-crawler, and freelancer
Height: 6'5"
Weight: 174 lbs
Positive Traits: cool-headed, determined, creative, and rational
Negative Traits: ruthless, emotionally distant if not dead, somewhat of a misanthrope, and lacking in the sense of loyalty
Likes: a fat coinpurse, a fat sack of loot, a full belly, reading books he can find, learning spells he can find, fresh meat from a good hunt, being alone for the most part, a soft bed, and swimming
Dislikes: an empty coinpurse, an empty sack of loot, bad reads, useless spells, people that incessantly preach to him about one god or daedric prince or whatnot, people that incessantly try to recruit him to the guild of the day, people that incessantly pester him or threaten him in general
Talents: magic, swordsmanship, survival, concocting useful potions and poisons from local flora, and swimming (of course)
Inabilities: advanced stealth, marksmanship
Hobbies: sunning himself on a warm boulder, swimming, reading, or any combination of the three
Strengths: staying alive, no matter the adversity
Fears: somehow being forced back into slavery
Pleasures: a juicy slab of fresh venison
Appearance: lean and toned, blue scales, green eyes, and spines adorning his head, often has some sort of scowl on his face in public
Attire: gray robes with hood worn over an iron cuirass, leather gauntlets, leather greaves, and leather boots
Markings or Scars: a mural of whip scars on his back, like the savage brush strokes of a mad painter
Items: a coinpurse, a large sack used to carry goodies plundered from ruins, often carried under the robes when empty or almost empty
Spells:
Destruction
Searing Grasp: Creates a burning aura in the user's hand, causing severe burns on contact. Multiple uses are fatal, but also taxing on a journeyman or below's magicka reserves.
Electrifying Grasp: Creates an electric current in the user's hand, causing severe electrocution upon contact. Multiple uses are fatal, and still taxing on journeymen and below. Use on bodies of water causes an even more damaging effect to living creatures in contact with the water.
Freezing Grasp: Creates an aura of bitter cold in the user's hand, causing severe frostbite on contact. Multiple uses are fatal, and also taxing on journeymen and below.
Firebolt: A targeted version of Searing Grasp, but half as powerful. Much less taxing on magicka reserves.
Shockbolt: A targeted version of Electrifying Grasp, but half as powerful. Much less taxing on magicka reserves.
Frostbolt: A target version of Freezing Grasp, but half as powerful. Much less taxing on magicka reserves.
Restoration
Minor Heal Wounds: Can be used to completely heal minor wounds, and partially heal major wounds. Very little magicka needed.
Major Heal Wounds: Can be used to completely heal major wounds, and partially heal life-endangering wounds. Uses a fair amount of magicka, and should only be used in combat when direly necessary.
Conjuration
Bound Sword: Summons a daedric soul bound in the form of a daedric claymore for the summoner to use as their weapon.
Flame Atronach: Summons a flame atronach to fight by the summoner's side.
(He's working on making a spell to conjure a full suit of bound armor that he'll be able to cast, still hasn't gotten good enough to impliment it, though)
Alteration
Feather: Lightens the burden of the user's bulk, allowing him/her to carry more weight.
Open: Opens locks. Sajuuk-Khar is currently skilled enough to unlock anything average or below.
Mysticism
Detect Life: Visually highlights the souls of nearby entities in the user's vision, allowing them to detect any entity within a certain range, regardless of physical barriers. Sajuuk-Khar can use the spell to detect life in an area roughly the size of the walled-in portion of Anvil for only a second, though the duration increases as the radius decreases.
Dispel: Negates magical effects on the user caused by spells, potions, and poisons, but not by magical equipment worn by the user. The more powerful the magical effect being dispelled, the more magicka it requires to perform.
Soul Trap: Binds the soul of a nonhumanoid entity (excluding the undead and Xivilai) into a gem, the strength of the sould governing the strength of gem needed to successfully bind the spirit. The spirit can then be used to enchant equipment, or recharge enchanted equipment. Sajuuk-Khar usually does not carry soul gems with him, as he usually does not carry enchanted equipment with him, the reason being that he isn't skilled enough to repair enchanted weapons and armor.
Illusion
Nighteye: Gives the user vision to see even in the darkest of shadows.
Weapon: an elven longsword he found and restored to its elegance and deadliness
Speciality: Magic
Allegiance: Neutral
Faction: None
Rank: N/A
Bio: Sajuuk-Khar was born in Blackrose, in the homeland of his people: Blackmarsh. His birth sign was the Shadow, which marked him to be sent off to the Dark Brotherhood once he was old enough to go. But when he was born, his parents were horrified to find he had scales of the purest azure. It disgusted them to see their offspring as such an abomination, and soon sold him off to slavery, telling the Brotherhood that he'd died in his egg.
He was spirited away to the unforgiving lands of Morrowind, where he was used for a rental slave. He was a rare oddity, and many slave owners found the trait appealing for one reason or another. Though his memories had taken root after he became a slave, he had little sense for obedience to those who deemed to call themselves his masters. His defiance over the years of his childhood and teen years earned him the scars criss-crossing his back.
Though his status as a slave was far from his ideal lifestyle, he learned a great deal from the many owners he had. Wizards and warriors, scholars and politicians. Through them, he gained his knowledge of language, of written word, of combat, survival, alchemy, and the arcane arts. And seeing face after face, expressions of surprise or coveting on their features, he began to learn contempt for most of the world's people. None lifted a hand to help him, to free him from his bonds. No one cared that he suffered because of circumstances outside of his control. No one gave a damn about a slave.
Sajuuk-Khar was twenty when he tried his hand at magic. The blue lizard had managed to conjure a ball of flame in his hand, eyes wide with wonder and excitement at the new skill he'd learned. His master at the time, however, was less than thrilled. He was thrown back to the slavers, who then proceeded to try and whip the will to do magic out of him after his slave bracer had failed to completely drain the magic out of him. They only succeeded in encouraging him to practice in secret.
Five years crept on in such a way, learning new spells here and there from various books and various owners. It was after he'd turned twenty five that he was sure he'd learned enough to escape. Once, he'd heard the mention of a group called Twin Lamps from the slavers, how they worked to free slaves. Bad for business. That, he concluded, was his way out. One night, when all was quiet and the cages dark, he closed his eyes and concentrated. And with the muffled 'click' of a lock, he was gone.
From a map he'd scrounged up on his run from the freelancers hired to find him, he located the place that was said to be where the escaped slaves went, the place whispered among the captives: Ebonheart. It took several months of running, hiding, dodging, and blending before he finally reached the fabled town. The people of the Twin Lamps headquarters were kind enough, clothing and feeding him and unlocking his bracer, letting him feel the restoring flow of magic through his body again. And unlike the rest of Vvardenfell's people, they had helped him. Sure, he had escaped to freedom. But they had secured that freedom. They sent him away from his nightmare to the land of Cyrodiil, the heart of the empire that the slavers had almost seemed as opposed to as Twin Lamps. In a town called Leyawiin, a melting pot of cultures, he earned his citizenship in the empire.
And for the next four years, he learned the ways of the free man. And of the freelancer. With the skills he'd learned in his days as a slave, it didn't take long to get used to. The land was wonderfully peppered with ruins and caves, mines and tombs that were ripe for the plundering. And plunder he did. All the way to the Great Forest, where the land was lush with life, like the home he'd never known. Under the trees were the ruins for his livelihood. To the north were the posh traders who would pay a good handful of septims for the trinkets he found. To the southwest was the sea. The beautiful, endless sea, where his heart could rest and disarm itself, where he could be close to the element he thrived in. And to the current day, he still resides in the Great Forest, saving up the gold he makes to one day purchase a home in the city-by-the-sea: Anvil.
::This profile has been modified for the following reason(s): further description of spells in Sajuuk-Khar's arsenal::
Age: 29
Sex: Male
Sexuality: Heterosexual
Race: Argonian
Birthplace: Blackrose, Black Marsh
Current Home: The Great Forest, Cyrodiil
Profession: Battlemage, dungeon-crawler, and freelancer
Height: 6'5"
Weight: 174 lbs
Positive Traits: cool-headed, determined, creative, and rational
Negative Traits: ruthless, emotionally distant if not dead, somewhat of a misanthrope, and lacking in the sense of loyalty
Likes: a fat coinpurse, a fat sack of loot, a full belly, reading books he can find, learning spells he can find, fresh meat from a good hunt, being alone for the most part, a soft bed, and swimming
Dislikes: an empty coinpurse, an empty sack of loot, bad reads, useless spells, people that incessantly preach to him about one god or daedric prince or whatnot, people that incessantly try to recruit him to the guild of the day, people that incessantly pester him or threaten him in general
Talents: magic, swordsmanship, survival, concocting useful potions and poisons from local flora, and swimming (of course)
Inabilities: advanced stealth, marksmanship
Hobbies: sunning himself on a warm boulder, swimming, reading, or any combination of the three
Strengths: staying alive, no matter the adversity
Fears: somehow being forced back into slavery
Pleasures: a juicy slab of fresh venison
Appearance: lean and toned, blue scales, green eyes, and spines adorning his head, often has some sort of scowl on his face in public
Attire: gray robes with hood worn over an iron cuirass, leather gauntlets, leather greaves, and leather boots
Markings or Scars: a mural of whip scars on his back, like the savage brush strokes of a mad painter
Items: a coinpurse, a large sack used to carry goodies plundered from ruins, often carried under the robes when empty or almost empty
Spells:
Destruction
Searing Grasp: Creates a burning aura in the user's hand, causing severe burns on contact. Multiple uses are fatal, but also taxing on a journeyman or below's magicka reserves.
Electrifying Grasp: Creates an electric current in the user's hand, causing severe electrocution upon contact. Multiple uses are fatal, and still taxing on journeymen and below. Use on bodies of water causes an even more damaging effect to living creatures in contact with the water.
Freezing Grasp: Creates an aura of bitter cold in the user's hand, causing severe frostbite on contact. Multiple uses are fatal, and also taxing on journeymen and below.
Firebolt: A targeted version of Searing Grasp, but half as powerful. Much less taxing on magicka reserves.
Shockbolt: A targeted version of Electrifying Grasp, but half as powerful. Much less taxing on magicka reserves.
Frostbolt: A target version of Freezing Grasp, but half as powerful. Much less taxing on magicka reserves.
Restoration
Minor Heal Wounds: Can be used to completely heal minor wounds, and partially heal major wounds. Very little magicka needed.
Major Heal Wounds: Can be used to completely heal major wounds, and partially heal life-endangering wounds. Uses a fair amount of magicka, and should only be used in combat when direly necessary.
Conjuration
Bound Sword: Summons a daedric soul bound in the form of a daedric claymore for the summoner to use as their weapon.
Flame Atronach: Summons a flame atronach to fight by the summoner's side.
(He's working on making a spell to conjure a full suit of bound armor that he'll be able to cast, still hasn't gotten good enough to impliment it, though)
Alteration
Feather: Lightens the burden of the user's bulk, allowing him/her to carry more weight.
Open: Opens locks. Sajuuk-Khar is currently skilled enough to unlock anything average or below.
Mysticism
Detect Life: Visually highlights the souls of nearby entities in the user's vision, allowing them to detect any entity within a certain range, regardless of physical barriers. Sajuuk-Khar can use the spell to detect life in an area roughly the size of the walled-in portion of Anvil for only a second, though the duration increases as the radius decreases.
Dispel: Negates magical effects on the user caused by spells, potions, and poisons, but not by magical equipment worn by the user. The more powerful the magical effect being dispelled, the more magicka it requires to perform.
Soul Trap: Binds the soul of a nonhumanoid entity (excluding the undead and Xivilai) into a gem, the strength of the sould governing the strength of gem needed to successfully bind the spirit. The spirit can then be used to enchant equipment, or recharge enchanted equipment. Sajuuk-Khar usually does not carry soul gems with him, as he usually does not carry enchanted equipment with him, the reason being that he isn't skilled enough to repair enchanted weapons and armor.
Illusion
Nighteye: Gives the user vision to see even in the darkest of shadows.
Weapon: an elven longsword he found and restored to its elegance and deadliness
Speciality: Magic
Allegiance: Neutral
Faction: None
Rank: N/A
Bio: Sajuuk-Khar was born in Blackrose, in the homeland of his people: Blackmarsh. His birth sign was the Shadow, which marked him to be sent off to the Dark Brotherhood once he was old enough to go. But when he was born, his parents were horrified to find he had scales of the purest azure. It disgusted them to see their offspring as such an abomination, and soon sold him off to slavery, telling the Brotherhood that he'd died in his egg.
He was spirited away to the unforgiving lands of Morrowind, where he was used for a rental slave. He was a rare oddity, and many slave owners found the trait appealing for one reason or another. Though his memories had taken root after he became a slave, he had little sense for obedience to those who deemed to call themselves his masters. His defiance over the years of his childhood and teen years earned him the scars criss-crossing his back.
Though his status as a slave was far from his ideal lifestyle, he learned a great deal from the many owners he had. Wizards and warriors, scholars and politicians. Through them, he gained his knowledge of language, of written word, of combat, survival, alchemy, and the arcane arts. And seeing face after face, expressions of surprise or coveting on their features, he began to learn contempt for most of the world's people. None lifted a hand to help him, to free him from his bonds. No one cared that he suffered because of circumstances outside of his control. No one gave a damn about a slave.
Sajuuk-Khar was twenty when he tried his hand at magic. The blue lizard had managed to conjure a ball of flame in his hand, eyes wide with wonder and excitement at the new skill he'd learned. His master at the time, however, was less than thrilled. He was thrown back to the slavers, who then proceeded to try and whip the will to do magic out of him after his slave bracer had failed to completely drain the magic out of him. They only succeeded in encouraging him to practice in secret.
Five years crept on in such a way, learning new spells here and there from various books and various owners. It was after he'd turned twenty five that he was sure he'd learned enough to escape. Once, he'd heard the mention of a group called Twin Lamps from the slavers, how they worked to free slaves. Bad for business. That, he concluded, was his way out. One night, when all was quiet and the cages dark, he closed his eyes and concentrated. And with the muffled 'click' of a lock, he was gone.
From a map he'd scrounged up on his run from the freelancers hired to find him, he located the place that was said to be where the escaped slaves went, the place whispered among the captives: Ebonheart. It took several months of running, hiding, dodging, and blending before he finally reached the fabled town. The people of the Twin Lamps headquarters were kind enough, clothing and feeding him and unlocking his bracer, letting him feel the restoring flow of magic through his body again. And unlike the rest of Vvardenfell's people, they had helped him. Sure, he had escaped to freedom. But they had secured that freedom. They sent him away from his nightmare to the land of Cyrodiil, the heart of the empire that the slavers had almost seemed as opposed to as Twin Lamps. In a town called Leyawiin, a melting pot of cultures, he earned his citizenship in the empire.
And for the next four years, he learned the ways of the free man. And of the freelancer. With the skills he'd learned in his days as a slave, it didn't take long to get used to. The land was wonderfully peppered with ruins and caves, mines and tombs that were ripe for the plundering. And plunder he did. All the way to the Great Forest, where the land was lush with life, like the home he'd never known. Under the trees were the ruins for his livelihood. To the north were the posh traders who would pay a good handful of septims for the trinkets he found. To the southwest was the sea. The beautiful, endless sea, where his heart could rest and disarm itself, where he could be close to the element he thrived in. And to the current day, he still resides in the Great Forest, saving up the gold he makes to one day purchase a home in the city-by-the-sea: Anvil.
::This profile has been modified for the following reason(s): further description of spells in Sajuuk-Khar's arsenal::