Post by char on Oct 24, 2009 5:03:45 GMT -5
Age: 26
Sex: male
Sexuality: Heterosexual
Race: Argonian
Birthplace: Naga nesting grounds, Central Black Marsh
Current Home: n/a drifter
Profession: Scout/mercenary
Height: 6ft 9in
Weight: 160lbs
Positive Traits: loyalty, creativity, instilled with a do it yourself ethic
Negative Traits: Racism towards elf type races, very
superstitious about some things,
Likes: Dunmer alcohol, wild game meat
Dislikes: Anybody not from the marsh especially Dunmer, horses and any type of weak emotion coming from anybody.
Talents: survival skills such as; fishing, camping, what not to eat and that sort of stuff.
Inabilities: Jar is no match for fully armored heavy infantry…in a clean fight.
Hobbies: Poison and anything to do with it, mostly poisoning weapons though.
Strengths: Hit and run kind of stuff, not really stealthy but quick.
Fears: Bears, Indoril armor, the thought of Dunmer control of the marsh
Pleasures: blackberries, the key to his heart is blackberries
Appearance: looks like an average Argonian except for the right fin on his head is pierced with a golden hoop
Attire: while scouting or in combat he usually wears light leather armor, while he isn't he usually just wears the leather greaves from his armor.
Markings or Scars: Argonian tribal tattoos that run down his neck, shoulders, upper arms, spinal cord, and tail
Items: leather utility belt containing; gold, carving knife, twine to make shelter, various other survival equipment, and a burlap sack containing a leather tarp for his shelter and four hardwood steaks.
Spells:
ILLUSION
chameleon-Jar can blend into his surroundings to somewhat conceal himself, but its not fool-proof.
ALTERATION
feather-Jar can temporarily lighten his load so he can move faster.
MYSTICISM
detect-Jar can sense life forms up to 30 feet away for a short period of time
Weapon: An old iron Short sword, considering it’s age its not that battered looking, not for lack of use, but because Jar has taken good care of it. He also carries a wooden shield with a strap of leather stretched across it for added protection and a wooden spear with a iron tip.
Specialty: Combat
Allegiance: neutral, but never against the black marsh.
Faction:n/a
Bio: Jar-ussi was born on the sign of the steed on the second day. His birth spot is hidden somewhere in the marsh of his homeland, where all the Argonians of his tribe go to be birthed, the Naga tribal nesting grounds. He wasn’t the strongest looking baby, a Shadowscale or even have a high connection to magic, just a run of the mill Argonian baby.
Through the first Five years of his life, Jar-ussi would gather food with the women and other children when he became old enough. Throughout the marsh were blackberries, which he fell in love with, the other foods of the marsh were much too bitter for his undeveloped palette. The men would also bring meat from all sorts of marsh creatures, which he also quite liked. Jar-ussi’s tribe traveled a lot of the time, which is still engrained into him this day
Because he was not an Argonian from the city every time his mother would take him into a settlement, village or city the children would make fun of him, for being different, which causes him to be hateful against different races which would later be tuned to just Elven races. His early childhood wasn’t too tough, considering he was living day to day in a marsh.
On his tenth birthday, it was decided by the elders that he was to be a scout. Jar-ussi had no problem with this decision and gladly went with the six scouts the next time they went out. The first few days were rough he could barely keep their pace and got lost in the marsh many times. Soon he was adjusted to the change and did what his trainers told him to do without a second thought. Jar-ussi learned many thing’s throughout his years of being trained like: how to carve a spear out of wood, set up a lean-to, catch wild game, how to listen out for danger, and draw up effective maps. In addition to those skills he learned a couple spells to help him on scouting missions, nothing powerful but helpful none the less.
Through his teenage years he still scouted for his tribe and laid down a base skill set to follow and trained to be the best at it. One night while sleeping his friend woke him and told him about a caravan coming this way, heading for the north to a land called Morrowind, but Jar was happy where he was. Watching most of his childhood friends go off with the caravan, not knowing at the time most of them would be turned into slaves and the rest would die, Jar felt an uneasiness in his stomach. After hearing the news of his friends being turned into slaves, it tuned his racism towards the Dunmer people in particular.
By the time Jar was twenty, he was the best known scout in his tribe and often hired by other tribes for temporary missions. He acquired many tattoos during this period, it becoming almost an obsession. Soon after his twenty-first birthday he heard word of two Argonians from his tribe escaping the Dunmer lands, making their way to the Imperial City. Jar made his way to the garrison at Lilmoth in the south where he could board a ship to Cyrodill. To Jar the passage was amazing first the open sea then the wide canal going north through Cyrodill to the imperial city.
There was a tradition among Argonians that stated if you leave the marsh by boat you must pierce your fin with a golden hoop, which Jar-ussi did. Arriving at the imperial city Jar noticed it was alot diffrent from the cities of the marsh, this place was huge and busy. Jar thought he would never find his friends, and he was somewhat right. it took him one year.
Jar's companions left the city to pursue the life of adventure, as soon as he arrived, but Jar didn't figure that out until a week after they left. Being a good scout wasn't enough to help him through this new region. After plenty of weird adventures Jar finally caught up to the two. The trio told stories of what happened after they left each-other. The two extended an invitation for Jar to join their party, which he accepted without hesitation.
The trio made it big for the next year traveling around all the providences hiring themselves off as mercenaries. though well traveled they never quite made it back to the marsh until they heard word of an attack by the Dunmer. Jar and his companions wanted nothing more than to go back and defeat the Dark elves. When they arrived in the marsh they knew it wasn't gonna be as easy as they thought.
The battle began and many Argonians fell, including Jar's two companions, but the Argonians won the day in the end. After disposing of his companions bodies, Jar heard word of an attack on Morrowind. Jar wanted badly to go, but his arm was shattered by a Dunmer in bonemeal aromor. Devastated from not being able to go to battle Jar exiled himself from the marsh and as soon as his arm healed he continued his mercenary work, alone, for the next three years.
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