And my character sheet is updated, hopefully it's up to snuff and it passes the requirements. If there are things that I need to change, do tell me and I'll change them in a second. [hider= Tsleeixth] Name: Tsleeixth Race: Argonian Age: 32 Gender: Male Birthsign: The Serpent Place of Origin: Stormhold, Blackmarsh Appearance: [hider= Tsleeixth] [img]http://orig11.deviantart.net/2533/f/2013/054/4/f/skyrim__argonian_by_jaunty_pride-d5vx4pt.jpg[/img] [/hider] Tsleeixth is a tall man, standing roughly at 6’0 in height, most of his body being composed mostly of muscles and little in the way of extra fat. His general complexion is mostly lithe, with most of his muscle focused on his upper body and arms; apart from this he has few notable marks on his body, a scar over his eye due to bashing his head against a rock as a kid and a few burn scars on his chest. During a trip to the dwemer ruins of Bthamz Tsleeixth was stabbed twice in the gut and once on his left shoulder, despite the medical aid provided after he was wounded the three wounds left permanent scars on the Argonian afterwards. Background: Tsleeixth was born in Blackmarsh, as is normal for members of his race, but his parents decided to leave their homeland for the cold land of Skyrim a few years after he was born, trying to ply their trade as merchants in the distant country. However, during their crossing from the Cyrodiil-Skyrim borders their caravan was attacked by a group of bandits. Fortunately for Tsleeixth and his family, the caravan in which they were traveling was saved by mere chance by a patrol of Stormcloacks that was nearby in the area at the same time of the attack. With most of their merchandise destroyed, the family decided to settle in Riften -unaware of the city’s corruption- instead of in distant Windhelm like his parents had originally planned. The future seemed bright for Tsleeixth’s family when they arrived to Riften, his father managing to start a few lucrative trade agreements that in a few years would put the family back on it’s feet and as such the young argonian was often left alone as his parents tried to give him a new life, leaving him with the company of a few books and daydreams of the Stormcloacks that had save their caravan, which young Tsleeixth believed, as a naive child, where heroes out of the books he read. Unfortunately the good fortune if Tsleeixth’s family eventually ran out and -incurring in debt after debt as his father asked for loans to try and get their family back up on it’s feet- they were forced to move to the poorer areas of Riften, his father and mother now working in the fishery of the city. It was by this time that Tsleeixth was put up against the world, as he was forced to beg on the streets -being too young to have a work in the fishery in which his parents worked- to try and get nay septim he could or whatever scrap of food he could get. When Tsleeixth reached the age of fifteen he joined his parents in working in the fishery. He worked with them for years and while it wasn't a particularly bad, young Tsleeixth quickly grew restless -his head filled with dreams of being a hero- and as such he wished to leave Riften and explore the world. As such by the time that he was 20, and he had managed to save enough money to buy a steel sword and s basic set of armor, Tsleeixth left behind the walls of Riften to explore the lands of Skyrim. He spent a good 8!years wandering the frozen country, taking a variety of mercenary jobs, until he eventually made his way to the remains of Winterhold and -more importantly- the College of magic that had become the main point of attraction for the nearly-destroyed town. His interest piqued, Tsleeixth tried to join the College of Winterhold several times -trying different schools of magic, particularly the Destruction branch, with which to impress the guardian of the gate- until he finally succeeded when he tried with a spell from the Conjuration school. He spent the next 4 years honing his skill in the Conjuration school until restlessness drove him away from the College just like it had done with Riften, landing a job in the mercenary company a few months after he had left Winterhold. However the job with the mercenary company would provide to be more harrowing and challenging than Tsleeixth could have predicted. While the first job that the company had, providing help with the campaign on the Reach against the Forsworn, would prove simple enough, in that it was -more or less- the standard job expected for a mercenary group, the following events would see the Argonian spellsword and the rest of the mercenaries thrust upon the opening stages of a new, and terrifying, conflict for while the company was staying in WIndhelm to both recuperate and recruit new personnel they were witness to the first stage of the Kamal invasion: the Siege of Windhelm. During the opening stages of the conflict Tsleeixth was heavily injured during the first attack from the Akaviri invaders, one of the Kamal soldiers breaking one of his arms and almost ripping it off of it’s socket before help came, and as such he couldn’t fully participate through the entirety of the siege. However that is not to say that the Argonian spellsword wasn’t busy during the conflict for during this time the Kamal were also invading Black Marsh and, just like how it had happened during the Oblivion Crisis, the Hist called for each Argonian to return to its ancestral homeland through the enigmatic link between the beastmen and the sentient trees. The fact that Tsleeixth was one of the so called Lukiul, meaning those Argonians that had adapted to foreign culture, meant that the pull of the Hist wasn’t as strong, manifesting mostly in confusing dreams, and as such the spellsword remained with the company. Furthermore, this also helped him to put a stop to the rioting of the Argonian population of Windhelm who, due to a local Pakseech, were clamoring to be let out of the city so they could return to Black Marsh. Unfortunately, despite the best efforts of the city’s defenders and the ceasing of the riots from the Argonian population, the city fell to the Kamal invaders, forcing the mercenary company and a group of refugees to flee from the doomed city towards the nearby town of Dawnstar. Unfortunately, trouble seemed to be popping everywhere in Skyrim for, shortly after their arrival to Dawnstar, the mercenary company also learned that the College of Winterhold had been attacked, the nearby town sinking fully into the cold waters of the Sea of Ghosts. The destruction of the town of Winterhold left the mages of the College trapped in the ancient, now fully isolated, structure, and the mercenaries were contracted to rescue the stranded mages before something happened to the isolated College. The rescue mission was one plagued by disaster after disaster, first it was by the difficulties in getting ot the mages and then, once the mages were rescued and the ships carrying them and the mercenaries back to Dawnstar, an unnaturally strong storm that caused panic among the mages, leading to some of them trying to escape in smaller vessels and causing them to drown due to their lack of nautical skills. Eventually the ship began to flood, causing many of the mercenaries and mages to abandon the ship in the remaining escape vessels; Tsleeixth, due to his nature as an argonian, stayed on the rapidly sinking ship, helping to evacuate people and trying to stop the ship from filling with more water. The efforts of the Argonian and those others that remained on the ship eventually saved the boat, leaving to it running aground on a nameless beach instead of sinking entirely. This however was not to be the end of the problem for the mages and mercenaries, for they were soon attacked by a group of Dunmer armigers that had a small encampment on the area. The presence, and attack, of the armigers revealed an unpleasant truth, the nation of Morrowind was allied with the Kamal invaders. Help came to the mercenaries from a most unexpected source, members of the Dark Brotherhood. The help of the Dark Brotherhood helped to turn the tide against the armigers, but unfortunately for the surviving mercenaries and mages they still had to trek through the Pale before they could reach the safety of Dawnstar. During the trek the unnaturally strong weather began acting again, this time in the form of a snowstorm, causing the the mages and mercenaries to seek refuge inside a cave, where they were assailed by the savage Falmer. A battle ensued between the Falmer and the mercenaries but, fortunately, the group managed to successfully fend off the devolved mer, which allowed them to eventually reach Dawnstar safely. Unfortunately the return to Dawnstar wasn’t an end to their problems for when they arrived to the outskirts the sight of a refugee camp, one made predominantly of Argonians, greeted the wary travellers. This was particularly troublesome to Tsleeixth, who had to endure the way gazes of the Nord townsfolk, a people already predisposed negatively against his kind, who’s prejudices against Argonians were further inflamed by the presence of the refugee camp and the problems that its presence carried. But Tsleeixth didn’t had much time to ponder, or endure, the situation in which his kinsmen found themselves, as he soon was sent with half of the company to the dwemer ruins of Bthamz in search of the treasures that the ruins held. The trip to the ruins proved to be, at least comparatively, a simple mission after the disastrous rescue mission to Winterhold, that isn’t to say that there weren’t complications for the party found a group of Ashlander explorers that had been plundering the ruins beforehand. A confrontation with the Ashlanders eventually ensued, a confrontation in which Tsleeixth was injured when trying to talk down one of the Ashlanders from fighting against him and the rest of the company. The wounds he accrued, two stabs to the gut and a rather serious gaping wound to his left shoulder, left the Argonian spellsword out of commission for the rest of the mission, one which was thankfully and, aside from his wounds, bereft of any serious complications. The problems would, unfortunately, manifest when the company was returning with it’s plunder, a set of functioning dwemer ballistas, to Dawnstar with the appearance of a Kamal ironclad. Despite being wounded, Tsleeixth helped his comrades to battle the Kamal boarders eventually helping to take down the captain of the ironclad with the help of his Frost Atronach. Afterward they had managed to repel the akaviri boarders the weary mercenaries managed to return to Dawnstar safely. Alas, misfortune seemed to follow the mercenary company as when they returned to Dawnstar they found that the tensions in the city had reached a boiling point. A rash of murders had occured within the town and thanks to some planted evidence the town was in an uproar, believing that an Argonian was responsible for the string of murders. The tense climate led to Tsleeixth being imprisoned in Dawnstar’s jail as one of the suspects for the murder but, fortunately for him, a few of the guards believed in his innocence, a fact that helped to eventually lead to his release. In the end, the murders were perpetrated by Morag Tong agents loyal to the Nerevarine; the plan of the assassins was to exploit the pre-existent tension between the Nord citizens and the Argonians in the refugee camps, pinning the murders on the refugees so that they wouldn’t be found out until they managed to carry their task of murdering Dawnstar’s jarl. The Dunmer assassins were successful and despite the fact that their culpability was revealed, the tensions between Nord citizens and Argonian refugees finally boiled over. Led by a group of particularly racist Nords, the citizens of Dawnstar gathered in a mob with the objective to make the Argonian refugees ‘pay’ for the misfortunes that they had suffered. Thirsty for blood, the mob eventually ran into Tsleeixth whom they beat savagely and would have killed if not for the timely intervention of the same group of Dark Brotherhood assassins who had helped them before against the armigers present in the Pale. The half of the company that remained in Dawnstar, the other half having gone to a raid in Bleackrock island, left the town via boat for the city of Solitude, leaving behind the city as Nords and Argonians slaughtered each other in a frenzy. By the time Tsleeixth awoke they were already halfway to Solitude in the [i]Kyne’s Tears[/i], confused the Argonian spellsword went to look for someone in the company who could explain what had happened to him. He was quickly brought up to speed about what had happened in Dawnstar and why they were heading to Solitude. When the [i]Kyne’s Tears[/i] finally docked in Solitude, Tsleeixth did two things; first he bought new armor using what few septims he had managed to save and he also sent a letter to his parents in Riften, imploring them to head back to Black Marsh for their safety but to avoid combat at all costs. With those two things done, Tsleeixth aproached Ashav and asked the leader of the company to renew his contract with him indefinitely. Now the company is heading to Jehanna, away from Skyrim - his homeland for the majority of his life, and Tsleeixth can’t help but wonder what this means for the war against the Kamal. Personality: Tsleeixth is generally friendly with the people he works, trying to maintain -if not friendly- cordial relationships at the very least with those he works with. Due to the fact that as a kid Tsleeixth and his family were rescued by a patrol of Stormcloacks, the young argonian grew with an idealized -if not outright false- vision of the rebel group, believing them to be heroes who defended the weak and downtrodden; this vision was challenged however when he left Riften -something which was prompted by his naive, if not foolish, desire to join the rebel group- and he came into contacts with different groups that had been affected both positively and negatively by the independentist movement, as such while Tsleeixth no longer looks up to the group -in fact, his opinion of the group has soured considerably due to the sudden increase in their xenophobic attitude- he still tries to preserve that heroic spirit that he saw in his “heroes” of youth. Due to the hardships of his early life, Tsleeixth is a hardworking man, not prone to complaining about the tasks that are handed to him and preferring to focus his efforts on accomplishing them to the best of his capabilities; along with this, he is used to having little supplies and as such doesn't complains when there is a shortcoming of resources within the group. Also due to his childhood Tsleeixth tends not to waste money -with the exception of the occasional purchase of a book, be it on arcane techniques or a simple novel- preferring to save it or, more usually, send it to his parents. Capabilities: Attributes: Major Intelligence; Minor Speed Skills: Expert 1H Blade; Adept Conjuration; Adept Medium Armor; Apprentice Destruction; Apprentice Hand to Hand; Apprentice Athletics; Novice Alchemy; Novice Mercantile; Novice Tailoring; Novice Speech Weaknesses: Bloodlung: Tsleeixth has a mild case of Bloodlung, acquired a few months after he left the College of Winterhold and -being largely inexperienced in matters of disease- didn't thought it grave enough to return there to heal himself. As such, Tsleeixth best exceeds in combat situations of short duration, requiring some sort of support if the fighting starts to drag on. Pyrophobia: During his stay in the college of Winterhold Tsleeixth was part of a magical incident involving an unbound flame atronach. During said incident he was attacked by said atronach, which left him with second degree burns on most of his chest and while most of the physical scars have healed, those left on his mind still prevail and as such he sometimes freezes when he sees large concentrations of fire. Limp & Chronic Pain: Due to the beating he received from the inhabitants of Dawnstar, Tsleeixth has a slight limp on his left leg; along with this, the beating also left permanent damage on his left knee and, as such, Tsleeixth occasionally suffers bouts of chronic pain in the knee, the intensity of the pain proportional to the amount of exertion the Argonian has put on his left knee. Relations to Other Characters: None yet Affiliation(s): None Spells (if any): Summon Skeleton Guardian; Summon Ghost; Conjure Frost Attronach; Lightning Bolt; Lightning Rune Combat Style (or the Lack of): Despite Tsleeixth’s skill with a one handed sword, he prefers to complement his attacks with an ample array of conjuration spells, summoning creatures to distract the enemy so that he might hit their weak spots as they are distracted with the creatures he has called forward. As such, Tsleeixth keeps his off hand free so as to facilitate casting his spells, making it difficult for him to block another combatant’s attacks; along with this, he compliments his melee attacks with a light use of lightning-based spells but only sparingly, preferring to save his mana for conjuration spells. Other Capabilities: None Inventory: Cash: 15 Septims Keys and Lockpicks: Tsleeixth still keeps a copy of the key to his family’s house in Riften Clothing and Armor: Tsleeixth wears a steel cuirass over his chest and an iron chainmail under the cuirass, covering his hands with a pair of steel gauntlets; to protect his legs Tsleeixths wears a set of leather armor with light plating over the thighs, along with this he wears a pair of steel boots that have been modified for his feet. When outside of combat, Tsleeixth wears a heavy wool shirt to fend off the cold of Skyrim along with heavy trousers for that same purpose; to protect his feet, Tsleeixth usually wraps his feet before putting out on some light boots. Along with this the argonian has a travelling cloak that he uses quite often in and out of battle, covering his face with the hood. Weapon and Ammunition: Falmer chitin sword (Obtained during a surprise attack by the Falmer while during the trek back to Dawnstar) Potion and Arcane Supplies: 1 Health Potion, 2 Mana Potions. Jewelry and Novelty Items: An enchanted ring that increases his magicka reserves; A second enchanted ring that enhances his stamina slightly. Books and Documents: None Food, Drinks, Provisions: Three strips of smoked meat; Cheap wine skin; Mead bottle; One Waterskin. Bags, Pouches, Packs: A standard rucksack for travelling; three pouches for carrying potions. Other: A family heirloom consisting of an amulet made of hardened Hist tree resin. [/hider]