Post by aardvarklord on Feb 27, 2016 1:21:00 GMT -5
Character Name:
Saravi
Nickname(s):
Ravi, Sara
Race: Khajiit
Sex:
Female
Age:
23
Birthplace:
Uncertain, found near Taneth
Height:
5'2"
Weight:
135 lbs
Eye Color: Blue
Hair Color:
Black
Hair Style: long and straight (as female khajiit go)
Facial Hair: Cat whiskers
Fur Color:
Ash grey and light grey
Build:
Short and somewhat stocky with good muscle training
Distinguishing Features:
Mostly her fur pattern, though her accent is distinctly from Hammerfell (albeit with a typical khajiit rasp)
Profession:
Itinerant enchanted arms, armor, and equipment merchant.
Skills:
Craftsmanship, Enchantment, Alteration, Conjuration
Magic:
Enchantment - Adept, bordering on expert.
--Weapons: Well-versed in the core three elemental attacks to roughly expert level. Is less well-versed in draining and attribute damage, but is still more than capable of it.
--Armor, equipment, and jewelry: Best at elemental protection and skill fortification. Is capable of personal body fortification but not very good at it. Magicka fortification sits in the middle and she is currently working hard on refining it.
Alteration - Adept.
--Ironflesh and below
--Water Walking and Breathing
--Shield Adept
--Fire/Frost/Shock Shield knows Adept, but tends to use Apprentice unless enemy favors one specific kind
--Magelight and below
--Open Lock and Lock Adept
--Feather Apprentice, working on Adept
--Working on Transmute, not quite as efficient as she would like
--Working on Ebonyflesh
Conjuration - Apprentice, bordering on adept.
--Soul Trap was first learned in conjunction with enchanting, and as such it was actually one of her first spells, but she was much later in learning other conjuration spells
--Soul gem Poison and Fire Traps, is working on the other two traps but hasn't gotten it yet
--Conjure Familiar, Ancestral Ghost, Flaming Familiar
--Summon Scamp, Clannfear, Flame Atronach, Spider Daedra, Daedroth
--Is working on summoning more powerful daedra, especially Winged Twilights.
Restoration: smidge above Novice.
--Heal
--Cure Poison Novice
--Repel Lesser Undead and Turn Undead
--Fortify Stamina and Restore Stamina
--Steadfast Ward
Destruction: only enough to light a forge fire
--Flames
--Frostbite
Training:
Raised from an early age how to be a blacksmith from her first adoptive parents, also trained in basic combat with heavy armor and two-handed weapons. Second parents taught her magic, in particular Enchantment and Alteration, though she was also taught how to commune with daedra for the purposes of worship, which translated into decent comprehension of conjuration magic. Also learned how to make elven weaponry (as well as some distinctly dunmer types of equipment) during this time. Has a very good mercantile training--she's very good at understanding markets and how best to sell things to them.
Other Abilities:
Khajiit night vision and claws.
Apparel:
Merchant clothing; Battlemage's Armor enchanted to improve general magic proficiency while in heavy armor.
Weaponry:
Rafiq Alssama (a lightning-enchanted great scimitar), a crossbow, smithing hammer, and a dagger (first two are usually all that's usually carried on her)
Other Equipment:
A fairly large wagon, a field forge, food (for her and horses), enchanted equipment for sale, enchanted containers to hold said equipment, soul gems, forging tools, and an enchantment table (semi-portable). Also has a ring of Fortify Smithing and another ring that grants her life sense when she calls on it.
Material Supplies:
--Obviously, her gear is self-supplied and self-enchanted. Her armor had a little bit of outside help in order to help familiarize her with magicka fortification and regeneration, but it is still mostly her work.
--Metal: Typically purchased from mines and cities she stops by, as she does not have a smelter. Carries respectable stores of iron, steel, corundum, moonstone, and some quicksilver. Has a small supply of malachite she has been using to experiment (unworthy of sale) and some gold and silver for inlays and jewelry (though that's not her specialty)
--Soulgems: Novice and Apprentice (solely for practice), as well as common soulgems are all acquired personally or sometimes purchased if she can get a deal. Greater she will take personally if there's a hunt afoot and she is allowed on to soul trap the creature or if she thinks she can ambush something, but usually she purchases. Grand is almost always purchased--she has only filled one grand soul gem personally, and it was a mortally wounded mammoth. Sometimes she will ask that a commissioner will supply grand gems or the gold for it if they want them; they aren't cheap.
--Leather: Usually taken from animals she soul captures or kills for food, though she will sometimes purchase it if running low
--Gems: Purchased or supplied by commissioner
--Lockboxes: Box is purchased, locks are personally made then personally enchanted.
Standard Carried Wares:
--Always carries a supply of normal, unenchanted wares, typically heavy armor of steel plate quality with some normal steel and weapons of elven quality or Hammerfell-style steel.
--Has a small standard supply of enchanted improved elven weaponry available whenever possible (one from each weaponry school) as examples, though also carries such equipment ready to be enchanted with what a purchaser desires. Most magical gear is custom-enchanted. Of course, she'll still sell the 'showroom' examples readily, though she keeps them locked away in enchanted lockboxes.
--Some magical jewelry and armor, again as examples, and again she prefers custom-making the gear but will sell these examples readily.
--Also carries soulgems and will sell them to those who desire them (though it's rare she'll sell her grands unless offered a good price; same with her greaters to a lesser extent)
--Sometimes has pelts for sale, if she hasn't turned it into leather or if she recently soultrapped something valuable.
Commission System:
--All enchantments save for show examples are custom-made.
--Saravi prefers custom-making light armor to her client's specifications, as those are difficult to find in set sizes. Her method here is she will take the measurements required to make the gear for her client as well as ask their preferences, then make a custom set to their desires. She circumvents the turn-off caused by the delay by first: having some parts pre-made, and second: by undercutting standard prices for armor by just enough to keep her healthy profit but still make it enticing to the customer.
--Weapons are generally pre-made and enchanted to demand, but she will gladly take custom weapon requests with minimal premium. She still makes plenty off of enchantments, so she doesn't mind the extra work. These weapons are made to fit the user.
--Jewelry she will usually keep a small supply of and enchants to order save for one or two show examples, but she much prefers custom enchanting provided jewelry. She doesn't have much confidence in her jewelcrafting, though it actually isn't bad.
--Soul Gem Enchantment Pricing: For the most part she keeps it reasonable, if not a little low as compared to competitors, but the moment someone starts asking for greater or grand soul gems the price takes a sharp spike, which she explains as being due to the difficulty in acquiring such gems, especially the latter. Of course, she gladly drops the price significantly if the person supplies the gem, but even without that she keeps the price within reason considering the quality of service and materials required.
Protection:
--Primary running defensive philosophy is to have a deterrent.
--She almost always travels in armor, mostly for protection.
--Typically she has one or two lesser bodyguards, little more than hired thugs really, to be a present show of force.
--When threatened, she typically casts ironflesh then summons daedra, exact kind, number, and order vary depending on urgency and power of threat. Generally, a common bandit has, in her experience, backed off when "some crazy cat" starts summoning beings from beyond the veil of Oblivion.
--When possible she rides with other travelers, again for mutual protection.
--She avoids combat where possible, and even then she prefers to sit in the back with a crossbow and let a daedroth handle the fighting, though she will protect herself without hesitation.
--So far she has not been attacked by something too big to handle, she avoids large threats and areas known to be frequented by them. The only exceptions to this are dragon attacks, but she has been in towns when this happens, so she simply assists in the defense.
Companions:
Two horses, Stella and Nora
Affiliation:
None
Religious Belief:
Worships the Nine, reveres her adoptive ancestors, does not worship but respects certain daedric lords (particularly Azura)
Sexual Preference:
Heterocurious
Relationship Status:
Single
Personality:
Saravi tends to mind herself when not trying to sell her wares, generally content to enjoy a beautiful day or further work on her supply. She enjoys working with people and trying to sell her wares, to the point that she'll strike up a conversation with them as she works and gladly talk shop with people, but outside of work she'll tend to become quite introverted. She fears non-khajiit and non-redguards at first, though is a loyal friend if they prove trustworthy, albeit still very quiet when talking to people who don't know anyone outside of smithing or enchantment trades; though, a khajiit or redguard magic user or smith had best look out because she WILL chat their ear off. She's, ironically, not a fan of most mages, more due to their haughty airs and disdain for common folks; that or their reckless disregard. Despite being a khajiit, she's as law-abiding as they come, abjectly refusing to do anything to steal or hurt people and tends to avoid the trade caravans for just this reason. She tends to debate wildly between settling down and wandering the roads, as she has a pretty bad case of wanderlust, but she also likes keeping her body intact and there's only so many threats that a summoned daedra and some protection spells can stop. She's not quite a pacifist, but she avoids harming things where she can and will take the peaceful route where possible, even to the point of handing over her goods. She also has a fascination with dwemer devices, not to the point of going into dangerous locations herself, but she's been known to pay handsomely for largely-intact examples.
Saravi was found as a two year old cub in the deserts near Taneth, Hammerfell randomly wandering through the sands, nearly dead from dehydration. Whether she didn't remember or didn't want to say what had happened to her parents is unknown--even she's forgotten about it by now--but she was discovered by a couple of guardsmen searching the area due to reports of bandits. While khajiit never really carried any particularly good connotations amongst Redguards, she was taken into the Taneth orphanage, where she would spend the next year and a half. She had very few standard friends there (as other kids were picked up fairly regularly), but she was eventually picked up by a somewhat older Redguard (relatively speaking) who wanted a child to continue their trade with; for some reason they picked up Saravi (perhaps because she was the youngest at the orphanage still). Her life with Arana and Metar was a wonderful one, if a bit hard due to the post-war reconstruction. Her parents loved her as if she were their own, but her father started her with training at an early age and she had to learn how to help her father at the forge, helping them earn the money to keep afloat in Hammerfell's shaky post-war economy. Still, it was a good life, and she found herself quickly coming to love the process of watching simple slabs of iron and steel becoming beautiful works, ranging from swords to horse shoes to armor. She always preferred working on armor actually; she much preferred the idea of making something to protect someone more than working to make something that would hurt another. However, it was always part of the trade. Growing up, there was also a dunmer family that lived in town, refugees from Morrowind who had fled all the way to Hammerfell (largely because Skyrim hadn't gone well and Cyrodil had its own problems), and she quickly became friends with them, particularly their daughter Therana. While they weren't well-liked by her parents, they were also good enough folks to not earn any particular ire from the locals and so Saravi more or less grew up with a 'big sister' and dunmer 'aunt and uncle.' Often while she was there, she was taught some of the traditions of Morrowind and, as she grew older, they helped her discover and hone a surprising talent with magic. Now, that was initially a source of tension between her parents and her friend, but they made sure to clear every new idea with them and tried to keep things to subjects that would be acceptable to the smith, mostly enchanting, alteration to augment that, and a little rudimentary healing. This was enough to at least pacify her parents and allow her to start experimenting with the magic, something which she positively reveled in. There was something fantastic about learning the way the world worked and using that to create something wonderful. A few times she even enjoyed visits to a nearby pacified dwemer ruin, which made her even more enamored with the idea of fusing metal and magic. Between her parents' teaching and her time learning magic with her best friend, her early life was bordering on idealistic.
Of course, that was before life gave her a stern wake-up call. Around the time that she was fourteen her father fell deathly ill, and nothing that the local Yokudan healers did fixed his condition. He held on for a long time, a year and a half, during which she wound up running the forge, selling the occasional magical weapon to would-be adventurers to make up for her lack of experience. Eventually though, he died, and when that happened her mother went mad with grief. She became abusive and dangerous, hurting Saravi several times, not always for something that the girl did, but rather simply out of pure manic rage. Yet, the girl didn't say anything about it--to her shame. One morning, Therana's house woke the neighborhood in screams and ruckus as Saravi's mother burst in and attempted to kill the family inside... she only succeeded in killing Therana. With her mother in jail and best friend in the ground, the young khajiit didn't have much in the way of reason to stay around, the shame of her refusal to turn in her mother and the result that it caused haunting her. Still, she was allowed to stay with her friend's parents for a time, perhaps in an attempt to fill the hole while they grieved and to kill time while she found someone to buy the smithy. During this time, she was taught her final school of magic by her dunmer parents: Conjuration. In secret so that the local Redguards would not know, she was taught how to commune with daedra and bind souls, as was the methodology of enchantment. Now, they were careful in the method, intent on telling her that daedra should only be called on in times of need, be that self defense or extreme strife. They even took her to a shrine of Azura, for her to better understand what it was like to speak with the kindest of the daedra--even that was a harrowing experience. However, as time went on, suspicions began to build in the community and the public shame of her carelessness finally got the better of her, and so she soon sold the smithy at a shameful price and used that money to fund a simple wagon and some horses, took her heirlooms, including her father's ancestral sword, and took to the road.
She has spent her life traveling since then, stopping at various towns to sell her goods and using any forges where the smiths would let her work. She sometimes returns home to visit her dunmer family, and even to visit her mother (who remains utterly mad), but for the most part she is itinerant, going wherever the wind takes her. She has been fairly successful in her travels too, even making enough money to commission a portable forge so that she could stop mooching off of other smiths. Now, her distinctive wagon and forge can be seen in many cities across Tamriel, though she avoids Valenwood, Black Marsh, and Morrowind where she can due to the Thalmor, disease, and Morrowind being Morrowind, respectively.
Edit: 28 Feb., 2016 9:13PM: Clarifying mercantile source and methodology details as well as filling in magic vagueness, as requested.