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Teekl bio

5 posts · started by Teekl on Jan 27, 2016 · 2383 views · in Character Sheets
SharayaJan 27, 2016
Jan 27, 2016 at 01:59 AM #1
Eso name: @Boyshooter12
Current name: Teekl
Old name: Azi'Skjulor-Daro
Race: Khajiit werewolf
Class: Nightblade
Profession: assassin (specialises in Daedra and undead)
Height: average
Age: 35yrs
Status: engaged
Gifts/skills/abilities: natural gift of fire resistance, expert in use of her tail, teleportation magic and some healing, can use her magicka aura for added protection and to increase her already enhanced speed and strength though her magicka is very limited and tries not to use it unless needed.
Skin Tone/fur: pitch black
Place of Birth: Small village on border of Tenmar Forest in Elsweyr
Current residence: Sanguine Hall
Favorite Food: raw meat
Favorite Colour: red
Favorite Weapon: dual daggers or small crossbow
Favorite Training: hard hitting
Favorite Region: Auridon
Favorite Pastime: drinking
Physical Description: muscular, bright blue eyes, very long tail (usually coiled up to keep at average length)
Distinctive marks: scars all over her body except face and has a brand on inside right bicep
Personality Description: she is rather complicated as she is very short tempered and can be quite aggressive but extremely loyal once she is accepted by those around her and protective over those who cannot care for themselves with a soft spot the children even though she won't admit it as she is quite stubborn at times. Teekl tends to tells things how they are; rather than lie to someone to make them feel better, she will tell them what they need to hear not what they want to hear though she does mean well when she tries to compliment people as her vocabulary is rather limited. Being a stand alone assassin and wolf, Teekl like to keep to herself in order to cause less trouble to those around her as she often has unwanted attention from other assassins and hunters after her head though she tends to handle it herself to keep them away from other people.
Personality Quirks: likes being naked
Family:
Mother, father, younger brother and younger sister (all deceased)

History:
Had a normal life up until 12yrs old when she murdered her own family to be accepted into the assassin cult 'Morag Tong' where she rose in the ranks over 8yrs to become one of their top assassins.. After being sterilised and branded by them, she tried to run away from them for some reason.. She ended up walking up with no memories of anything then for next 15yrs she lived out around all of the Aldmeri, avoiding assassins, finding a khajiit child along the way and raising her as her own when Teekl stumbled onto a coven where she she got the gift of lycanthropy so that she could protect her family (coven) better. She ended up getting her memories back by use of a mage and found out that she has a natural gift of fire resistance. The child having being killed by assassins, Teekl got her revenge and now lives her life protecting the coven and continuing her work around all of Tamriel as an assassin that specialises in taking out Daedra and the undead.

((Hope this is alright :D ))

Edited Jan 27, 2016 at 07:04 PM by 0

RaccoonismJan 27, 2016
Jan 27, 2016 at 03:10 PM #2
This looks good, but can you just add a bit about her personality? Then I will happily approve it.

As a werewolf, Teekl will be placed in the Supernaturals Faction as a lone wolf (unless she has a pack) More information about the faction and IC town laws are here: Supernaturals Faction
SharayaJan 27, 2016
Jan 27, 2016 at 07:05 PM #3
All done :D <3
RaccoonismJan 27, 2016
Jan 27, 2016 at 07:53 PM #4
Approved, 1/27/2016
AelwynFeb 03, 2017
Feb 03, 2017 at 05:44 AM #5
I am pulling this sheet out of approval on 2/2/2017 as part of reinstating Full Member status from Inactive status.

Onto business. Firstly, I would like to point out that if for no other reason than balance, it is not possible to be resistant to fire. It is reasonable for her to have a thorough understanding of fire, magical or otherwise, and how to deal with it, but natural resistance and immunity are unreasonably powerful. This makes less sense when you consider that she is khajiiti, and that fur is naturally more flammable than flesh. While dunmer to have the ability to be partially resistant to fire, this is more like equivocal of a tolerance. Being able to resist 50% damage from contact with lava in ESO is more of a mechanical trait than a lore one. The effects of contact with lava on the body is one for another discussion.

Secondly, magicka in TES doesn't work quite like how you portray it working in the form of Teekl's "aura". Magical protection comes in four broad forms: wards, enchanted clothing/jewelry, personal spells, and barriers. Wards act like magical shields, and require constant effort to maintain. Barriers, however, can protect in a myriad of ways and even prevent movement through them in certain directions, however they require considerably more effort to initially cast. Personal protective Alteration spells, such as stoneflesh, can also be used to defend from both magic and blade, however these effects are temporary and do not grant immunity, rather it is similar to an extra piece of clothing or a suit of armor depending on the spell. Enchanted jewelry can produce defensive effects on the wearer, reducing incoming damage, however these effects are specific to a single element per piece of gear. These enchanted items are also incredibly expensive, and generally are out of the average person's price range. Please also keep in mind that magic is a very complicated topic in lore, and little justice is done to it though ESO's mechanics. In-game skills do not necessarily reflect cannon lore.

Thirdly, teleportation. There are two issues I see here. The first being that short-range teleportation is an incredibly overpowered ability and the majority of, if not all, instances of such magic are performed by the Psijic mages, a group known for overpowered magic and one that we cannot allow players to be a part of for balance. Portals, however, are a more common form of teleportation and are used as a quick, though expensive, alternative to long journeys. This, however, leads into my second concern here: Portals are incredibly expensive to cast, difficult to maintain, and are a challenge even to the most experienced of mages, hence why they are an expensive and uncommon means of transportation. Given the description of Teekl's magicka reserves being "very limited" it seems unlikely she would even be capable of such magic.

Fouthly, though this is less an issue, I'm seeing some confusion between werewolves and vampires here and I more just want specification on these. For Teekl's residence, I am not familiar with nor can I find any records on a place called "Sanguine Hall" though from the name it sounds, well, bloody. I would however, like to point out that this name probably has one of two roots, either coming from vampirism (noxophilic sanguivoria, for instance), or from the Daedric Prince of Debauchery, Sanguine. Either may or may not have an effect on anything, but it caught my eye.

To continue, in Teekl's backstory werewolf groups are referred to as "covens", however this is terminology referring to vampires. Werewolves are significantly more beast-like in nature than vampires, taking to the hunt more naturally and are often, though not required to be, devotees of Daedric Prince Hircine. As such, werewolves form packs, and act not unlike that of a true wolf pack. Some, like the werewolves of Kerbol's Hollow, Bangkorai, break this pack structure but they have an entirely different purpose from the traditional pack, with or without Hircine worship. Again, this isn't so much of a problem as it is me asking for clarification on the matter. Perhaps you have a different idea for this, fleshed out elsewhere, in which case I am completely open to discussion.

Penultimately, I would like to address the issues and implications caused by Teekl's association with the Morag Tong. I would like to point out that during the time of ESO (circa 2E 583) the Morag Tong operates within Morrowind and reaches out within the Ebonheart Pact territories, though activity outside of that area is limited due to their rivalry with the widespread Dark Brotherhood. Joining the Tong would require that Teekl at least be in Skyrim or Black Marsh, though she would almost certainly operate within Morrowind primarily. It might also create an issue of racism within the organization considering the fact that khajiiti slavery is common among the dunmer, especially considering the Pact required that argonian slaves be freed. I cannot find any evidence against such an arrangement, so while this issue may not prevent Teekl from joining, it would certainly add a negative dynamic to the experience.

Finally, the matter of amnesia and magic-based memory restoration. This one is... interesting, to say the least. Amnesia can certainly add another dynamic to a character, and I like to maintain a neutral position when approving sheets, so I am not criticizing the decision, rather how it is gone about. Ignoring the fact that it would be unlikely for the Tong to let a top agent go without answering for their betrayal, at this point I'm more asking for specifics on this stuff. I apologize, but simply saying that she suffered from amnesia but she had the wherewithal to avoid all assassins at all times, and then "[got] her memories back by use of a mage" just doesn't quite cut it. I can understand not going into painful amounts of detail, but in order to get down into just how I can help you make this work I'm going to need some material from you to work with in the first place. Even if said material isn't lore friendly, it'll give me a starting point to work out the mechanics of it and give you an idea of exactly what sort of dynamics Teekl would experience during this time of her life.

To conclude, these changes are obviously extensive. Within the past year BSR has made a point to become more lore-friendly to the universe of TES but not necessarily to incorporate all of ESO's mechanics as canon, after all, stamina sorcerers make absolutely no lore sense (though I guess they have amazing cardio). Lots of little changes have been made over time, however it has been a full year since Teekl was first approved and the standards are now all being changed suddenly. Ordinarily this is the part where I would offer multiple solutions for each issue, but to be honest I'm a bit burned out from all the research that I put into this.

So here is what I can offer at this moment, though I will try to add solutions in a separate reply tomorrow if I have the time.

Firstly, we now have a Discord channel that you can get access to from here if that's an option for you, as it's the best way to hold a conversation with me. It's free, has both text and voice, hosts servers as well as private messages, and has grown up a lot since its initial release. If it's an option for you I am available at Talia#4899. I would much rather be able to sit down and talk (via PM) about how we can make Teekl both lore-friendly and still be an interesting character for you. It's not impossible, but it will take some work. If not, you can still reach me via a personal message here on the website, though that is much less reliable as I normally only check the website a few times each day.

Secondly, it wouldn't hurt to start writing out details for Teekl's background story as you like without necessarily doing the same level of lore research as I have done this evening. Fleshing out the details as you like them will give us a starting point to begin researching, though as it stands researching Teekl's history is like trying to climb a rock wall without any good handholds.

I know this looks like a lot, and it is, but I would like for you to not take these lore inconsistencies as personal criticisms. I do this because I like helping others create characters that fit within our lore while giving the character's player what they want out of them. I very much want to see Teekl come to life, but we also have to maintain the lore and the community so that every single member has the same range of opportunities with their characters. I do look forward to working with you on getting Teekl's story into shape, or if you so choose, begin anew.