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J'zirr the Wanderer - Khajiit Wildfire Druid


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"May Rajhin's luck guide you to warm sands, friend. "

J'zirr the Wanderer

Class: Druid

Circle: Wildfire

Race: KhajiitTabaxi

Deity: Azura

Alignment: Chaotic Neutral

Background: Outlander

Quick Points

- Motivation: J'zirr has heard that a group of Argonians might reside somewhere in Faerun. He hopes they might be able to help him return with their mystical connection to the Hist. He would want to save Faerun to find them (if they even exist). They are probably just lizardmen, and there is no Hist, but he believes they are Argonian.

- He is a native to Morrowind.

- Chaotic Neutral doesn't mean "Chaotic Stupid." Simply, it is a distaste for all governance, as Khajiit are normally inclined.

- He has a crippling addiction to Skooma & Moon Sugar and hasn't had any in months.

Personality

J’zirr is like most Khajiit from Nirn. He believes in few laws of men or elves, has a free spirit, and will do whatever he can to provide for his fellow slaves and friends.  He also enjoys having a good time and refuses to be down about any situation. His past as a Dunmer slave allows him to stay positive about his present: It can never get that bad again. He is sharper than most, and incredibly wise—rare, for a Khajiit—and chooses to sit back and watch for the right moment instead of craft an opening with a silvery tongue.

 

Appearance

J’zirr stands at 5’10” and is particularly thin Suthay Khajiit, weighing in at 130 lbs. He is built much like an elf of faerun. He is not physically strong, but is rather agile. Instead of wearing lighter robes like most khajiit, he wears a thick breastplate covered by furs and other such trappings. He also carries a shield on his left arm and no visible weapons. He carries a small totem about his neck fashioned in the likeness of a morning star, an homage to Azura who he reveres.  

His fur is a dark brown/auburn color, with pitch black spots that wind about his body. His eyes are a piercing bright yellow, and seem to reflect light in the darkness.

Background

In the final years of the third era, J’zirr was born in slavery under a minor Telvanni householder near Tel Voth.

Slavery under the Dunmer was not a pleasant experience, but J’ziir didn’t know anything different for the first fifteen years of his life. He was abused, tortured, overworked, and starved, among many other things. He lost everyone: his parents, his friends, and anyone close to him.

At the age of fifteen, he broke free from his bonds when a group of reavers broke into the tower, slew the Telvanni operators, and left the slaves for dead. With help from fellow slaves, J’zirr found the key to the slave bracers, freed himself and others, and made a break for the coast. With the dust and ash from the ever-erupting Red Mountain hanging in the air, it was a difficult trek, but he made his way northwest, deep into the Ashland.

Here, broken, starving, thirty, and near death, J’zirr stumbled into the Urshilaku tribe. While they usually did not traffic with outlanders or even Khajiit, the wise woman, Nibani Maesa, saw something different in J’zirr and took him in.

J’zirr spent several years with the Urshilaku, growing and learning among them. He learned the Urshilaku tribe’s ways and magic, calling on the Daedric Prince Azura for power. He learned that he had a knack for Conjuration, Restoration, and Destruction, and particularly favored flame magic. Eventually, the Khajiiti wander lust called him to leave and find some of his people.

Once he set out, he began adventuring around Morrowind, gaining fame and helping others, simply putting his name out to try and find some Khajiit who might know any of his relatives, but finding any would be nearly impossible, he knew, because he did not know his surname or clan names.

As he traveled, news of the Nerevarine spread, and how he conquered the demon Dagoth Ur, put an end to the blight in the mountain, and left the continent and went to Akavir, but rumors could only hold so much truth.  J’zirr had often wondered if he could be Nerevarine, but clearly, that was not Azura’s plan.

J’zirr’s travels brought him to Cyrodiil during the height of the Oblivion Crisis, and he found himself in Cheydinall, waiting to get across the country. It was here where he was asked to join a large party that planned to close an Oblivion gate that had appeared a few miles into the forest.

The journey to the gate was short, and the excursion inside the gate was relatively short. Many of the adventurers died, but J’zirr held firm. As they worked their way into the tower, the forces grew stronger, and hours rolled by. Finally, they made their way to the top of the sigil tower and removed the stone. Expecting to be teleported back, they awaited one by one as they were shunted out of Oblivion, and back to the Prime Material Plane.

J’zirr, however, was not home. Looking up, he noticed the stars were not right, and there was only one moon. He was in a forest, and he could still use his magic, but the voice of Azura was not present, and he felt... emptier than usual. He scouted around, used magic to divine locations, and explored the forest. Eventually, he made his way north to Baldur’s Gate and began adventuring around the area, looking for a way back to Nirn.

 

Edited by Blanket_Thunder (see edit history)
Name
Druid HP
21
4d8+8 1,5,6,1
Reroll 1
2
2d8 1,1
Reroll 2
7
2d8 4,3
Reroll 3
10
2d8 3,7
Reroll 4
8
1d8 8
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Posted (edited)

J'zirr is finished, with exception to prepared spells and mundane equipment, which I will finish if chosen. Let me know if I need to do it, though, and I certainly will.

I couldn't decide between this or an Argonian rogue, but I feel that a Khajiit would be more fun and have the opportunity for better one-liners, as is customary in the Elder Scrolls games.

Health calculation shows (despite my convoluted method): 8(1st level)+5+6+7+8+10(Con mod 2 x 5 levels) = 44

List of useful Magic Items that are useful to J'zirr:

- Nature's Mantle

- Cloak of Protection +1

- Gauntlets of Ogre Power

Edited by Blanket_Thunder (see edit history)
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