Isekai From Hell: Modded Skyrim

Chapter 20: Growing the Crew VI



"Evening' Albret, much trade?" I ask waving for the barkeep to serve us a round.

"Meh, a few here and there, but I think I'll be heading on to your outpost in a couple of days since interest for my wares has started to wane," Albret says with a sigh.

"Sorry ya couldn't make a better profit, but you are in a little village after all. Anyways, the Khajiit girl, M'rissi, she doesn't remember anything about herself. I'm hoping you can help." I ask.

"And how would I do that? Skilled merchant I may be, but certainly not a restorer of memories." Albret retorts while taking a sip from his ale.

"Well, I assume you have contacts, yes? I need to ask a jeweler about an unusual ring," I say motioning to the ring M'rissi is wearing.

"Hmmm, may I see it?" Albret asks motioning to M'rissi to bring her hand closer which she obliges, "My, that is unusual. Okay, I think I may know someone who can help you." Albret says, before continuing, "However, you'll need to leave the ring in my care for a few days while I go find him. The company he keeps is… Less than reputable, you understand?"

"Hmmm, how about you treat a new business partner and tell me where he is?" I say giving him a knowing look.

"His name is Salthasar, and he belongs to the Thieves Guild in Riften. Look for him in the Ragged Flagon." Albret says.

"Pleasure doing business, with you," I tell him turning to leave.

"Always, take care." Albret waves me away.

With that, I leave the Inn and gather up my crew around the traditional meeting stump… And not the dog… Though he is currently on the bridge playing with Crimson.

"So my friend, I see your trip to Falkreath has been quite beneficial already," Faendal says motioning toward Rayya.

"Yes, another fine shield-sister to our company," Uthgerd adds.

"It is an honor to serve my thane in your company," Rayya says with a bow.

"Thane?" Faendal asks.

"Yup, I've got another thaneship, and plan to establish a secret outpost in Falkreath hold. Rayya will be heading to Lokir to notify him of the changes that have happened and to begin the necessary preparations for expanding an additional outpost once he's done. Also, I now have to head on to Riften to help M'rissi," I tell the group.

"M'rissi?" Faendal and Uthgerd ask with a confused look.

"Yes! That is her name!" M'rissi cheers triumphantly.

"Ah, so that is the girl's name," Faendal says.

"Yeah, I think the name suits her quite well," Sophia says, while Jenassa just nods silently.

"Yes, she thinks it is much better than some fluffy trickster's name," M'rissi says leaving the rest of the group confused while she glares at me before humphing.

"Any ways, we'll be heading out at first light. Faendal, do you mind overseeing the construction of a small bunk house and a bridge on the other side of the river? I think Camila will appreciate the privacy in her new home." I say with a wink causing him to blush before punching my shoulder.

"It will be done, sure you don't want to open up a construction business instead of a mercenary company, my friend?" Faendal jokingly asks.

"Eh, you might be right, but who says we can't do both? Now, I'm going to turn in and get some sleep before heading out, I recommend you all do the same." I advise them while setting up a bedroll near the stump, before whistling for Crimson to come.

Crimson gets off of Stump, who they have had pinned for the last minute, and slowly crosses the bridge to lay on my chest where they begin chewing on my nose while they drift off to sleep. With Stump seems much happier now that he is free from the cub's grasp.

Off in the distance, I hear Faendal ask, "Why is he letting it chew on him like that? I'm sure it must hurt."

"I think it is trying to nurse from him, it is pretty young," Sophia comments.

"I think the beast has imprinted on him," Jenassa says.

"Perhaps it feels the heart of a beast within Silvantus?" Uthgerd ponders.

"It is just too adorable," M'rissi swoons.

"I don't hear anyone sleeping, but Crimson, go and get to bed or go far enough away that I can't hear you!" I whisper-shout loud enough for them to hear but not loud enough to wake the snoozing bear cub, slowly entering my level-up space.

Character Info

Name: Silvantus Malborne

Level: 23

Race: Orsimer

Gold: 762

Reputation: Fledgling Adventurer

Towns

>Whiterun: Respected- The residents know of your good deeds and the title that came from them.

>Falkreath: Respected- The residents know of your good deeds and the title that came from them.

Villages

>Riverwood: Trusted- The citizens have noticed your good deeds and have a good impression of you.

Factions

>Companions: Noticed- Some members see potential in you.

Standing Stone: Thief's Stone- Those with the mark of the Thief's Stone receive a 20% increase to related skill experience.

Health: 175

Magicka: 160 -> 165

Stamina: 165

Health regen: 1.79% -> 1.80%

Magicka regen: 3.54% -> 3.55%

Stamina regen: 6.29% -> 6.30%

Carry weight: 475

Racial Abilities

Mind of the Gamer: This allows you to rationalize all your actions from a detached perspective. Suffering little to no mental degradation from poor morality.

Body of the Gamer: Your body suffers no ill effects from damage, instead health, mana, exposure, wetness, hunger, thirst, and stamina bars represent your durability, available mana pool, degree of exposure to the elements, degree of wetness in your clothes, your level of hunger, your level of thirst, and your remaining stamina respectively.

Bonus Experience: Through selecting a random race at the start of the adventure, the individual will receive a 15% to experience gain when performing related tasks.

Bloodlust: When entering combat, gain 25% movement speed and 300% Magicka and Stamina regeneration. Bonuses gradually decay to zero over 20 seconds.

Shockwave: Once per battle, jump to cause a tremor that staggers opponents and may knock them off their feet.

Strength of Steel: Weapons and armor are 20% stronger, but enchantments on them are 20% weaker.

Quest reward - Stagger 150 enemies with Shockwave to unlock... 37/150

Berserk: 1/day - Doubles attack damage and critical strike damage and halves spell costs for 15 seconds. While off cooldown, may activate randomly in combat.

Perk List: 20/23 Skill Levels

Alchemy- 0 16

Alteration- 0 15

Archery- 2 29

>Archery Mastery (2): Ranged weapons do 40% more damage, and critical strikes with ranged weapons do 2% more critical damage per level of Archery.

Block- 0 19

Conjuration- 0 15

Destruction- 0 39

>Destruction Mastery (1): Destruction spells cost 35% less Magika, and Destruction spells are 0.25% more powerful per level of Destruction.

Enchanting- 0 15

Heavy Armor- 0 26

>Heavy Armor Mastery (1): Armor rating of heavy armor increased by 20%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of heavy armor in combat.

Illusion- 0 15

Light Armor- 0 24

>Light Armor Mastery (1): Armor rating of light armor increased by 20%. You gain a small amount of Light Armor experience when wearing at least two pieces of light armor in combat.

Lock Picking - 2 43

>Lock Picking Mastery (2): Weaker and weak locks are easier to pick.

One Handed- 0 25

Pickpocket- 3 36

>Pickpocket Mastery (2): Increase pickpocket chance by 40% and carry weight by 100.

>Thief's Eye: When you enter a major city, illuminates a random citizen for 300 seconds. If you interact with the target during this time, they will carry valuable items based on your pickpocket skill once every 12-60 hours.

Restoration- 0 21

>Restoration Mastery (1): Restoration spells cost 35% less Magika, and Restoration spells are 0.25% more powerful per level of Restoration.

Smithing- 2 39

>Smithing Mastery (2): You can create steel and bonemold items at an anvil or forge and improve them twice as much.

Sneak- 4 53

> Sneak Mastery (2): Sneaking is 40% more effective.

>Spot Detection: Once a day, outlines all humanoids within 150 feet that are detecting you with a green glow for 180 seconds.

>Light Foot: You won't trigger pressure plates.

Speechcraft- 2 41

>Speech Mastery (2): Sell items for 20% more. Your intimidation attempts are four times as likely to succeed.

>Performer: Grants the "Perform" power. Once a day, play a song to entertain up to 5 people within 50ft and collect a donation from each, based upon your speech craft skill and the amount of gold they have on them.

Two Handed- 0 19


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