-0 Disembodied Spirit. Kept in storage until Erich finds an appropriate body for her. Summons, undead thralls, purchased waifus, and quest rewards are all valid ways of getting bodies for tagalongs. If killed in any way, tagalongs will return to this state.
-1 nobody important. She will be a local, but nobody of significance. A townswoman or the like, with a baseline level of local survival knowledge and a physically fit body appropriate for a Nord who grew up in Skyrim.
-1 Arcadia: An apothecary in Whiterun. Skilled in alchemy and she owns her own business, but a total non-combatant Big up-front financial win, with local knowledge and connections.
-2 Starting Character: the 10 default starting characters in Skyrim are tough and skilled but lack the explosive growth potential of the canon Dragonborn. All have the basic flames and healing spells, are in good physical condition, and have a few additional powers, skills, and spells based on their own species. This option is just a note. Don’t vote for it.
-2 Argonian Starting character: Be a lizard girl. Incredible swimmers with regenerative abilities and great immune systems. Starting skillset is that of a burglar, particularly skilled at lockpicking of all things. Remember that we have the hot beastfolk mod
-2 Khajit Starting character: a cat girl with serious claws she knows how to use and amazing night vision. Classic rogue archetype, good at sneaking, archery, alchemy, and crimes. Remember that we have the more-human beastfolk mod
-2 Redguard Starting character: Peerless warriors with incredible stamina, an elevated level of Melanin, and resistance to poison. Favors a sword and shield style, and has some skill at smithing.
-2 Nord Starting character: The dominant culture of the Skyrim region. Good with big smashy weapons and naturally charming. Knows how to forge and repair basic equipment. Can release a war cry that freaks people out even without Thu’um and the cold doesn’t bother them anyway
-2 Breton Starting character: A mingling of elf and human bloodlines that resulted in people with incredible magical resistance. They make excellent defensively oriented mages and start out with a summoning spell. It’s not a great summoning spell, but having a magical dog companion is much better than *not* having a magical dog
-2 Imperial Starting character: Conditioned to wear heavy armor and fight with a sword and shield. Quite good at healing magic, and knows the basics of enchanting weapons and armor. Capable of magically ending any fight for about a minute for negotiations, and unnaturally lucky when it comes to finding money
-2 Orsimer (orc) Starting character: Bigger, tougher, and overall better at running around in full plate. Skilled at using, making, and enchanting most types of weapon and armor.
-2 Bosmer (Wood Elf) Starting character: amazing archers who are good at thievery and alchemy. Can befriend animals easily, turning them into Allies
-2 Altmer (High Elf) Starting character: Powerful mages with deep reserves of magic. Starts with a spell that causes people to go into an uncontrollable berserker fury and attack everyone and everything around them.
-2 Dunmer (Dark Elf) Starting character: a bit sturdier than an altmer at the cost of general magical skill, specializing more in straight up flamethrower hands and sith lightning. Can set self on fire to hurt their enemies, which does not harm them. Quite resistant to heat and fire in general, really