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Skyrim - The Legend of Aramis: The Beginning
#1
So, I've been writing down my experiences in Skyrim. I haven't been taking screenshots, because I can't do that in fullscreen, but I've done a decent-ish job of writing down what I've done thus far. I've cut out the in-betweeny walking parts, so it's like a written out in-character Let's Play. Sort of. Anyways, this is gonna be here in case anyone's interested, and maybe somebody is, because it seems like we have plenty of Elder Scrolls fans here. I'll keep adding stuff as time

This marks the beginning of a character-building exercise grand journey! I'll be documenting the adventures of Aramis, a wandering spellsword (because isn't every Skyrim character a spellsword) that woke up in a jail cell one day with zero memories. Aside from, of course, the ones that make her incredibly useful to have around in combat.

Each 'Experience' is a collection of related events or events that happened in quick succession. The 'Obtained' section shows vaguely what Aramis gained (or lost, maybe) as a character along with whatever material things she may have gained. Also, my sense of humour is not entertaining sometimes.

And lastly, my copy of Skyrim is really heavily modded to add new, interesting, weird, sometimes lore-friendly and sometimes not stuff. That being said, if you want to recommend mods, please, do so. Mods are great. I love mods. I may or may not put up a list of mods that actually change how the game works to a significant degree, but... effort. Pffffffft. WITHOUT FURTHER ADO, ONTO THE MESS OF THINGS AND STUFF.

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Experience: Begins in a jail cell. Wishes to escape said cell. Wish is granted by a talking statue calling itself Mara inside the jail cell in the form of three lockpicks. She breaks all three attempting to pick the lock, as she has no previous experience picking locks. The door opens shortly after the failed attempts. The act is assumed the assistance of the Mara statue-thing.

Obtained: Freedom! Some degree of faith.

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Experience: Ghosts chased Aramis out of the jail. She makes plans to head back someday whilst heading to a lumber mill nearby. She aids the head of the mill for a few days, gaining enough money for better clothes and a shabby sword in the process.

Obtained: Fear of ghosts, small sum of gold.

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Experience: Kills some wolves heading to the nearest town of Kynesgrove. Takes furs for if/when she meets a leatherworker who might make her armor.

Obtained: Fur, aspirations.

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Experience: Finds an old fort taken over by necromancers. After a brief skirmish in which she is vastly outnumbered and outmatched, she manages to kill two necromancers with her woodcutting axe and flees heavily injured.

Obtained: Underdog complex.

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Experience: Heads across a nearby river to Kynesgrove. Meets a man who gives her an old widow's clothing and a guard who gives her a sword he had planned to sell in exchange for what little money she has. While looking for a direction to head in, she finds an abandoned hut in which she finds an unidentifiably wounded corpse. She loots the building before being chased out by a saber cat. Kills the saber cat and skins it.

Obtained: Old clothes, a less old sword. Loses gold then gets a little back.

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Experience: Wanders off and into a forest. Hears a woman shouting for help. Follows the shouts to a pack of wolves. Kills the wolves, finds no sign of the voice's owner. Keeps searching, finds another saber cat. Kills the saber cat, ends up even more seriously wounded, finds the woman dead. She's a necromancer, presumably one from the nearby fort.

Obtained: Hero complex, a place on a PETA watchlist.

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Experience: Enters a cave near where the dead woman was found. Slumps down on a wall before realizing that she's face-to-face with - guess who - a necromancer! She's attacked, but she comes out just barely on top. Suddenly she feels stronger than ever before for unknown reasons, but she's ultimately pushed out of the cave by angered inhabitants. She notes how unsettling she finds the sound of an alchemy apparatus.

Obtained: Cynicism towards necromancers, feeling of disgust toward Alchemy.

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Experience: Finds dwemer ruins. Finds odd things in a storeroom inside. Finds a corpse of, based off of notes on the body, a scholar. Proceeds farther, finds newfound hatred for dwarven spiders. Proceeds farther, finds newfound fear of chaurus hunters. Flees on elongated sight of one, does not engage in combat.

Obtained: Admiration of Dwemer, peculiar shard-thing.

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Experience: Returns to Kynesgrove. Smelts down some old dwarven metal pieces, heads to Windhelm to sell them. Arrives late at night, gets a room at the inn and sleeps until the late morning.

Obtained: An absurd amount of dwarven metal ingots.

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Experience: Sells some old dwarven stuff to a general store. Apparently somebody wants what she's selling, because they sell pretty well. With the money Aramis purchases an intriguing sword, some traveling clothes and some food for the road.

Obtained: LOADSAMONEY, actually cool sword, semi-cool clothing.

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Experience: Encounters a lonely girl selling flowers. Buys the whole basket for all of the gold she has left, with the exception of three septims. Talks with the girl for a while, shares a piece of bread over the conversation and then promises to return someday.

Obtained: Sympathy level increased from B to A, lots of flowers, poverty.

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Experience: Travels along the road for a while. Walks past a few farms. Sees a heavily-beaten path up the mountain. It ends at a point where she has to climb, so she climbs. Reaches what looks like some kind of cult's hideaway, though it's abandoned and clearly anyone who had stayed put was burned or killed in some gruesome way. Leaves from fear that the same fate might come to her.

Obtained: Disdain towards cults, fear of cults, seriously cults are weird.

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Experience: Finds a fort of some kind. Stopped at the gate by not quite active-aggressive sentry, who explains that the fort is an Orc Stronghold, governed by the Daedric Prince Malacath. Asks who Malacath is, immediately forgets the definition.

Obtained: Knowledge of Malacath.

Immediately lost: Knowledge of Malacath.

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Experience: Returns to the lumber mill she 'started' at. Now properly-equipped, she sets off to find the prison she awoke in. Stumbles into a military fort overtaken by necromancers - no, not the one she got nearly killed in, but a different one. Clears it out, finds records stating that it's Fort Amol. A Stormcloak camp nearby takes the opportunity to occupy the fort, though Aramis is gone before any exchange of words happens.

Obtained: Sense of nostalgia.

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Experience: Finds the abandoned prison. She struggles to fight the ghosts within, though she somehow manages. An absurdly strong ghost poses a particularly serious threat to her, but he drops dead just before he can bring down a killing blow on her. She has no idea what to think of the event, so she loots what she can from the place and leaves.

Obtained: Numerous looty objects, even more weird occurrences.

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Experience: Wanders along a path for a while. It breaks off and leads to an odd-looking structure, so Aramis decides to investigate. Meets a man whose family uses the structure as an ancestral tomb. A necromancer is using said ancestors to do his bidding, so Aramis decides to help the man's ancestors back to 'Sovngarde'. Never asks what Sovngarde is. At least three instances of enemies dropping dead for no real reason are noted, though the man sees none of them.

Obtained: An affinity for Restoration Magic, holy crap am I going to be a cult leader with all this spooky stuff. Also, LOADSAMONEY.

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Experience: Runs into an Orc that wants a 'good death'. After trying to talk him out of it, Aramis decides to do the merciful thing and grant him that death, as he'll allow her to do nothing better. He puts up a fight, but Aramis ends up victorious and with very few injuries.

Obtained: A feeling of guilt. Also, some gold, because he won't be needing it where he's going.

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Experience: Walks along the path longer and finds a tower. A woman donning furs claims it's a toll road, though she seems less than confident in her words. After lying about not having enough money, the toll road hostess reveals herself as a bandit and attacks Aramis. Aramis clears out the bandits.

Obtained: Lots of death.

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Experience: Finds a giant camp. Aramis tries to open up friendly relations with the giants, though they can't seem to talk. She offers a few things she doesn't need and is given odd cheese. She leaves with a full stomach and a little rest.

Obtained: Mammoth cheese.

Lost: A few gemstones.

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Experience: Finds a cave. Upon trying to enter the cave, Aramis is nearly shot in the back with an arrow, though the shot misses. After killing her assailant, she finds a letter on him, which she takes but doesn't yet read. She then enters the cave, where a presumably blind man sits at a table. He asks if she's a man named Rodulf, Aramis assumes (correctly) that Rodulf was the man who had just attacked her, and impersonates him to the best of her ability. She succeeds, then empties the cave of bandits. However, she brings the blind man to the nearest town of Whiterun.

Obtained: Guilt level increased from C to B. Ulfr's book (which is completely blank).

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Experience: While walking Ulfr to Whiterun, Aramis sees a group of people fighting a giant that had presumably been raiding a farm nearby. She joins the fight, is called a 'decent Shield-Sister', which she inquires upon further before declaring disinterest in joining a group of mercenaries. A courier stops her before she walks away, gives her a letter from the Jarl of a land called Falkreath. She decides to seek out the sender after fetching materials and selling some of the loot she got on her travels.

Obtained: Disinterest in mercenaries, knowledge of the Companions, faint admiration of Aela the Huntress.

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Experience: Did some trading in Whiterun. Slept in the inn, did some more trading. Unloaded a bunch of things she really didn't need, then a few things she might need, then sold off any extra food she had that was going to spoil soon. Bought new food for her next adventure. Commissioned a new sword with some gold, silver and steel she bought. Gave Ulfr enough gold to last about a month in the local inn and wished him luck. Got weird looks on the way out of the inn - it probably had something to do with the impersonation.

Obtained: Gilded Crusader's Sword, loadsa noms, LOADSA MONEY.

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Character Sheet
Aramis - Level 9 Spellsword

Equipped with:
-Investigator's Set
(Coat, Dustcloak, Boots, Gloves)
-Gilded Crusader's Sword

Abilities:
-Voice of the Emperor
-Healing
-Lesser Ward
-Cure Disease/Poison
(I plan to get Healing Hands and probably will very soon because when i have long-term allies i want to be able to heal them)

Next Time: We're off to see the Jarl, the wonderful Jarl of Falkreath~

EDIT: I have Aramis pictures! She's probably gonna change now and then, so as she does I'll post newer pictures. Here's her as of the last time I played.
[Image: SpLX0F6.jpg]
Aramis from the front with her sword on her back. I'm kind of iffy on her armor - it feels out of place in Skyrim, so it might change. I'll take recommendations!

[Image: BadIw1D.jpg]
In case you're curious about what Aramis' sword looks like, there it is. It's called the Gilded Crusader's Sword, though I'll probably change it to something more unique when I get around to having things enchanted. Or I might replace it, who knows? Unfortunately, it doesn't have a cool sheath - it just has the iron sword leather strap sheath-thing, which is why Aramis wears a cape.

Currently playing and writing more. I'll be back with something soon-ish! Hopefully! Maybe! I'unno. *Shrug*
[Image: KBSao70.jpg]
#2
A very fun read Smile I like the way the parts are laid out .
[Image: LMLzBQ4.gif][Image: psgGbSy.png]                                                                                                                                [Image: 2lvxt0w.gif]
#3
It seems you are in need of an adorable little shack in the middle of nowhere.
And, we dream of home I dream of life out of here Their dreams are small My dreams don't know fear I got my heart full of hope I will change everything No matter what I'm told How impossible it seems We did it before And we'll do it again We're indestructible Even when we're tired And we've been here before Just you and I
Don't try to rescue me I don't need to be rescued
#4
Nealaphh Wrote:It seems you are in need of an adorable little shack in the middle of nowhere.
Going to Falkreath may or may not entail getting myself a shack in the middle of nowhere.

Also, Aramis is lonely. Send companion mods. I have two companions in mind already, but I can swap 'em out every now and then.
[Image: KBSao70.jpg]
#5
THE PART TWO THAT NOBODY ASKED FOR. COMING TO AN OMNIVERSE NEAR YOU IN-- RIGHT NOW.
So I did more things, like I generally do. Stuff! Things! Excitement!
...Also, it feels weird to look at the first part here. I did that yesterday, and it feels like it was so long ago already. That's game time for you, I guess.

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Experience: Wanders down the road. Encounters a strange man that talks about being 'afflicted', and how he 'would have died if not for Peryite'. Aramis decides not to inquire further, as pronouns spoken in the way previously demonstrated tends to lead to confusing deity nonsense. Offers to heal him, but he dismisses her effort and suggests she leave Skyrim.

Obtained: Confusion.

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Experience: Ends up in a town nestled in the woods built near a river. Aramis ponders whether or not the town had hired a naming commitee to decide on the name 'Riverwood' as she makes way for the general store, even more not-creatively called the Riverwood Trader. She walks in on an argument, which she decides to mediate. She's sent off to some old crypt called Bleak Falls Barrow in search of a golden claw that was stolen by bandits.

Obtained: A detour Gods dammit quest! Yay!

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Experience: Climbs the mountain beside Riverwood to reach Bleak Falls Barrow. Aramis fights and defeats the bandits with little difficulty. However, as she makes her way deeper into the crypt, she finds that not only are there bandits but there are strange undead creatures wandering the barrow's halls. As she clears out the place's infestation, she wonders whether she's the 'hero' or not, especially after her dealings with that tomb that had been filled with that one man's ancestors - perhaps they were just protecting their family's tomb. Or maybe not. (She never did get his name, come to think of it.)

Obtained: Extrapolation skill increased from E to D.

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Experience: Finds a man caught in webs. He begs her to cut him down, but before she can, a giant spider descends from a hole in the roof. Being incredibly careful not to get herself poisoned (or too close to the giant spider because I DON'T LIKE SPIDERS), she returns to the man and asks him if he knows where the golden claw is. He talks about how it's some kind of key, and that 'you'll never guess the power the Nords have locked up in here'. Being unsure as to what a Nord is, Aramis dismisses his words and simply cuts him down - he can explain in actions, not words. His actions end up being betrayal, so naturally Aramis cuts him down. Like, the killing kind of cutting down.

Obtained: Golden claw, an itch for treasure, a little less trust for strangers.

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Experience: Goes deeper into the barrow. It turns into more of a reinforced cave than a crypt as it goes deeper into the mountain, but more undead-things are around, which isn't pleasant. Finally Aramis reaches a large round door guarded by a slightly bigger undead-thing with an absurdly large sword. After a long, hard fight and an odd feeling of newfound power, she defeats the creature and proceeds to the door. The door opens when the claw is fit into it and Aramis proceeds through it. She finds some rather lackluster treasure, looks at a wall covered in nonsense and gets a headache. Another undead-thing emerges from a coffin and, after another hard fight, she sees something on the undead-thing she just killed and thinks maybe the whole adventure really was worth something (other than being a neat story to tell). Nope. Just an old rock. Totally worthless. She leaves it behind.

Obtained: Experience. That's... that's about it. Aside from a little gold. Not much, though.

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Experience: Aramis returns to the Riverwood Trader. She hands over the golden claw, muttering "good riddance" under her breath as she does so and receives an unexpectedly large pay. With a big, dumb grin she offers the most heartfelt thanks humanly possible over making such a long, tiring journey worthwhile. Aramis heads to the inn for a night of drinking and well-deserved rest.

Obtained: Booze money (and then some).

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Experience: Aramis wakes up, has some mammoth cheese and heads off on her way to Falkreath again. Another detour has her clean out a mine of bandits. After realizing that the gang of bandits she's dealing with is incredibly inexperienced, she practices some experimental 'finishing moves' on them.

Obtained: The cockiness that comes with finesse.

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Experience: Sees a trio of odd-looking rocks covered in weird engravements. Out of curiosity, Aramis touches one and it glows for a while. Out of a vague sense of discomfort, Aramis returns to her travels, feeling oddly invigorated but still a little uncomfortable.

Obtained: Sort of a birthday.

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Experience: A direction sign pointed the wrong way sends Aramis heading in the wrong direction up until a martial arts dojo, where she finds a floating woman on fire. The floating fire-woman attacks Aramis and, in an odd streak of luck, she learns that she has the ability to project magical shields. With this new power she manages to handle the fire woman's probably-magic without injuries. Aramis asks for directions in the dojo and, while she's grateful for the assistance, lights the direction sign on fire with a torch whilst passing by and heading in the right direction.

Obtained: Realization that Lesser Ward is a thing. No burns! Yay!

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Experience: Passed by a pair of hooded individuals fighting a robed individual. Both sides seemed to be using strange magic. The robed individual opens up hostilities with Aramis, so she aids the hooded individuals. They say that they're Vigilants of 'Stendarr', giving Aramis the cue not to ask anything further. They explain that they just killed a vampire and that Aramis should be careful in the area, as there are allegedly vampires about.

Obtained: Half the battle.

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Experience: Completely ignores the warning she just received and stumbles into a fortress in a mountain. She's immediately greeted by - guess what - a vampire. The vampire is significantly stronger than the one she just fought with the Vigilants of Stendarr, so she's left to flee.

Obtained: Fear of vampires.

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Experience: Climbs a watchtower to get a good view of the area. There she finds a necromancer, who resurrects a cat-person to fight Aramis. Fortunately, Aramis buries her blade deep into the necromancer's chest before the cat-person has time to so much as hiss. Aramis finds a weird, white hexagon-y rock that sounds like a dominatrix and decides she can handle whatever problem said rock has after she deals with the Jarl of Falkreath guy.

Obtained: Dominatrix rock, unintentional racism.

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Experience: Finally reached Falkreath! Headed straight for the inn because holy crap it's really late. After waking up, Aramis was stopped by a strange woman asking for help finding a locket. While helping the woman find her locket, she hit Aramis over the head, took her gold and ran. After chasing her down, begrudgingly persuading the authorities not to arrest her and getting her gold back, the woman introduced herself - her name is Arissa - and offered her help for whenever Aramis might need it. Since she wants to have some kind of travel companion, she takes up the offer instantly. The pair head off to see the Jarl.

Obtained: A follower!... Yes, a questionable one, but still, a follower!

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Experience: Talks with the Jarl. The Jarl asks Aramis and Arissa (without being entirely clear on who Arissa is) to clear out a nearby bandit camp to prove worth to Falkreath. Finds the bandit camp after a short walk and some small talk. Struggled at first to mesh fighting styles with Arissa, but eventually things worked out for the best. Returns to Falkreath, sells some extra equipment, tells the Jarl the good news. The Jarl's Steward grants Aramis a plot of land. Aramis hires a group of workers with most of her remaining gold to build a fair-sized house on the plot.

Obtained: Pretty much zero money. A clubhouse! Yay!

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Experience: Returns to Windhelm to find the little girl from earlier. Upon entering town, Aramis sends Arissa off to do whatever she pleases. Aramis has no luck finding the little girl - instead she finds a murder scene. Aramis finds the culprit with little difficulty, as the evidence pointing to him was poorly covered (presumably due to the Stormcloaks being incredibly thinly spread, leaving none for an investigation on a small-time criminal). The perpetrator is Windhelm's court mage, and in return for solving the crime Aramis is granted his spell tomes. Aramis takes what Restoration Magic she can and leaves the rest.

(Side note: I would've gone into this more, but it was really just a lot of running back and forth because the quest was a bit buggy and the requirements for doing certain things were really, really specific, and... nevermind.)

Obtained: Healing Hands, Steadfast Ward, Fast Healing, Charity Work skill increased from D to C

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Experience: The dominatrix rock starts getting antsy, so Aramis decides to finally do what it says, so long as it generally makes sense. She first checks with Arissa to make sure it actually can talk and that she's not just insane before boarding a carriage from Windhelm to Solitude, where the 'Mt. Kilkreath' the stone keeps babbling about is. The pair arrive after a short time spent gathering supplies for what was assumed to be a long walk but wasn't.

Obtained: A bad book premise.

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Experience: The dominatrix rock has a name! And a statue. Aramis suddenly feels like she's being sucked into the Malacath-Stendarr-Peryite nonsense, but soldiers on incredibly reluctantly. The dominatrix-rock (named Meridia) talks about a cool sword locked away in the ruins of her temple. It supposedly has incredible power against the undead, but its own power is currently being used to power some necromancer's dead-defiling shenanigans. Aramis agrees to deal with the necromancer in exchange for the sword.

Obtained: Exterminator License, specifically for necromancers. Woo, a new sword!

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Experience: Enters the temple. Handles light puzzles while killing spooky ghost things. Despite being able to cut through them like butter (or, more aptly put, like they're intangible because they are), they put up a pretty good fight. Aramis puts to use her new Healing Hands spell by playing support for Arissa a couple times. The duo reach the end of the temple, where the cool sword - Dawnbreaker - awaits on a pedestal with the necromancer in front of it. He summons a number of spooky ghost things, but he clearly failed Big Bad Boss Guy School, because summoning more henchmen doesn't make your boss fight harder. Aramis does the stabby and Arissa does the supporty-shooty with her bow, and about six incredibly overpowered blizzard spells later they triumph. Aramis draws Dawnbreaker, leaves Meridia behind and wonders what there is to do next.

Obtained: DAWNBREAKER GET!

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Character Sheet
Aramis - Level 13 Spellsword

Equipped with:
-Investigator's Set
(Coat, Dustcloak, Boots, Gloves)
-Dawnbreaker

Abilities:
-Voice of the Emperor
-Healing
-Healing Hands
-Fast Healing
-Lesser Ward
-Steadfast Ward
-Cure Disease/Poison
-Also a time slow thing that happens when I'm blocking a power attack

Next time: Going to Riften for another companion and other things!
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#6
IT'S NOT DEAD YET.
This is just a tiny update thing. I wanted to just throw this in here to show that yes, I'm probably gonna keep updating this. I'll have plenty of time to sink into Skyrim after my last exam tomorrow, so expect something of actual substance here soon.~

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Experience: Heads back to Solitude. A courier gives Aramis a letter from the Riften Guard, something about a man who says he had tried to kill Aramis (and evidently failed). Since she has no idea who she is, she figures any lead is a good lead, so she follows it to Riften on a carriage.

Obtained: Oh, right. She's an amnesiac. I'd almost forgotten.
...OK, that wasn't funny.

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Experience: Goes to Riften Jail. Meets a cat-man named Inigo whom the letter had detailed. He asks Aramis to kill him, then explains that he had tried to kill her for her half of the pay on a contract killing. Aramis asks him to explain more about what experiences they had together, with her justification being that she's an amnesiac. He seems truthful, and while Aramis is reluctant to believe what he's saying, she offers to let him repent by fighting by her side. He agrees and promises to guard her with his life.

Obtained: Kitty bodyguard. Questionably useful/truthful information on Aramis' past.

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Experience: Realizes there's very little of interest in Riften. Realizes there's a Thieves Guild in Riften, of which Aramis has little knowledge. Arissa and Inigo explain the Thieves Guild on the carriage ride back to Solitude, along with other interesting things about Skyrim. Relaxes in Solitude for a few days. Aramis purchases a set of robes, which she swaps out her old clothes for.

Obtained: New armor! YAS!

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Character Sheet
Aramis - Level 14 Spellsword

Equipped with:
-Tribunal Robes
(Hood, Gloves, Robe, Boots)
-Dawnbreaker

Abilities:
-Voice of the Emperor
-Healing
-Healing Hands
-Fast Healing
-Lesser Ward
-Steadfast Ward
-Cure Disease/Poison
-Quick Reflexes


Allies:
-Arissa
-Inigo
[Image: aCXFz7n.png]
Now that I look at them, their shields look like they should be the other way around. I'll probably swap them next session.
[Image: KBSao70.jpg]
#7
What mods do you use? This seems like a lot more fun than basic Skyrim.
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Always Outnumbered, Never Outgunned
#8
Trixie Wrote:What mods do you use? This seems like a lot more fun than basic Skyrim.
*Looks at Skyrim Mod Manager*
*Installed mods: 106*

I'M ON IT.
...
...Well. That actually wasn't as hard as I expected. I cut out the quite frankly embarrassing number of armor/clothing and cosmetics mods I have from the list, because I'm not using the majority of them, but they're there when it comes to options. Bear in mind this list is hardly complete - I constantly mess with this list. This is just the active set I'll have going into my next session. If you also want what I'm currently using for my significantly less lore-friendly playthrough (in which I AM ASUNA), well... that's another matter entirely. I might write about that, but odds are I won't, because it's absolute chaos.

As I mentioned a little earlier, I chopped out a lot of mods I have but haven't really used much or at all yet. Getting links for all of these would take significantly longer than I'd like to spend on a modlist, but they're all on the Skyrim Nexus for anyone looking to get these.

And, though I suppose it goes without saying, if you plan on using a lot of mods, keep in mind your game will crash. Like, a lot. From experience, I can say that I've crashed a few times using these mods, but not that much, fortunately.

Without further ado... THE LIST! Down there! Look at it!


(Names are copied directly from my Mod Manager, and none have been changed, which is why some sound kind of odd.)
A Quality World Map and Solstheim Map - With Roads
Alternate Start - Live Another Life
Arissa - The Wandering Rogue
Cloaks of Skyrim
Dawnbreaker Redone 2
Death Alternative - Your Money or Your Life (And pretty much every add-on for it)
Dread Hunter and Huntress Armor Echo (Inigo's armor)
Dodge Mod (it's a bit obtuse, but it's functional)
Duel - Combat Realism
Dynamically Increased Walk Speeds
Enhanced Character Edit
Expanded Towns and Cities
Fluffy Travel Attire
Fuz Ro D-oh
Insanitys Ebony Sword Replacer
JaySuS Swords
Killable Essential Characters
KS Hairdos
BBD More Magic
Additional Player Voices by Nanahane
No Enchantment Restrictions
Outlandish Stalhrim
RaceCompatibility with fixes
Random Dungeon Generator - Fushigina Dungeon (i still have no idea where this dungeon is, and it hasn't randomly effected any of my dungeons thus far, so i am confuse)
Realistic Needs and Diseases (i keep this so i go to towns for more reasons than just 'i need to slag off all my garbage for some more gold' as a justification)
RUSTIC CLOTHING
Shout-Tastic - NO COOLDOWNS Edition
ShowRaceMenu Precache Killer
Skills Config
Skyrim - Enhanced Camera
Skyrim -Community- Uncapper
SkyUI (obvs)
Sokco's Guild Starter (probably gonna turn this off 'cause it's op as hell)
Sounds of Skyrim - Civilization
Sounds of Skyrim - The Dungeons
Sounds of Skyrim - The Wilds
SSS - Silent Skyrim Shouts
The Dance of Death (with decapitations disabled because 3barbaric5me)
The Ningheim Race (as one might see through me having 'Voice of the Emperor', i'm playing an imperial)
Triss Armor Retextured (Arissa's armor is one of these, the boots came from... something else, i can't remember)
Tribunal Robes and Masks (Aramis' armor is currently the white light armor variant of the tribunal robes from this mod)
Time Stop With A Ring (still haven't tested)
Unique Uniques
Unofficial Skyrim Patch
Wayfarer's Coat
XP32 Maximum Skeleton (this screws with a lot of stuff i have installed - would not recommend)
[Image: KBSao70.jpg]


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