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Skyrim - The Legend of Aramis: The Beginning
#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!
[Image: KBSao70.jpg]


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