Characters
Arnkel Aridmetis
"If it's a debate you want, I hope you brought your verbal shield."
Pronounced - Arn-Kel Arid-Met-Eez
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Age
27
Gender
Male
Race
Redguard
Appearance
Standing at a height of 6' 2", which is indeed rather tall for his Blood-Relatives and Race, Arnkel is one of the more finer individuals. Finer, being the one's who look untouched and barely hardened, yet with the slight twist that almost every Redguard likes to include. His body structure isn't amazing, let's just say, though it isn't scrawny. He possesses an average build, having some degree of muscle and strength that can be seen physically. He's not the kind of individual you'd look at if you wanted the Ultimate War-Veteran...Though he's not the worst choice in terms of looks. One thing that's agreeable to most is his overall looks. He's not exactly your typical, bearded warrior that looks as dried out as a Draugr in a Desert. His complexion isn't completely smooth, of course, having the thin stubble that stretches across the bottom-half of his head. His hair is moderately long, having the infamous Jet-Black shading that most Redguards proudly own. It blends in well with his Darker Skin, much darker than the paler Nords and Imperials. As for Clothing, the usual traveller's uniform would be worn, with some of the Obtained gems dotted on certain parts of the Overlayers. It isn't flamboyant, nor does it hint towards any signs of major wealth, but it is mainly there to add a little colour to the Dullest shades. However, for when it comes to the Other-Side of him, the Mixture of Leather and Small Iron Patches helps create a more shifty look, especially when accompanied by the famous Redguard Curved Blade.
Occupation
| Trader | Small-Time Blade for Hire |
Personality
Arnkel may have charisma in his appearance, but he isn't the type of person who'd boast about it, and to some surprise he's unlikely going to use it to his advantage unless instructed to do so. He's a pleasant soul, if you are on his side of the blade. Among Falkreath, he's been known for his way of words, having a great ability to persuade himself out of trouble, or even just to barter up some more deals for more interest. Some describe him as having that Business-Personality, meaning his ways of narrowing down someone's desire, or expanding it for his own benefit, are at an impressive rating. Arnkel is one of those people who isn't the most optimistic souls around, though that doesn't stop him from being positive when he can.
Though, what happens to him when things go downhill can be a rather different tale. Arnkel can sometimes find himself becoming very attached to certain individuals, so much that he will put a great deal of trust in, only if he hasn't scouted out the plots of treachery that might occur. This level of trust can make him very downtrodden if something serious were to find itself harming the individual, be it emotional, physical or mental pain. The biggest change in personality is the distance between Tradesman Arnkel, and Armed Arnkel. He isn't too shy of a fight, if he hadn't found a way to talk himself out of it, and can become deadly focused on certain tasks. The Jokes usually wear off, only returning when he's finished up with whatever someone paid him to do. This is sometimes referred to by those close to him as the Two-Faces of Arnk'...
Background
Arnkel is one of those people, those Redguards. Obviously, orphanage usually has a bad turn on a child, yet Arnkel seems to not mind that he also holds this title. He believed, and still is unsure, that he was born in the Lands of Skyrim, more specifically Whiterun, before being given away by his unknown parents to a Trading Caravan group. The Redguard child was taken in, at a very young age, by a Hardened individual of the same blood-origins, named Jou' Lukan. Jou' was an excellent edition to Arnkel's life, being there to guide him through the lands of Skyrim as they'd travel around from Hold to Hold. Having the experience of Travelling and Selling his entire life began to develop those key traits that were going to make him the man he currently is. From here, he learnt the basic skills required to thrive on Skyrim's soil, being vocals and combat. Talking was a priority in this Caravan Trading Group's culture, and the combating methods were to come second. Arnkel deeply looked up to Jou' with great faith in him as a Adoption Father, and even had claimed that he was glad he'd succumbed the Orphan title so he could've met the Elder Redguard.
As time drew on, Arnkel reached the age of 17. The Group had him qualified as a Fully-usable tradesman, giving him his own gear, Pack-Cow and Elven Bodyguard, the standard assortment of Travelling gear that each Tradesman/woman in the Group were presented with. At this point in time, the group was expanding at a rapid rate. Previously only bringing in Younger individuals who were brought into the world by one of their own members, or hiring the odd bodyguard to help with a specific route, yet now was a time with the mass welcoming of new Races from outside origins. This is where Arnkel began to learn about other Blooded-Individuals, their pasts and cultures in life and furthermore respect who they were as individuals. He was specifically told by Jou' that "One shouldn't hate another for the soul they were born as, but only for the soul they had developed into."
More and more began to pour in, and they became much more than the original four Pack-Cows and several individuals. They had become a convoy, a highly recommended service for large-scale transports and message bringing if someone was willing to pay the High-Coin. Yet, this began to be seen as a danger to the group, in the eyes of Jou', and he warned his adopted kin to be wary of the hostility that will come in good time. And as predicted, two months before Arnkel would turn 18, the Group began to travel near Falkreath only to see a horrifying outcome. Falkreath were very dependent on the supplies this Group had brought in, especially now that they brought so much. A New threat had emerged on the pathway, however, with a new Organisation known simply as the Lower-Blade, ambushed them not far from Falkreath's Hold. It wasn't a massacre, as such, because many of those involved from both sides put up an equal fight. The Lower-Blade had trained themselves from Hunters and Mercenaries, which gave them the slight upper-hand against the Natural Combatants. Both groups sustained heavy losses, and Arnkel and Jou' were among the Six survivors of the Caravan's side. This was known as the Great Deconstruction, going down quite infamously throughout Skyrim due to one of the most successful groups being completely disbanded in a single hour.
From there, Arnkel was taken by Jou' to Falkreath's Hold, where the two began to invest their total earnings from their lifetime on refurbishing a Moderately Small-House. They managed to secure themselves a spot, and slowly began to find themselves fitting into their society. They were welcomed by most, for their tragic incident. They began to make coin from making small-time trade, sometimes having to scavenge around the Forests for materials and items to sell, as well as Arnkel using a small talent to emphasise the way of speaking his tales. He successfully had two businesses made, with Jou' at his side, as both a Tradesman once again and a small-time Bard. When certain individuals staying in Inn's learnt of their backgrounds through songs of tale, they began to find out of their Combat effectiveness. And so, a third way of making small-coin was made as the two became local Blades for Hire. They were mainly used by the Local Guards to take care of small Bandit issues, as well as join those of exploring nearby caves and hideouts. They didn't make much, but at least they had something to enjoy. A Year before the Civil War broke out, Jou' was brought a letter from Hammerfell, the homeland to the Redguards. It was from a deep family issue that had occurred, and one that proved to be extremely personal. After a day's worth of arguing, Arnkel came to understand that he should let his Adoption Father leave for his journey alone, allowing him to deal with his life issues whilst Arnkel would stay where it was most safe, Skyrim. It's been a Year since he left, and now the War had broken out. That safety is now miles from where Arnkel could've imagined. And now, the Imperials have moved in to secure Falkreath, which has made business for Arnkel rather difficult.
Positive Traits
Primary - Arnkel shines most when it comes to speech. He's persuasive, decisive, masterful and one that can dive deep into someone's ideas of mischief. Being a Trader, he's seen the majority of Personalities that are out there in the world, finding ways to introduce new meanings of lying, and scouting out if someone had been. It isn't always accurate when it comes to talking normally, but his speeches are known to be quite inspiring, as the Jarl had once used his Bard-ship and ways of words to inspire a Group of Guards before they were sent out to hunt down a Bandit Leader. This also comes into use when it means finding ways to make acquaintances and allies, as well as allowing someone to get them to know him.
Secondary - Arnkel has experience, and was a part of what were described as Natural Fighters, the Traders. His early teachings of self-defence, offence and trickery had given him the extra needed skills to thrive in the world. Now a Professional with a Curved Sword, and other one-handed Blades, as well as not being too useless with Archery, he's not someone you are likely to decimate on the field of combat.
Tertiary - Arnkel is particularly happy with his voice. It can be soothing, yet low-key and gruff in most occasions. It brings a new style of Barding, allowing him to give vocalised effects and atmospheres when singing the songs of his adventures, and requests others happen to make along the way. It can also be used for slight inspiration, mixing with his quick thinking lyrics and improvised tunes to go on the way.
Negative Traits
Primary - Arnkel isn't the strongest man in the world, nor is he the strongest in Falkreath. He may have some decent arm and leg strength, mixing with an overall body build, he hasn't been seen as one of the more impressive looking structures. This sometimes makes it more difficult with the much larger weapons many mercenaries like to boast with. Two-Handed Weapons can be quite a problem with this issue.
Secondary - As mentioned before, he can get quite interested into other's lives and personalities. He's can sometimes save a soft-spot for any individual who has returned the acts of companionship and comrade-traits. This may seem like quite the advantage, but it isn't. It can lead to horrifying effects when one is knocked out of their life completely. Killing someone close to him can cause much silence, making him suddenly draw extremely distant from others within his group or part of his friendship list.
Tertiary - Loathing an individual can take time, and it can take a lot to make him Loath an individual. Where some people rightfully find a reason and place to damn another to death, Arnkel can take some time to fully want someone dead. This can lead to sinister figures escaping his arrest, or even being spared for unjustifiable reasons. However, As Arnkel may seem like a completely good soul, that's far from the question.
Affiliates
Jou' Lukan - Adopted Father/Elder/Carer
Mohstae Bu'Turank - Lower-Blade Officer [Deceased - Hostile]
General Tullius - Past-Trades Partner
Rolart Lamberta - Nordic Falkreath Guard [Deceased - Associate]
Character Theme
Arnkel's Life-Story