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ARNVIDR FROST-WEAVER




Arnvidr sighed as the group started to debate about the leader.

As much as how the current Nords' romanticisation of the whole 'might make right' aspect of the old Nordic culture was overblown—There were still checks and balances, that was why the Moot existed. One did not simply become the High King after killing the incumbent king in a duel—there was something to be said of a clear-cut way to determine a leader. A test of martial prowess. Of course, it was not something he would suggest among this multicultural group.

"We can discuss the leader AFTER we have agreed on our cover. It is true that we needn't find too complicated of a cover, as an overly complicated one would increase the risk of getting found out due to contradictory accounts of an overly convoluted story. But at the very least we need to agree on one reason for our travel. I still think that a merchant caravan is not a good cover. As I said, we do not carry enough wares to pose as a caravan. Furthermore, we would need to maintain our cover by actually selling something in Bruma lest we raise the question of 'why wouldn't a merchant caravan sell their wares at a major city?', which would slow us down. I think we should go with my proposal. A mercenary company is one of the few groups where such a diverse collection of people wouldn't be out of place. Furthermore, if asked, all of you can simply feign disinterest aside from 'Checking some Ayleid ruins'. It wouldn't be strange for mercenaries hired to guard a scholar to not be interested in the minutiae of the research. They're just there to do their job and collect their septims."

You can make the jester a recurring character that ties into the broader 'plot'. For the most part, our characters are just players of the game, so they wouldn't really actively chase after a hacker. That said, they can probably hear news about the jester here and there in the background. Until you see fit to bring him back, maybe make them threaten someone the characters know IRL or something
ARNVIDR FROST-WEAVER




"There will be no physical marks from the Blessing of Talos, good Altmer," Confessor Esselenia said to Auron, before continuing, "But those experienced in Magic may detect the blessing through arcane means, and thus, those worried about that will be allowed to opt out of the offer; it is completely optional. I also advise diplomacy first if the Nordic population of Bruma attempts any chaos; we are not the Thalmor. Now, as for the other questions from the group..."


As one of the more arcanely inclined of the group, Arnvidr turned to the rest, then spoke with a reassuring tone, "It should be all right. It is not as if the magical effect given by this blessing is an illegal one, like, say, levitation. Fortifying one's physical capability is a perfectly common effect of the Restoration School. Even if someone were to somehow figure out that it came from a priestess, most priests of the Nine Divines are Restoration Mages, in any case. There shouldn't be any issue on that front."

The Confessor then left the group to their own devices, after giving a final benediction to the Altmer. Dissident and exile, she said...a survivor or perhaps a descendant of those from the Night of Green Fire? He looks young enough, but then again, he was an Altmer. Though Arnvidr supposed that was neither here nor there for the moment.

"Our group is going to draw attention, one way or another, with how eclectic our members are. I agree with Miss Velaryn that we ought to lean into our distinctive appearance. But not as a caravan, none of us carry enough goods to make it believable that we are traders. Rather, why don't the rest of you pass yourself as a band of mercenaries hired by myself? I am somewhat known, especially to Nords, as an academic of sorts thanks to my book. I've hired mercenaries to help me research Nordic ruins in Skyrim before, we'll say that my new research is on Ayleid Ruins, there are a couple of prominent ones around Bruma."
ARNVIDR FROST-WEAVER




When Arnvidr was approached by agents from the Blades, recruiting him to be part of a secret division referred to as 'Hidden Militia' he was sceptical. After all, ever since the Oblivion Crisis, the Empire under the Mede Dynasty had been far too preoccupied with inner Cyrodiil matters to care about the provinces, let alone the threat brewing to the South in the Aldmeri Dominion. They had grown too complacent, thinking of themselves to still be the Septim Empire with its dominance over Tamriel, even when—if you look at history—the Septim Empire had already been in decline ever since the Imperial Simulacrum. One would have thought that the Umbriel Crisis would have been the wake-up call for the Empire to get their act together, but it turned out they became even more entrenched in inner Cyrodiilic politics instead of paying attention to what has been happening in the rest of the world.

Which was why, when he was given the basic outline of what the Hidden Militia sought to do, he was pleasantly surprised. It was a proactive approach to start strengthening and consolidating power—which, Arnvidr suspects was done in anticipation of a possible war against the Dominion—he might not agree with all the Empire had done since then, but a more proactive stance that concerned itself with matters outside of Cyrodiil was a promising start.

He had his issues with the Empire, even now, but if it was between the Empire and the Aldmeri Dominion, he would have picked the Empire every time. And at present, the Empire was the bulwark they needed against the predation of the Aldmeri Dominion. His ideal scenario would be of an independent Skyrim, returned to its glory days, but the current Skyrim was so far removed from their actual culture. They were nought but Colovian Cyrodiilic with a superficial Nord coat of paint. They had nothing that made the Nords and the Imperial great and all of their worst aspects. In short, Skyrim as it was, was nowhere ready for the Aldmeri Dominion on its own.

Therefore, he made the decision to join the Hidden Militia and support the Empire, despite his misgivings of the Empire.

He was rather surprised that their first meeting took place in a priory, however. He supposed the Alessian Nine Divines was the state religion of the Empire, but he wasn't quite sure why a Confessor of the Alessian Church would be this involved.

Nevertheless, as the woman offered to bestow the blessing of Talos, Arnvidr shrugged, before replying, "I do not worship Talos as a Divine, but I will take the help offered."

Indeed, he had no qualms about doing so. Unlike most in the Alessian Church that would have seen the Nordic Pantheon, he worshipped as 'heathen worship' his view was more nuanced. In the first place, most of the Nine Divines Priests were Restoration mages, using spells that were named after the Divines. But even were this one was one of the rare anomalies, Talos had its place even in the Nordic Pantheon, as one of the many aspects of Ysmir, such as Wulfharth and Pelinal. Traditionally, even as recent as the end of the Third Era, these aspects of Ysmirs had been venerated in the many hero cults of the Nords, though not as Ysmir himself. It was in the past 200 years since the Oblivion Crisis that due to cultural assimilation, the Nordic Pantheon had been completely eroded and replaced by the Nine Divines, with many Nords confusing Talos for Ysmir. But he digressed, the point was even in the Nordic Pantheon, Talos had its place, so he did not mind receiving a blessing from Talos.



Robert/Claudia




"Running the dungeon again? Hmm...I suppose if all of you wish to. Though to be honest, I've felt like the experience has been rather soured. But I will tag along if you all wish to.

Robert would honestly just want to rage quit, screw doing the whole dungeon again. He'd vent his frustration by going to a low-level area and just farm some trash mobs by completely annihilating them for the catharsis. Claudia, however...she would probably be frustrated and would just want to go back to her home for the day, but will agree to join the party out of a sense of duty if they wish to run the dungeon again. Thus, whenever Robert and Claudia come into conflict in Endoroth, as always, Robert acquiesces and do what Claudia would do

Soon enough, two Admins appeared in front of the group. The first admin approached them, with the second following behind him. “Hello, I got your message, and I wanted to talk to you about this hacker. So you had seen him in a temple in Ocren? And he had stolen a quest item after killing your whole party? We had heard from other players their ID name was corrupted and could not be tracked. However, we do have one lead. The jester has been spotted in a forest in Skov. Walking around with a boy who doesn’t resemble any NPC in the game. We will be going there to see if we can find the player.” The second nodded before speaking.

We can give you the lost quest item if you tell us what the quest was. Or if you like I or the other admin can escort you if the jester returns.” The second admin was looking over at the group, specifically looking over at Claudia.


As the admin came, Robert inwardly frowned at the fact that they didn't address what was probably the biggest issue with the hacker.

Through Claudia, he then replied, "I appreciate the swift response, but the most important thing here is how this hacker doxxed our IRL identity. Did they not do that with previous victims, if I may ask? Oh, and for your question, it was a quest we received in Shehar Guild Hall to track an artefact in the temple of Ochren," then, noticing the second admin looking at her, Claudia turned to the admin and added, "Yes? Can I help you?"

Name: Arnvidr Frost-Weaver
Race: Nord
Age: 32





SKILLS




"Well met, mage of Skyrim. The Nords may have forgotten their forefathers' respect for the Clever Craft, but your comrades throng this hall. Here in Shor's house, we honour it still."

-Tsun, greeting the Last Dragonborn before the Whalebone Bridge of Sovngarde


THE CLEVER MEN

While the modern Nords shun magic, true scholars of Nord’s history would realise that the Nordic culture was one steeped in magical traditions. Look no further than the vaunted Thu’um known better as ‘Shouts’ in the common tongue, which is heavily romanticised by the Nords, within the academic circles of magi, Thu’um is classified as magic. But even were we to look for more traditional magic, the ancient nords practice ‘conventional’ magic, from the times of the Dragon Cults to heroes such as Gauldur to archmagi the likes of Shalidor. There is a reason why even today, traditionally a Jarl’s council holds a seat reserved for court wizards. Indeed, while these practitioners of what was called the Clever Craft—fittingly called the Clever Men’ were not the typical wizards who sat in dusty towers shying away from battle, magic used to hold a respected and important place in Nordic culture. Yet another aspect of Nordic Culture that has been lost to time and cultural assimilation.

-Frost-Weaver, A. (4E 165) Rediscovering the Ancient Nords: Reclaiming the Lost Arcane Heritage of Skyrim. Haafingar, Solitude: Shalidor’s Folio


Destruction - Master
The school of magic which concerns itself with dealing damage to all forms of matter, most commonly by wielding the elements. For the ancient clever man, frost magic is the primary way they practice the Destruction school, as anyone who had gone to ancient Nordic burial sites can attest to, by virtue of facing down draugrs slinging frost spells at them. Arnvidr, following this tradition, specializes in frost magic.

Conjuration - Expert
Sometimes known as the art of summoning creatures and items from another plane. The ancient Nord mage makes great use of conjuration, as evidenced even today by Draugr Scourge who summons frost atronach, to Shalidor who made Conjuration part of the test in Labyrinthian, even before it was acknowledged as a mainstream magic school. Post the Dragon Cults era, aside from summoning daedric creatures, nord mages also bound spectral weapons when they need to get into close combat, for Clever Men might be wielders of magic, but as Nords, their sword-arm is not something to be scoffed at. Arnvidr is able to bind weapons from Oblivion, with a quality comparable to Ebony, able to turn raised creatures and banish summoned Daedra. Although Arnvidr is also capable of summoning daedric creatures, he is only Adept at it and his true skills lie in Necromancy. Necromancy—as evidenced by the draugrs—has been a part of Nordic culture, and though its usage dwindled after the era of the dragon cult, while Nords view necromancy negatively when used on them, if used against one’s enemy, it is a tool to achieve victory, nothing more, nothing less. The College of Winterhold itself does not ban necromancy practices and thus was one of the subjects Arnvidr studied. With the recent Empire-wide ban on necromancy, Arnvidr has stopped using them in compliance, but the skill remains.

Alteration – Expert
The Magical School that ‘deceives’ reality to bring about an alteration of its rules. For the ancient Nord mages, alterations are often used to complement their fighting prowess, by transforming their skin to be as hard as ebony or to conjure a shield, or other defensive utility. Arnvidr focuses on these very aspects, focusing on the battle application of Alteration School rather than its more mundane uses such as mineral transmutation.

Restoration – Adept
Restoration spells heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. While healing is its primary purpose, as a culture steeped in battle, the Nord magi of old often focused more on using restoration to fortify their body or to protect them in battle by creating wards. Arnvidr is an adequate healer, having skills in restoration in the rank of an apprentice, but he mostly uses them to fortify his body in battle.

Two-Handed – Adept
There is perhaps no image that is seen as the quintessential Nord of a warrior wielding a great axe. From Wulfharth to Ysgramor there are no ends of iconography of Nord heroes depicted with an axe, and thus the axe holds great significance in Nord culture. Even as magi, the Clever Men in old Nord culture were still a warrior, often trained in the use of at least a single weapon. For Arnvidr, that weapon is a great axe.

Enchanting – Expert
One of the two-part duties of the essence of being a Clever Man. In ancient Nord culture, while remarkable warriors in their own right, their real role is to be the one who changes the tide of battle, primarily with their superb craftsmanship of weapons of war. When we are talking of Nord craftsmen, there is, of course, the famed Ahzidal who is said to be the first human who mastered elven enchanting. But even after the Dragon Cult Era, this practice of Nord craftsmen being also master enchanters remains, as seen from the famed Wuuthrad, the axe of Ysgramor, is known to be an enchanted axe from fragments that had been discovered and studied by enchanters. Arnvidr possesses various magical daggers enchanted with various effects for utility use, as well as the ability to create expert-level enchanted items.

Smithing - Expert
The other half of the essence of being a Clever Man. Enchantment is only as good as the durable weapons or armour they are used on, and is enhanced by the inherent quality of the items. Thus, a Clever Man was often both enchanter and smith, typically imbuing the forge with magical properties, such as using fire salts to kindle the flames. Arnvidr is able to work with common materials and exotic ones such as ebony, glass, and moonstone. He carries an Ebony Shield enchanted with the effect of fortifying its wielder’s blocking skill.

Thu’um
The ancient magic art of the Nords, practiced by warriors called the Tongues. Arnvidr had always thought that Thu’um is a vital part of Nordic culture, and Jurgen Windcaller banning its use for battle was what started the downfall of the Nords. Despite the knowledge of shouting having been lost except to the Greybeards, there are enough records of legends describing shouts, as well as some people who at one point learned with the Greybeards but left High Hrothgar. After finishing his apprenticeship in the College of Winterhold, Arnvird dedicated his research to discovering how Thu’um works in the theory of modern magic. He tracked these Ex-Greybeards, poured over records of legend, and scoured Nordic ruins for ancient tomes or other secrets. Eventually, he managed to learn Thu’um on his own and published an academic paper on it.

Available Thu’um: Become Ethereal (2 Word), Ice Form (1 Word), Whirlwind Sprint (1 Word)

PERSONALITY


Arnvidr is someone who can be described as a rather ‘traditional’ or ‘conservative’ Nord, having great regard for Nordic tradition. However, he is also someone who sees the current Nord culture as watered-down Nordic Culture, and that most have no idea about the actual culture of the Nords that has been lost. The culture of the Nord’s golden age. This could range from something that is easily accepted by many Nords, such as restoring the veneration of Shor and the rest of the Nordic pantheon, Kyne instead of Kynareth, and so on. But it could also be something that causes many Nords to raise their eyebrows, for example, Arnvidr sees the Greybeards as a blight on the Nordic culture, stripping away the use of Thu’um from the Nords as how Kyne originally intended them. Though he is rather passionate and opinionated on these topics, rather than a firebrand, he typically discusses them with the calmness of an academic.

BIO


Arnvidr was born in 4E 136 in Winterhold, Skyrim. His father is a local smith and his mother a tavern wench. Though Arnvidr took well to smithing like his father, he was always a curious child, enamoured by the College of Winterhold that was shunned by many in Winterhold after the Great Collapse 14 years earlier. His parents discouraged his wishes to enrol at the college at first, however, after managing to learn some enchanting on his own, Arndvidr enchanted his father’s forge to produce higher quality weapons and armour, along with providing minor enchantments. The enchantments he put on the products his father sold were nowhere close to the quality of enchantment done by the College of Winterhold, but it was cheaper, sold as part of a ‘package deal’ and local nords trusted his father more than the mages of the College. Thus, they were able to attract different sorts of customers than those that came to the College, those that did not need serious enchantment, merely for a bit of utility or novelty, eventually making his family’s shop the most successful smithy in Winterhold.

Arnvidr's parents acknowledged the merit of his enchantments, and when eventually mages from the College came, offering a spot of apprenticeship, they gave their blessing and Arnvidr enrol in the College of Winterhold. In the College, Arnvidr studied magic, focusing on the Destruction school, as well as furthering his study of Enchantment. He graduated from the apprenticeship in 4E 159, before achieving mastery in the Destruction School two years later.

Afterwards, as a senior member of the College, Arnvidr focused his area of research on the ancient Nords and the magic they wield, including Thu’um. It is during the course of his research, delving through ancient tombs, that he picked up some skills in wielding an axe from the mercenaries he hired to protect him. It is also in his research into ancient Nords, that he truly came to appreciate the ‘True’ culture and history of the Nords. In 4E 164, Arnvidr finished his research, culminating in proving his hypothesis of Thu’um being an application of tonal magic principle by learning the Thu’um through the lens of arcane paradigm. His dissertation, ‘Applications of Tonal Magic Principles in Discovering an Arcane Paradigm for the Thu’um: New Evidence from Literature Review and Archeological Findings’ was published as an academic tome, before a year later he published a book under the title of ‘Rediscovering the Ancient Nords: Reclaiming the Lost Arcane Heritage of Skyrim’, more for the cultural zeitgeist, focusing on the lost magical tradition of the Nords he had found over the course of his study.

The book gained him some following and fame, now somewhat known as a battlemage of sorts, who fashioned himself like the ‘Clever Man’ of ancient Nords, in 4E 167, he was approached by an agent of the Imperial Legion, who had been looking for new recruits for a ‘Hiden Militia’ due to rising tension with the Dominion. Not wanting to not be able to walk the talk, Arnvidr accepted. Despite his reservations about the Empire, he did recognize the threat the Aldmeri Dominion posed and believed that currently, a united Empire was for the better.

Robert/Claudia




Robert sighed as the group realized that the hacker had run away with the artefact. It was to be expected, he supposed, considering that what the hacker wanted in the first place was the artefact. And apparently, he somehow blocked their message to the GM.

At this point, his mood was ruined, and doing RP after such an incident would be in poor taste, even for him.

"He may have blocked the message somehow, but he cannot possibly interfere with the system to such an extent that would prevent us from actually reporting his actions to a GM by meeting them in Endoroth. Let's look to see who's online and contact them, so they can contact the admin. I imagine the devs would be interested in stopping a hacker that is able to interfere with the game that much. It's detrimental to the health of the game after all," Robert said to the rest of the group, offering his idea.

Then looking at Goibniu's message in the group chat, he replied.

Social Media? Why? I do have one, but I'm not sure I'm comfortable sharing. No offense, I just like to keep IRL and Endoroth separate.
-Claudia


Robert supposed he could just give his anonymous accounts that were not under the name of Robert the Actor, but he'd like to avoid that even then. He used his anonymous account mostly to discuss things online that interest him without having to keep PR in mind too much. In particular, an actor arguing with fans of the show over some aspect they disagreed with was not a good look, but not if it was just an anonymous account online.

Of course, he still needed to be careful to not say anything too inflammatory just in case, but it was better than nothing.

Regardless, he'd rather not tie those accounts to anything else. Especially with his Claudia Endoroth account, since that hacker just proved that it was compromised.

Carnatia de Valmont





The first thought that went through Carnatia's mind when some of the soldiers ran away in a frenzy into the flames because of Amaris, screaming 'Witch', was that perhaps they could use it to bluff their way through. If Amaris could play into it then...

That train of thought was interrupted both by her prescient defence and Amaris' warning, as she ducked to avoid the chains.

She quickly took stock of the situation.

Linceleste was down for the count, barely fending off the soldiers, but she was protected by Amaris for now, and it was not likely that Carnatia could help much on that front. One of her hands was already carrying the peculiar keg, and she needed the other to use her rapier—which was one of the advantages of using a rapier than the slab of metal the rest of her family called a sword, a part of her mind gleefully thought—so she couldn't help carrying Linceleste, and in the first place, she wasn't the most physically capable.

Mirielle was fighting at the gates, and while Carnatia could try helping, she had an idea that could perhaps secure them an escape route.

Her decision was made, turning to Carmen, she shouted, "Captain, please go and assist Lady Linceleste to move, I have an idea to secure an escape route!"

She then ran over toward Amaris, her mirrored images moving with her in tandem, as her mind sharpened with divination magic, ready to dodge incoming attacks.

As she reached Amaris, she shouted, "Lady Amaris! Could you summon those obelisks again, near the gates? Show them why they are right to fear a witch!"

Hopefully, Amaris would caught on to play into the whole witch persona and caused the soldiers to free in terror.
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