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Default The adventures of Azar "the Paladin"

March 16th, 2019, 01:38
Some context first.

I decided to play Skyrim again [s](because backlogs aren't meant to played it seems)[s/] while waiting for Deadfire TB to go out of beta. I wanted to play something "different" than what I usually play *cough*stealth archer thief*cough*. I never bothered with shields before so I decided to make a "Paladin": one-handed, shield, restoration, alteration, marksman with a crossbow who never steal, doesn't do evil things and protect people. His name is Azar because I name all my Skyrim characters like that (it's the only game where I do that). He is a Breton.

I found a mod (just a few months old) that allow you to worships the gods/daedra of Tamriel and made Azar a follower of Stendarr.

Spoiler – the tiny mod list in case people wants to know


Azar is already level 8 so here is his journey so far:

Following Hadvar after avoiding execution by timely dragon intervention, because he seemed like a nice and compassionate person while the Stormcloaks looked mostly angry, Avar made it to Riverwood. There Hadvar's uncle asked him to go to the Jarl in Whiterun to announce a dragon attacked Helgen and request help for Riverwood. Before doing as such, he made it to the local merchant to do some shopping and learned about a robbery and where the thief went. Getting the Jarl's help seemed more important.

Once in Whiterun, Avar talked to the Jarl and was hired to fetch a tablet for his court Wizard in, surprise!, the same ruins the thief run off to. But the wannabe-Paladin didn't feel sufficiently equipped to assault a ruins full of bandits and undead yet. He did some questing for the locals at Whiterun, including saving a horse from bandit who was "adopted" and named Smoke. Then Azar set off to meet his brethren at the Hall of the Vigilant near Dawnstar for some religious contemplation.

The trip to Dawnstar was full of encounters, mostly wolves, but also a courier assaulted by spiders whom was saved from certain death by the Paladin-in-training. After talking and praying, Azar decided to set off to the College of Winterhold, because that is his best change to improve his magical skills. More wolves, including ice wolves, were encountered in the snowy region (I had 47 wolves pets by the end of Whiterun to Winterhold). A disease was also contracted, so Azar first idea when reaching Winterhold was to find a way to get ride of the it…no potions or healer could be found!

Joining the College was the only way to get access to their healer. So Azar did so, but ended up in a training session and then told to show up at Saarthal in a few hours. It was super late (or early actually), no healer/potion were found still and Azar was dead tired and went to bed. On the morning, he made the trip to Saarthal and, luck on his side, meet a Vigilant of Stendarr who happily cured the disease.

Exploring Saarthal started rather academically, but then something strange happened, draugrs were fought and a huge magical orb was found. The Archmaster of the College was notified of the discovery and asked Azar to research the subject…but it was late, his bed was calling.

P.S. Avar didn't kill the bear in Helgen intro (sorry Joxer)
P.S.S I'll post a pic of Azar and Smoke later, I'm not the screenshot-gamer type so I don't have any right now.
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Last edited by azarhal; March 17th, 2019 at 01:04.
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March 16th, 2019, 03:58
It really was a small list of mods, I’m surprised.

No alternate start live another life mod? You could have started as a vigilant of stendarr and lived in thier headquarters. Nice little mod for role playing.
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March 16th, 2019, 04:53
Originally Posted by sakichop View Post
No alternate start live another life mod? You could have started as a vigilant of stendarr and lived in thier headquarters. Nice little mod for role playing.
I almost did, but I wanted to play the "original story" and do the main storyline (that I have never done) so I decided against it because I tend to use live another life to pretend the story is something else. I instead considering that Azar was captured on his way to the Hall (probably should I wrote that in the first post).

Azar (he has very pale eyes, almost looks white at a distance) and Smoke:

(larger version on steam)

---playthrough update ---
A new morning at the College.

Azar talked a bit with his fellow students and teachers. All the students had "requests". Bralyna wanted to test spells, started with everything looking green, ended as a dog. J'zargo gave Azar scrolls to tests, there are supposed to be good against undead, this should be nice. Onmund had a fishy request which lead to talking to a fishy member of the College who gave a fishy quest to Azar to go fetch a staff given to a fishy person.

But Azar had more important things to do than doing all of that. He had to find books about Saarthal. It looks like they were stolen by unscrupulous mages who slit form the College. The trip took one day. There was a short shopping stop at Windhelm, with some night training of blocking against mudcrabs near a waterfall halfway. At the destination, Smoke was almost rosted by a fire mage. Turns out they were very unscrupulous mages too. They were doing experiments on people and vampires (all the vampires meet a fiery death). After coming back at the college with the books, Azar saw that Tolfdir and the others brought back the big orb. It seems to have unnerved Ancano, or maybe it's the guy from the Psijii order showing up that did that. He's twitchy Ancano.

The adventure to find back the books resulted in Azar finding all sorts of junks laying around. There was even a Thalmor vs Stormcloak battle that happened on the way and Azar couldn't leave all those armors and weapons laying around, some people might use them for bad things. The merchants in Winterhold aren't that great though, so Azar went to Windhelm for more shopping (running low on health potions). He doesn't like the feel of the city one bit, but merchants have deep pockets and the owner of the White Phial gave an life depending quest to the Paladin: find the white Phial it might save his life.

Azar also heard a rumor about vampire hunters called the Dawnstars near Riften. They might be an interesting order to join.

The bridge at Riverwood to show how pretty my game is without a bazillion of texture replacer nor ENB:

(larger version on steam)
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March 17th, 2019, 01:24
I don't remember why I turned the subtitles on when I installed the SE version (like two years ago), but I learned today that draugrs do battle barks when they mumble intelligibly (in dragon tongue). That was helped by practicing blocking with a shield against a few of them (they die too fast otherwise lol).

I also installed another mod: Craftable Horse Barding. Smoke was looking a bit too cheap to be a Paladin horse, so I crafted him a chain/leather barding. He's now a not too fancy warrior horse.

-----
As promised, Azar went to retrieve the White Phial for the old sick alchemist in Windhelm. It was hidden in a tomb/cave called the Forsaken Cave. Not nefarious at all. As expected, the place was full of draugrs, puzzles and traps, lots of traps. Always amusing seeing draugrs trigger them. Azar also took the opportunity to test some of J'Zargo scrolls meant to be used against undeads, a task the fellow apprentice asked Azar to perform. Looks like they still need some tweaking. Oh and one strange thing happened at the end of the tomb, some strange music and a glowing writing on a wall that seems to have been absorbed by Azar. Puzzling.

Once the Phial was returned to the old mer, he was annoyed that it was cracked. For the record Azar found it like that, not his fault. He gave 5 gold for a reward…at least his assistant properly rewarded the effort and took off to take care of his old dying master.

After this sad tale, Azar set off to Riverwood to get the dragon tablet for Whiterun court Wizard and the stolen golden claw from Bleaks Fall Barrow. A snowstorms greeted him at the top of the mountain, which covered his approach to the barrow. Those bandits barely saw what hit them. The tombs did have as much traps or puzzles as the Forsaken Cave, it did had harded draugrs though. Also, who actually use 25lb stone tablets??? How is that supposed to be carried all around? At least the claw wasn't too heavy and the merchant was happy to put it back in its place in his shop.

After the adventure near Riverwood, Azar set of to Falkhearth farther south. In part because Onmund's request to Azar require exploring something near that town and because the Jarl of the hold sent a letter to Azar requesting assistance and something about selling land in his hold. On his way, he found a few sad scenes: a Thalmor murdered a few Talos worshippers, farmers lost their farm to the dragon that attack helgen (Azar gave them some gold)…and poor bandits didn't realize that attacking someone in full steel armor with a feiry axe was a bad idea.

Once at Falkhearth though, Azar was very side tracked by a talking dog. The rejected puppy of Clavicus Vile, Daedric lord of Wishes. A devout fellow of Stendarr shouldn't deal with daedra, but Barbas mentioned a cult not far way and Azar though that maybe he'll be able to help the poor "dog" (and remove a powerful daedra from tamriel) or kill some evil cultists.

By the way, that "dog" is scary. It single handedly cleared the bandits that set up in burned down Helgen while traveling to the cult's shrine.
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Last edited by azarhal; March 17th, 2019 at 02:37.
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March 17th, 2019, 22:48
More Skyrim means more Azar's adventures.

So remember how Azar ended his last journey near a cultist cave hoping they were evil so he could kill them. Well turns out the cultists were Vampires. No remorse cleaning that dens out, even the Daedra Prince was happy of the result. Unfortunately, Clavicus Vile didn't want to take back his "mutt" without some old rusty axe. Axe he gave to a dude who set up residence East of Solitude. Pretty much on the opposite side of Skyrim of where the shrine is actually…

So, Azar and Brasa The Mutt set up a trip to retrieve the axe. Adventuring near Falkreath has already came to an end. While traveling toward their new destination they encounters:
- a Dark Brotherhood assassin. Azar seems to have pissed off someone with some dark connections
- a group of Bandits who set up their large camp like right on the road. Azar had to clean them out. Can't leave bandits preying on travelers like that.

After fighting with the Bandits. Azar wanted to do some shopping. The nearest town was Mortal…but Mortal is like backswamp town. There is nothing there outside weird people afraid of magic. Azar changed course for Solitude instead. That's a huge city actually. Looks cozy, outside the first thing happening there when Azar arrived being a beheading, brought back some memories… There was some poor fellow in the city who request Azar help to put some sense into his master too. Looks simple enough, talk to the dude, tell him his vacations are over, etc…He should have known better, as if a talking dog wasn't enough.

Once that was dealt with the paladin was finally ready to get that axe. He encountered some vampires pretending to be Vigilants of Stendarrs along the way (promptly destroyed). Crossed path with an headless ghostly horseman too, but was too busy fighting things to look that up. The dude with the axe wasn't much trouble though and in his staff Azar found Meridia's beacon and with the shrine being close by this was a shift cleaning of that Daedra Prince temple of a Vampire necromancer that resulted from that discovery. Azar got a nice anti-undead weapon out of it: Dawnbreaker. That daedra doesn't mind getting rejected it seems.

After making it all the way back to Clavicus Vile's shrine, Azar finally got ride of the dog and was able to do what he wanted to do near Falkreath: find the staff of the mage fellow so he can trade it for Onmund's amulet. Where was the staff: another Vampire's master den.

After all those vampires encounters, a few more on the road beside dead Vigilants *sniff*, Azar decided it was time to go meet with the Dawnguards. But first a pit stop at Whiterun (some Thalmor Justicar wanted Azar dead near there, not sure why) and then Riften… The Paladin felt like everyone wanted to steal his money in that city, someone even suggested he stole it and wanted to recruit Azar to perform a crime! The Paladin decided it was best to avoid that city in the future.

Once Azar reached Fort Dawnguard, he learned a very sad news: the Hall of the Vigilants was destroyed by Vampires. He promptly joined to become a Vampire hunter and avenge his fellow Stendarr's worshipers.

-----
This session was super weird. Not only doing 1 daedra quest leading to doing 2 others, but everything was sending me into vampire caves/forts, lol. Also, I love Dawnbreaker.

Oh and I saw the triple road random encounter at some point. A Khajiit bandit attacked me (I killed him), then two skeletons showed up (killed them, I think they were going after a hunter though) and then a travelling bard did the pocket of a dead skeleton and then exclaimed (what…what happened here?) over the dead Khajiit.
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Last edited by azarhal; March 17th, 2019 at 23:32.
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March 18th, 2019, 20:38
My last night playtime was kinda a wash.

After learning the Hall of Vigilant was destroyed, Azar decided to rush there and see it for himself. The next Dawnguard quest is nearby too so it was perfect. He found a lonely horse on the way too (no killing or stealing involved from Azar this time, it's also Azar's 3rd horse. He saved one from a bandit before reaching Dawnguard Fort). So now Azar has Smoke, Terra and Bronze.

Once at the destroy Hall, Azar prayed and made some graves (in my head, no mods for the graves). Then he reached the place nearby that he learned about at the Dawnguard Fort. About half-way in that cave, killing vampires and other undesirables…I had a power lost along the rest of my street.

When my power came back, I played around a bit with my follower stuff because Dawnguard force Serana on you in that quest and some stuff was behaving strangely with my horse mod but it's apparently normal after I checked online. Saying that,
it accelerated my "do I play with followers" questions I've been having for a while (hence the other thread). And playing with followers less or more means adding more mods to give them more "personality". Well, Serana doesn't need more personality, but the others do (especially base Skyrim).
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March 18th, 2019, 23:46
Azarhal,

Azar is the Portuguese word for the English expression "bad luck". Seriously. You can check it here
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March 19th, 2019, 00:22
Oh fun tales of Azar and I think he looks great. Like the circlet on his brow. Must be risky with the horse across that narrow bridge to the college.

Does sound like some fun along with some of the Skyrim oddities. My second character was Varg the Reluctant Paladin. I played him mainly to be a master at restoration, smite, and swords. He was a lot of fun. He was my one and only NON werewolf character and only non-rogue like character. He was blunt melee and forthright. It was fun having him the arch-mage.

It was cool to read about someone else's play through and view point. I to a lot of ad-hoc RP myself and, as I am sure you know, mod my game to the teeth with visual enhancement mods

My landscape:



My main character, with 4.5 books of history over 6 years of playing, Grim and his half-brother Wolfgar (the wolf).



Anyhow thanks for posting some of your adventures, enjoyed reading them.
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March 19th, 2019, 00:45
Originally Posted by henriquejr View Post
Azarhal,

Azar is the Portuguese word for the English expression "bad luck". Seriously. You can check it here
Bouahahahaha!

Thanks, I didn't know but I guess it's kinda fitting.
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March 19th, 2019, 04:15
--Small update--

So Azar saved this woman, Serana, from a totally not creepy, weird, suspicious contraption at the bottom of a strange crypt. She was rather forth coming with her undeadness condition. Azar should have killed her on the spot, but considering she's the first vampire who didn't try to blood-suck him at first sight and that she had an Elder Scrolls, he decided against it. They then escaped the crypt together and Serana asked Azar to bring her back "home". But first Azar, run back to the Dawnguard to tell Isran the news of his discovery. Serana didn't want to come close to the fort.

The journey to Serana's home was rather uneventful, outside her complaining about the weather all the time. She also doesn't know anything about the Empire, which means she spent 600 years in that thing? The Paladin already wish he could forget what he saw in the castle Serana's call home. The bodies, the vampires…her father. He was even offered to be bitten to become a Vampire but refused and was then banished from the castle leaving Serana's behind.

Of course, that means Azar run all the way to the Dawnguard fort again to tell Isran the news. Stopping for shopping on the way. Once at the fort, it was under attack by a master vampire, he was dispatched promptly by all the Dawnguards. Well, minus Agmaer who was sleeping in his bunk. After telling Isran what happened with Serana, the paladin was given the missions to find two "recruits" to help out the Dawnguards. One of them should be easy to find, she likes Dwemer ruins. Their can't be that many of those in Skyrim right?

Azar also did a quick stop in a cave near Solitude at the request of the Jarl's steward. Turns out some necromancers were trying to summons Potema the Wolf Queen. What's wrong with the people of Skyrim? Azar is starting to think Skyrim has a crazy undeads problem but many fear dragons instead. The Paladin haven't seen a single of those big lizards since Helgen.

----
I really need to go deliver the stone tablet. Serana stopping over each corpses we encountered on the road to her castle saying "Oh!…" was something funny, the weather complaining not so much.
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Last edited by azarhal; March 20th, 2019 at 03:24.
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March 20th, 2019, 03:23
---tiny update on Azar's adventures---

So Azar decided to go back to the College of Winterhold for some more training for the battles against the Vampires menace. He actually encounters some vampires on the road, then a group of necromancers who set up themselves in an old fort.

He also discovered a new species, the Falmers, in a cave with their little pets, the chaurus. They all love poisons very much it seems, the paladin made good use of his healing spells. There was also some bandits pretending to be Imperials not far from Winterhold that tried to kill Azar because he refused to pay a toll in the middle of nowhere! A local guard helped out.

Back at the College, Azar purchased new spells to use against undead and vampires: close wounds, Vampire's Bane (somewhat of a anti-undead fireball), Aura's of Stendarr (somewhat of a anti-undead aura) that the paladin can't currently cast for lack of magicka…but soon, real soon, he will. But first, he will try to talk to that Augur of something he was supposed to talk so long ago, he kinda got side tracked all across Skyrim.
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