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Arvidir

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Arvidir

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Background Information

Born Evening Star 15, 3E 401
Race Bosmer
Pronouns He/Him, Any
Height 4'10" (1.47m)

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Arvidir is the Hero of Kvatch, Gray Fox, Champion of Cyrodiil, and eventually Sheogorath.

Arvidir was attacked by a werewolf in 3E 418, resulting in the loss of his lower right leg and becoming a werewolf himself. In fear of hurting his friends and family, Arvidir left home and joined the Fighters Guild. He became close friends with a High Elf named Farissen, and would eventually split off from the guild to do independent mercenary work with them.

In 3E 433, Arvidir was imprisoned in the Imperial City dungeons for escorting a caravan supposedly carrying contraband. He follows Uriel Septim VII's orders out of fear that he would be wanted for life if the Amulet went missing. he continues following the orders of Jauffre and Martin out of concern for the world's continued existence and the lives of its people because he thinks that no one else is capable enough to do it. He was thought to have died after the Oblivion Crisis, becoming very reclusive.

Table of Contents
  1. Early Life
    1. Werewolf Attack
  2. Mercenary Years
    1. Fighters Guild
    1. Independent Work
  3. Oblivion Crisis
  4. Post-Crisis and Shivering Isles
  5. Trivia
  6. Gallery

Early Life

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arvidir was born under the sign on the thief at the edge of the city silvenar. he is the second oldest of five siblings. the community he was raised in was very tight-knit and acted as an extended family to arvidir and his siblings. the mischevious young arvidir would assemble a gang of children who plagued the village with harmless pranks and petty thievery.

Werewolf Attack

in the year 418, the village was attacked by a pack of werewolves. there were several casualties, including arvidir's mother and one of his young siblings, as well as arvidir himself; who was rushed to the silvenar mages guild after sacrificing his life for an elderly member of the village before one of the werewolves pounced on him. arvidir had lost a great amount of blood and his right leg was ripped to shreds. the mages dressed his other wounds, but were unsure of what to do with his leg. the guild chapter's leader, safisej, ordered for the boy's leg to be amputated from below the knee. if arvidir did not survive the surgery, then the guild would report the cause of death as blood loss, and tell his family they did all they could. if he survived, the guild would celebrate their achievement and hope that the feat would garner attention from the silvenar or arcane university. while the procedure was a success, arvidir suffered days of fever, pain, and nightmares. the mages were ready to pronounce him dead when the fever suddenly broke after three days. though still on the edge of death, he survived the worst and was expected to make a full recovery.

arvidir scorned the mages for amputating his leg without asking him. especially safisej, who spoke too much on the clinical details and argued that arvidir was in no position to make such a decision at the time. unfortunately for arvidir, safisej was very invested in arvidir's recovery and was with the boy every chance he could get. the doctor suggested that arvidir get a prosthetic leg, but his family had little gold and he seemed uncomfortable at the idea of a greenspeaker growing a leg for him. safisej offered to pay for the prosthesis himself. arvidir was shocked by the doctor's kindness, but still kept wary of him. he remained under the care of the mages guild for a little over a month before being sent home with crutches while his leg was being made.

the trauma of the attack and losing his leg sent arvidir into a depression. his friends tried to adapt to include him in their gang again, but he struggled to be interested in their activities. he and his friends slowly drifted apart. further traumatizing was when arvidir was awoken in the middle of the night by searing chest pain. his skin was on fire and his bones cracked as his body transformed into the shape of a wolf. he whimpered and cowered in the corner of his home until his elder sister aleth awoke and quickly rushed him outside.

in a strict green pact-adhering part of valenwood, aleth was terrified for her brother's safety. she was not aware of the fact that the silvenar could cure people of lycanthropy, and otherwise did not know if a cure for lycanthropy existed. she would keep her brother's secret until his prothesis was finished, escorting him to remote areas of the jungle whenever arvidir felt a twinge in his chest. although they tried their best to keep it hidden, their neighbors began to suspect something. the siblings immediately began preparing arvidir to leave as soon as possible before anything worse could happen; scrounging enough gold to afford him a cheaply made sword and a few scraps of leather armor before sending him off to the fighters guild when his new leg arrived.

Mercenary Years

Fighters Guild

the fighter's guild taught arvidir proper combat techniques. though they offered him free room and board, he denied it and chose to camp out in the wilds out of fear for a random transformation. arvidir began studying lycanthropy by borrowing books from the fighters guild collection of beastiaries as well as the mages guild library, access granted to him by safisej. unfortunately, all of the books he could find were not written from the perspective of a lycanthrope, and arvidir became well informed on their weaknesses and alchemical properties of their body parts. he was left on his own to figure out how often his transformations occurred, how he might control them, and if he could be cured. it took him years to understand the patterns and look for whatever information existed; his transformations occur approximately once per month, marked by heightened senses and stress. once transformed, he enters an animalistic state where he struggles to communicate or understand language. he is often panicky and will flee from people and other werewolves. unless he has not fed on humanoid flesh in several months, where he becomes savagely feral. he has never found word of a cure.

after a few months in the guild, a fellow member, farissen, took interest in arvidir. farissen claimed to have been in the guild for two years, and offered to take arvidir under their wing and help him with contracts. arvidir attempted to shy away, but farissen insisted to the point where the partnership was forced onto him. arvidir and farissen ended up becoming friends, sen helping to pull arvidir out of his hyper-vigilant anxiety and distrust in people. in turn, arvidir helped sen stay level headed when provoked and cautious in danger. arvidir tells little of his lycanthropy situation, but farissen could tell something was amiss by how he disappeared during certain times of the months and was agitated by dogs and wolves. farissen kept the secret well, but would push arvidir to become more comfortable with his wolf side in ways that unnerved arvidir.

Independent Work

farissen eventually became dissatisfied with the fighters guild management and brought arvidir along with them to become private mercenaries. they would take any job they could get, but arvidir showed special interest in monster hunting jobs. the two traveled and fought together across valenwood, western elsweyr, and the gold coast for roughly 8 years. somewhere along the line, arvidir and sen end up hired to track down and kill a werewolf. when they found the beast, arvidir recognized it from the pack who ravaged his home. killing it awakened something in arvidir. he made it a personal quest to hunt down as many of the pack he could find and slay them. in the years he traveled with farissen, he killed 4 out of a suspected 7. a cloak was fashioned out of their skins. later on arvidir viewed this revenge quest as "kind of fucking weird."

the two mercenaries slowly grew apart, arvidir feeling overwhelmed by farissen's overbearingness. they would take solo jobs, but still meet up at an inn or their camp for the night. arvidir was hired to guard a caravan alongside a few other mercenaries as it crossed into cyrodiil under the cover of night. the ones who hired him were cagey about any further details. arvidir didn't think much of it, not with the money he was getting paid. the caravan barely made it across the border when a patrol of imperial guards met them and asked to search the cart. suddenly all hell broke loose, mercenaries and caravanners clashing with the guards. arvidir fought well but was knocked out by a surprise blow to the head. when he awoke, he was donned in rags and shackles, deep in the stone depths of the imperial city prisons.

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Oblivion Crisis

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Post-Crisis and Shivering Isles

Trivia

Gallery