/r/TESHeroes

Photograph via snooOG

This subreddit is for anyone who wants to share personal stories and pictures of their characters from the Elder Scrolls or play styles that others might find interesting

Welcome to /r/TESHeroes

This is a subreddit for any player of the Elder Scrolls series, be you an Arena, Daggerfall, Morrowind, Oblivion, or Skyrim junkie. It just felt like other subreddits for builds were too narrow in scope, focusing on one game or one aspect of builds at a time. Instead, I wanted to create a place where anyone could share whatever they felt like sharing about PC's and the endless possibilities the customization of Elder Scrolls games come with.

Rules of TESHeroes

  • No slurs or personal attacks on any other members, no matter how much of a n'wah they may be acting like.

  • No elitist views on certain games of the series. It doesn't matter if you've been a TES player since day one, or just now got into the series, we are all fellow players of the Elder Scrolls

  • No spam, memes, or rage comics. The point of this subreddit is to have fun while sharing ideas and playthroughs, but TESHeroes will not go the way of a few unmentionable subreddits

While new and unique builds are preferable, it is fine to link to other builds from other websites.

/r/TESHeroes

134 Subscribers

3

[Skyrim modded] Eirik Norsson, the hunter.

Eirik Norsson is a Nord, 19 years old, born 4E 182 to Theodor and Jodis Norsson. They lived in a farm close to Riften, until one day when Eirik was on his way home from a neighbor girl he was sweet on, when he found the farm burning. His older brother, Thorlak, decided to travel across all of Tamriel, see things, get over the loss of his parents, while Eirik stayed in Skyrim, until the early months of 4E 201, when he decided to travel to Morrowind, wanted to see it all, when he was captured by the Imperial Legion, who confused him as a Stormcloak. He later did join the Imperial Legion, but retired when he came to his new home in Solitude, and found three of his fellow soldiers, skinning the love of his life. They said they had been ordered to do it, to make him focus completely on the war. He ended up killing the three of them, retired from the Legion and made himself a house by Iverstead, where he mostly now hunts for food, leather to sell and occasionally, takes on a mission when someone needs to be killed, although he now has been sent back 7 years in time in the Forgotten City.

Mods:

Sounds of Skyrim to make it sound like more life in the game.

Immersive Armors v8 to have more armor options.

Immersive Weapons to have more weapons options.

XCE

0 Comments
2016/08/31
13:14 UTC

5

[Morrowind Modded] Thorn: The Outlander

An adventurer at heart, for all of the hundred years he's been alive Thorn is a solitary soul, never one to stay in one place for long and full of boundless spirit and wanderlust.

Born an orphaned Dunmer in a forgettable town in some distant province, he's managed to acquire the basics of survival, security, and some innate magical talent by himself. Too impatient for teachers and guilds, too undisciplined for martial orders, too in love with the soft earth and hard stone for the love of flesh to settle down anywhere.

Where do we begin? Let's talk about his last adventure. It was a cold dawn when he left Dawnstar, a cold dawn at the close of decades wandering the human provinces. He had enough septims from a grand escapade with a band of wily rogues and warriors in the Dwemer ruins of Hammerfell to purchase a seaworthy vessel and supplies for several months.

"Aye, whereabouts ye be goin', ash skin?" asked the salty old Nordic shipmaster that sold him the longboat.

"Why, to the north my pale mortal friend! I'm going to Atmora! And then maybe to Akavir!" Thorn replied jovially, counting out the last of the septims. The shipmaster furrowed his brow and frowned.

"You know, there's a carriage out of Whiterun takes you to the border, I'm sure you can get back to Mor'win' that way rather'n risk your hide on the seas-not that I care!"

Thorn just smiled and began loading the craft as the old nord walked away muttering about damned elves and sea curses.

A month later, Thorn was shipwrecked in the sea of ghosts. He clung to a plank for three days expecting to die, wishing he had mastered that water walking spell he had purchased. Maybe he should have bought a potion or a scroll instead. After the three days, when he had all but given up and had started having hallucinations of the Daedric Prince Azura, a far-flung fishing boat picked him up. A day later, he was in the fishing village of Dagon Fel in the far north of Vvardenfell, Morrowind Province; his ancestral home.

A native Bouyant Armiger on the Pilgrimage of the Four Corners took pity on him and gifted him some spare chitin armor, an iron spear, a loaf of bread and some gold septims.

"Take the ship to Khuul, Outlander. From there you may be able to journey to Gnisis and the Empire can take care of you. Or perhaps you could join the Temple there, for the triune take in all their children no matter how far astray they have gone."

But Thorn didn't take that advice. He wasn't about to turn his life over to gods or state, it was his and he was going to live! It took some daring, and even more than a little courage, to run into Sorkvild the Raven's tower and steal his limeware without the Nordic Necromancer's retainers catching and killing him-but he succeeded and with the money from this escapade he was to make his way to the many ruins and caverns in the region. Just before leaving though, he was given a note by a stranger. The note's author had been made aware of Thorn's presence on Vvardenfell and wanted him to seek out a 'Sellus Gravius' in the port of Seyda Neen and follow the orders. Believing the bearer of the message mistaken, Thorn nevertheless changed his mind and decided to head southeast along the coast for Seyda Neen. And make his way he did, pearl diving, meeting Ashlanders friendly and unfriendly, doing what he had been doing his entire life-adventuring! And in time he forgot about the note, he grew to love the Telvanni settlements in the lands he crossed, and he even joined the Fighter's Guild. Perhaps the bearer of the note had him mistaken for someone else, because Thorn was an Adventurer at heart, and not an errand boy for the Empire.

But fate has a funny way of nudging people in the right direction. Someday Thorn will stumble into the Census and Excise Office and he will be a courier; he will challenge men and gods and men that think they are gods. He may become Telvanni, Temple, Legion and Guildmaster. He may become many things, for Thorn has always been many things. Only time will tell.


Used an alternate character generator and built the story around it. Jack of trades build, favoring combat but proficient in magic and security. Projected to join the Temple, Legion, Blades, and Telvanni but not the Thieves, the Imperial Cult, or any other house. Maybe Morag Tong, or at least the Threads questline (I've got a mod for it.) Intend to start MQ as soon as he discovers Hlaalu territory; so far, he's only been as far west as Ald'Ruhn and as far south as Nchurdamz. Alignment it pretty much good, some theft but no murder.

0 Comments
2016/01/03
00:48 UTC

5

Character Origin: Young orphaned Geralt.

I'm great at headcanon and loving the alternate start mod now that I'm on PC.

I came up with a great story for my Geralt (blatant ripoff) character who starts out as an outlaw in Solstheim. Living as a street child orphaned by parents too deep in the bottle to be competent outlaws Geralt joined a gang of similarly orphaned children that stole and sneaked to survive. After years of this existence, and false rumours of the Theives Guild in Cyrodiil, Geralt remains the only member of his group not to have ended up or currently be in jail or prison.

Geralt always had an aversion to blatant murder and never killed for personal gain yet could never find a legitimate job as a young teen because of his association with thievery. So desperate to find a new start away from a city that would never let him forget the stigma of his childhood he joined up with a ship's crew that had a reputation for accepting seedier characters.

The ship was populated by smugglers, oddly all dark elves, that took Geralt in around the age of 13 and taught him some fighting skills and tricks of the smuggler's trade. After some time Geralt began to understand that the ship was trading in skooma and other illegal goods and that it was far too nice of a vessel for smugglers to have found or bought. In short, Geralt's friends were the profiteers of a mutiny that must have killed the old crew and captain, save for the dark elves who were likely subjugated by the other crew. Geralt felt that keeping him, a Nord, was a sick joke and way of getting back at the racism of the Nords. He began developing a growing awareness of insults toward him and resented most of the crew more each day.

During a stop in Solitude Geralt, now around 17 and more comfortable in taverns, befriended a young woman named Ingrid and she became his first. True to the nature of young love Geralt listened to and was swayed by her declarations of love as she besought him to leave the smugglers and join her in her home at Helgen. Ingrid, her father an imperial soldier killed in combat with Stormcloaks, lived there with her mother and was in Solstheim for her annual trip to the city where she hoped that somehow the intrigues of city life would rub off on her and lead her from the dull and minor worldly woes of Helgen.

Geralt agreed that he would seek her in Helgen but only after he returned from one more trip to Morrowwind where he promised Maatlara he would be paid for his work and return to her with a small fortune to start a new life together. Geralt actually began realizing the previous year that he barely earned enough to survive because the crew stifled his share so he planned to steal some of the skooma and Balmora Blue and sell it to get the money he promised Ingrid.

The Strident Squall, having been at sea for nearly a decade since the mutiny that gave her, bloodily, to the smugglers, was ill prepared for the journey. Pockets of unusual volcanic gas caused ice to float just below the surface and damage the Squall as she was approaching Solstheim's coast. Forced to beach the vessel the crew realized much of their cargo was lost and little profit was to be made traveling to Raven Rock so they decided to raid anyone living beyond the town.

Having seen the forceful demeanor of the crewmen at whorehouses in many ports Geralt should have been more prepared for what happened at Attius's farm but days later the cold eyes of the farmer's daughter, staring into his after the captain finished in her and burned the back of her skull with a touch of fire so hot the bone was blackened, still bored into his mind. So like Ingrid she looked. Seeing no likelihood the crew would ever try to return to Skyrim Geralt had a choice: how would this chapter of his life close and how would he get to Helgen?

As Geralt contemplated his options he heard a cry from above deck. Looking out a hole in the hull facing the entrance to the camp he witnessed men in yellow bone armor with crab-like shields, Redoran guards he later found, as they forced their way past the barricades. Fate, it seemed, had made the choice for him; Geralt attacked. Drawing a bow he fired a loosely drawn shot landing in the back of the knee of the Squall's captain. The unexpected pain sent the man to a knee as a crosswise strike from an elven sword half-severed his neck. His shift of allegiance still unknown Geralt climbed to the upper deck and stabbed two crewmen with bows from behind as the guards finished with the men from below.

As the guards seemed poised to converge on him a scream of "You dare fight a DUNMER!" rose from across the hills in the direction of the Attius farm. The guards ran toward the sound of battle and Geralt followed at a distance, eager to meet the law and be done with his reaver past. An unusual scene rose to meet the men as they crested a hill and saw three guards and an unhelmeted man wielding a great-axe fighting with what looked like sickly corpses coated with ash and wielding red-hued blades.

The guards rushed to aid Captain Veleth and Geralt drew his bow and fired. A guard hesitated as if to consider that Geralt was firing upon his comrades but the sound of an arrow seating itself within one of the sickly men quickly brought the man to a conclusion that Geralt was not in league with the creatures.

A guard was cut down but Geralt's arrows filled another sickly man as he prepared to cut down a second guard. Despite this Veleth approached him as the battle drew to a close and demanded he pay for his crimes.

Geralt, associated with rape and murder, found himself free for the first time as he left the Bulwark two days later. Veleth, not recognizing Geralt as an associate of the reavers and seeing he was a Nord rather than a dark elf, and recalling the aid he lent against the ash spawn, released him after a token sentence. He rewarded Geralt with some valuable gems and metals found on the ash spawn but insisted he leave on Gjular's ship as it returned to Windhelm.

Geralt's return to the mainland was blurred by shock. For the first time in his life Geralt was not a wanted criminal and did not carry such a stigma amoung the people about him. He hired a cart, without suspicious looks from the driver, to take him to Helgen; the driver said he could take him as far as Riverwood.

Leaving Riverwood Geralt's mind was still overwhelmed. He learned something of Skyrim from the driver's banter and heard unusual rumours of odd sounds, metallic roars from the mountains around Riverwood, but nothing entered his mind until he smelled the smoke.

Seeing Helgen, recognized by Ingrid's description, his mind was forced back to the Attius farm. He recalled distinctly the smell of burned flesh and bone as the reaver captain killed the farmer's daughter and thoughts of Ingrid filled his mind as he ran forward. With a deafening cry that resounded in the mountains a great black shape heaved toward the sky and glided off toward Riverwood with a triumphant roar. Barely comprehending what he saw Geralt ran toward the center of the town shouting Ingrid's name but no one answered.

With only the sounds of burning wood about him Geralt found the journal of an adventurer who was burned to ash in Helgen. Sadly his entry mentioned Ingrid as the aged adventurer was rather interested in Ingrid's mother. The journal mentioned in detail Ingrid's mother's life and much about Ingrid in the weeks before the attack. It seems that Ingrid had been offered a rewarding position at the perfume maker in Solitude who's shop she visited with delight every year. Perhaps she saw in Ingrid a surrogate for her missing son.

Still the adventurer mentioned that Ingrid delayed leaving for Solitude as though she were waiting for someone. Many times did the adventurer startle her from idle though as she looked out over the gatehouse facing north.

Geralt was faced with the truth. She had stayed because of him and it had cost her the life she so looked forward too. Seeking the cave mentioned by the now desiccated adventurer Geralt helped Hadvar from the cave and returned along his path to Riverwood a defeated man haven finally cast off the shadow of years as an associate to killers yet finding himself responsible for the only death in his life that had so far held any meaning.

0 Comments
2015/12/24
15:05 UTC

8

[Oblivion Modded] Ankh, Khajiit Free Agent

Background:

Ankh was born in a place lost to the sands and raised in a nomadic bandit clan by a khajiit named Sith. Sith taught the deaf khajiit rudimentary thieving and fighting skills as well as the bandit's trade; take what you can and sell it.

In time, Ankh came into his own and was the ferocious leader of a gang on the Valenwood border, raiding other bandits, trade caravans, Imperial convoys; they were the pirates of the forests. Ankh has never had many scruples and will betray a weak associate, he will murder someone for an insult, he will steal from anyone and he holds true allegiance to no faction, god, ancestor or daedra. He is selfish, cruel, and cold. Make no mistake-Ankh is a villain, and not one to hold delusions either, he simply does not care. He is no sadist, preferring to kill quickly and efficiently.

They say prison changes a man, but it did not do so much for Ankh. His gang was ambushed (probably betrayed from within) and slaughtered by a Legion task force and Ankh himself was captured alive (a point was made to make this so.) Taken to the Imperial City in a windowless caravan, he was given no quarter, no trial, and sentenced to be hanged until dead.

As fate (or perhaps his extraordinary luck) would have it, on the morning of his execution the Emperor granted him a pardon in exchange for bringing the fabled Amulet of Kings to a man near Chorrol to save the Empire.

The Empire! As stated, Ankh holds no allegiances but his curious code of personal honor dictated that he must eventually do this. Ankh has seen the gates of Oblivion opening across the land and sees it as an opportunity to gather more treasures, more gold, more power. Some men just want to watch the world burn, as an old Breton proverb goes; Ankh wants to play in the fire while it does.

He does not care to return to Elsweyr. He is content in Cyrodiil, intending to gain power and wealth as always. He has fought in the Arena and steadily climbs the ranks as a regular combatant; he was noticed by the Dark Brotherhood and invited to join them; he sought out the Thieves Guild for an opportunity to learn better the art of stealth as a mean to achieve his other goals. I am sure he would join the Fighters and the Mages eventually, as there would no doubt be something to gain from an association with those groups. As of this writing he journeys to Bruma from the City to see about a fence in order to rise through the Thieves Guild; he has only ever been to Cheydinhal so far.

The earlier years of Ankh are hazy; Sith claimed him to be the child of an escaped Khajiit slave from Morrowind and a dark elf master. It is such a story that gives Ankh a certain self justification for his villainy, for he has inherited the cruelty of his fathers and the face of his mother. He was born deaf, but is adept at reading lips. He speaks little, and in the manner of those without hearing; he can read and write expertly and keeps a regular chronicle of his exploits that would someday become quite the valuable historical document if not inevitably lost to the fires of post-Septim war in Tamriel.

Pics


Production notes:

Ankh is deaf because I usually play while listening to music or watching something and have the sound turned off the laptop. I think it's a good little bit of character building, myself.

Sith was the khajiit villain I had before who was much like Ankh, so in a way he was Ankh's mentor. Sith didn't get very far and was more of a dungeon diver, whereas Ankh is a quester.

I've always had issues making villains, being not very villainous irl. A jerk at times, an asshole at others, but not a straight up fuck you pay me kind of guy; playing a khajiit war criminal like this who starts evil and eventually transitions to good is easier than good to evil. Nothing in the game really catalysis the shift from good to evil; there is the Blackwood storyline but that didn't sit well with my last character and eventually I abandoned him because it was too depressing to go on.

I've got a lot of mods but the principal ones are Maskar's Oblivion Overhaul, Oblivion Character Overhaul, Enhanced Daedric Invasion, a series of Dark Brotherhood aesthetic overhauls, Kvatch Rebuilt, and the usual stuff like Better Levelled Lists, shrine and stone markers, that sort of thing.

0 Comments
2015/09/13
14:44 UTC

6

[Oblivion Modded] Kurn Far-Sight: The Legionairre

After his mother passed from an at the time unknown disease in Dagon Fel, Kurn headed for Gnisis at the headstrong age of 15 to join the Legion. His first few years of service under General Darius were spent as a Spearman guarding trade convoys in the Redoran district between Buckmoth Legion Fort and Ald Velothi. He earned a promotion to Trooper, patrolling the Foyada Mamaea in Hlaalu District. An act of heroism in which he successfully saved the lives of his unit during an attack by crazed monsters (later known as 'corprus' beasts) earned him the rank of Champion and he was granted a transfer away from Morrowind, spending the rest of his service in the ports of Hammerfell with the Office of Census and Excise.

Of the few that have come to know him in Cyrodiil, they all note he speaks little of his formative years; if there are loves lost or friendships forged by fire in the ashlands he does not mention them.

In 3E 433, he declined advancement to Knight Errant and was honorably discharged from the Legion. Given free passage to any port in Tamriel he decided it was time to see the Imperial City, to see the White-Gold Tower itself and perhaps better understand what exactly he was defending for the entirety of his youth.

His time in the Legion did not make him a wealthy man; the Empire keeps its soldiers alive, trained, and healthy but little else. He disembarked on a warm spring morning with a sack of food, 300 septims, his Legion armor and his fine iron longsword. Curiously, an enigmatic dispatcher passed him a note summoning armed men to the aid of a man calling himself Lord Kelvyn of Battlehorn Castle. Kurn jumped at the call and arrived to find the fortress besieged by marauders. Unfortunately, the Lord fell in battle but the castle itself passed into the hands of the aging veteran. Perhaps this was his purpose now, to become the new Lord Battlehorn.

In order to renovate the castle, Kurn turned to the countryside and explored the numerous derelict fortresses littering Cyrodiil. While it did provide a means to live by, he did not make enough to afford the exhorbitant fees needed to pay off the castle's debts and turned to the Arena. In two bloody days he cut a profitable path through the Yellow Team, ultimately cutting down the Orc Agronak gro-Malak in honorable combat to become the Grand Champion. Selling off the raiment he was awarded proved enough to finish purchasing the necessary packages for his home. He returned to his acquisition as the triumphant Lord Battlehorn.

But that was not all! Discovering a journal from the late Lord Kelvyn's father, Kurn explored the hidden passages of the castle to discover a Lich hidden in the grotto with the undead Lord Lainlyn. In a battle worthy of song, Kurn Far-Sight defeated the Necromancer and consolidated his holding once and for all.

And so the humble scion of fishers became (albeit lesser) nobility. But he was not finished. He needed employment! And so he has joined with the venerable Guild of Fighters in an effort to keep the land safe from fugitives, monsters, and evildoers.


Images and Stats


Kurn is a straight fighter, specializing in everything melee oriented. Restoration helps ease up the potion load, and I like to have a lot of weapon/armor options. I think OB should have allowed for 9 skills; I could have used security and armorer on top of what I picked. I had a different character for about 8 hours before Kurn, but I didn't choose skills as carefully and ended up starting over. Kurn is cool though, I enjoy playing as a straight good guy Knight. He isn't a Knight yet (no horse) but he will become one; I plan on finishing the Fighters questline, then doing KotN, then plugging in Enhanced Daedric Invasion and doing the main quest last. After that he can retire to BHC, maybe do some misc. quests once and a while like a good little knight. I plan on doing a thief/assassin run and then a pure mage last. Unlike Morrowind, I don't really feel right doing all factions with one character, it just feels... out of character.

Mods: Nothing fancy (I couldn't figure out how to install OBSE so I stuck with the ones that didn't rely on it to streamline the game a little)

Alternate Start: Arrive by ship (I've started and abandoned 5 characters since December, needed a fresh start)

Battlehorn Enhanced

Merchant Gold (multiplies merchants 10x base gold)

Better Leveled Lists

Quest Reward Leveler (although I understand AULIUS is better)

Guild Map Markers

Night Eye Goggles (makes the character look dope in addition to usefulness)

Dude Where's My Horse? for finding my horse

Natural Environments (a simple cosmetic overhaul that doesn't drag my four year old laptop down)

Unlimited Rings and Amulets (I have eight fingers and four thumbs, I can wear 10 rings, damn it! My Strength attribute it high enough that 4 or 5 amulets can't drag me down in a fight!)

Wayshrine Map Markers (for KotN ease)

Unlimited Training (because Morrowind spoiled me)

+5 Attributes (in conjunction with BLL and QRL it makes the game a lot smoother)

Enhanced Daedric Invasion (haven't installed this yet)

DLC:

Shivering Isles

Bloodhorn Castle

Mehrunes Razor

Knights of the Nine

Horse Armor

Repairing the Orrery

I chose the DLCs based on my character's projected path, the rest may be added later depending on how the character grows.

2 Comments
2015/08/07
23:13 UTC

7

[Skyrim Modded] Eragorn Bromson Dragonborn Backstory

I do apologize for making this so wordy and full of grammar errors; it is the price to pay for typing it on my phone while sick. This is the backstory of my current Dragonborn Eragorn. For this play-through I use a modded save that starts me at the character creation screen but I am immune to disease and my skills are at medium level though he starts at level one and is able level up; some perks have already been chosen but not all. I do this as I prefer to link all my games from Morrowind to Oblivion to Skyrim , together in some way, and that will be made clear. Depending on how I play my game which I will use mods for I might just write up Eragorn's continuing adventures. The hidden glade mentioned below is the alchemists hidden valley mod

Eragorn was born in 3E403 and had an younger brother by the name of Oromis. Both of these fine young nords were raised by their father Brom who instilled a great love of traveling in both his sons. Most controversial of the upbringing that Brom gave his sons was that Talos did not deserve worship as he was nothing but a man who was made king; and instead taught his boys to worship Stendarr almost exclusively. After both Boys had reached manhood they set off in separate directions locations to travel and explore; to see new places. As it was the year 3E425 the boys had plenty of time to travel. Oromis went to Valenwood with the plan to see the walking cities and then to visit Cyrodill. Meanwhile Eragorn went to Elsweyr with the plan to see what he could see and to then travel to Morrowind by ship. Both brothers had agreed to meet in Bruma to travel together back to Skyrim in 3E436 or what later be known as 4E2.

By the time Eragorn had managed to trek through Elswyer and arrived in Morrowind it was late in the year 3E426. Eragorn would explore every place he could walk or swim to fighting those that would attack him and using restoration magics on those that were afflicted by various ailments. It was in one of these times of healing that the weak that Eragorn would become infected himself with corprus in the year 3E427. Heading to the Corprusarium to learn from Divayth Fyr if there was a cure, Eragorn heard tale that the mystical Nerevarine had returned and was spotted leaving the Corprusarium no longer infected or at least not affected by the blight; and this gave hope. After reaching Divayth Fyr, Eragorn was informed that yes there was a indeed a potential cure, though it was also potentially fatal and had only worked once before. Eragorn thought about this and decided to drink the potion without a second thought; after all he once accepted a bet from a one eyed, mostly bald, badly burn scarred khajiit that he could stay sane after drinking two pints of Daedric Lava Whiskey cut with skooma and fire salts. What was the worst that could happen? Well apparently the worst that could happen was being knocked into a 8 week long coma and feeling a burning sensation in the eyeballs. When Eragorn came too Fyr was ecstatic and asked about Eragorns eating and drinking habbits; such as consuming large amounts of poison every day and the such. Apparently the only other survivors of the cure were extreme drunkards and sometimes alchemists, the theory was those that ingest large amounts of poisons are more resilient to the fatal effects. Just as with the Nereavirne the harmful effects had been removed and hopefully the beneficial ones had stuck. As payment Eragorn agreed to stay put in Morrowind for the next 8 years as a mostly indentured servant/assistant. The agreement of was made in the understanding that Fyr would also teach Eragorn during the time frame of alchemy and magic. It was during this time that Oblivion Crisis occurred; Eragorn help in the defense of Tel Fyr from the hords of deadra.

With the Oblivion Crisis over and after the year 4E1 Eragorn soon left for Cyrodill to meet up with his brother as agreed so they could finally go home. It was one night halfway to Bruma that an odd little man with white hair and a goatee appeared and told Eragorn that he was looking forward to have many many adventures with him from time to time just like they used too in the past. Before Eragorn could react the oddly dressed man disappeared with poof of butterflies and cheese wheels. Making his way into Bruma smelling heavily of cheese Eragorn staggered into the inn looking for Oromis and a bath with maybe a bed. The innkeeper had no word on Oromis but did have the bed, bath and surprisingly a letter for the haggard traveler. The letter was surprisingly from his brother and detailed his travels and how they ended. Apparently 3 years prior Oromis got drunk and assaulted a few legionaries in the capital city and was thrown in jail where luck would have it the Emperor himself had come to use a secret passage and sort of pardoned Oromis while he was at it; maybe sort of. After helping with the royal bastard child and the blades put and end to the Oblivion Crisis, he came to this inn and wrote the letter just in case anything should happen to him. The last line of the letter said the usual stuff of love and what-not, but also mentioned that he was off to take a look at an odd screaming stone face on an island in a lake. After reading the letter Eragorn decided to wait two weeks at the inn to wait for Oromis who never showed up. Without his brother Eragorn slowly made his way home to a cottage nestled in a glade by Falkreath. There Eragorn found his weakened and aged father and told him of his adventures and handed him the letter from Oromis. Not long later Brom died in his sleep.

Eragorn would stay at his childhood home for a few years hunting and farming, but before long the love of adventure began to pull at his mind and heart. With a renewed sense of energy he soon left for Whiterun to become a companion. Becoming a companion gave Eragorn a sense of camaraderie while satisfying his need to travel and adventure. Eragorn would stay with the group of warriors for nearly 40 years and was offered the chance of joining the circle to which he declined as he was well versed in the signs of potential werewolves and had noticed all of the circle had shown the signs. Not only that but the group had started to become suspicious of his apparent non aging with the only sign of age being his slightly burnished silver hairs showing among his brown. Not wanting to have to deal with trouble Eragorn left the Compainoins in 4E58. Deciding to never stay in one place for to long Eragorn would travel across the empire from Hammerfel to High Rock, all the way back to Cyrodill never staying in one province for longer than 20 years when finally he had enough. In 4E170 Eragorn would travel back to the hidden glade where he grew up and found that the house had collapsed and rotted away after decades of neglect. It would be here that he spent the Great War; where using the magics learned after a life time of learning to seal the glade from outsiders. To this day centuries later the enchantments still work keeping all out unless Eragorn permits their entrance.

It was in the year of 4E188 that Eragorn would finally leave his hidden home to hike across Cyrodill to take a lay of the land and learn what had been happening through out the world. Not 10 years later in 198 Eragorn came across a beautiful girl in Bruma and for some unknown reason started to court her and they both fell in love. But in the last seed of 4E201 when they were due to be married Eragorn got cold feet and ran for Skyrim; for his hidden home. It turned out that his love had been one from a noble family and scorned lovers make horrible enemies. One night just over the border of skyrim he was ambushed by imperial troops; they bound his limbs and put him in prison rags. The next thing Eragorn knew he was on a cart with the leader of the Skyrim rebels Ulfric Stormcloak on his way to the outpost of Helgan. At Helgan when he gave his name and the nord imperial soldier asked what to do with him; his female captain gave a smirk and ordered Eragon to be executed. With sudden jerk Eragorn recognized the captain as the older sister of his former love. Just as his head was slated to be chopped off, A massive black dragon straight out of the stories of old dove from the heavens and started to destroy Helgan. Eragorn was found by the sympathetic nord imperial officer and was freed from his bounds. Feeling that this would make for another fine adventure Eragorn followed his new friend to his uncles blacksmith shop in Riverrun.

3 Comments
2015/05/27
00:23 UTC

8

[Skyrim Modded] Fjorr Serpant-Eye, The Survivalist.

TL;DR Fjorr Serpant-Eye is a young, male Nord who wears Steel Plate armour and a large fur cloaks of sorts. He favours the use of a shield and a one-handed weapon, currently using a steel shield and the (Steel) Axe of Whiterun which he gained from his thaneship. He is currently a member of the Companions and is training with the Greybeards.

Short Backstory

Fjorr grew up in Bruma, the Cyrodiilic city of the Nords. His family was poor and never had recovered from the attack during the Oblivion Crisis despite that have being several generations ago. His family home was bought from the Champion of Cyrodiil when his ancestors had money pre-crisis, this resutled in the home being small and teaching Fjorr to make do with what he had.

When Fjorr became a young adult of the ripe age of 25, he set of for Skyrim, the Fatherland of all man. He didn't aim for the Pale pass however, the Jerralls were treacherous and Fjorr wished to see the as much as he could so he left East for Morrowind. The ash storms were powerful and they stung his eyes, scraped his skin. It taught Fjorr how to set up his tent, use the nature around him to survive and save him from malnutrition and dehydration. Finally He'd made it into the province of Skyrim, Fjorr went south down to the roads nearby Darkwater Crossing. There was an ambush.

Fjorr was imprisoned for two days before e could gather his surroundings again. He was on a cart with Ulfric Stormcloak, heading the Helgen.

Skills

Fjorr's skills are mainly Block and Light Weaponry but he also takes part in Survivalism and Smithing to craft his equipment. His favourite armour is Heavy Armour, mainly due to it's availability (and the Steel Plate armour he tookf rom Uthgerd's dead body but y'kno.)

3 Comments
2015/05/04
19:37 UTC

9

[Skyrim, Modded] Devin, the Telvanni Wizard.

Photograph

Wearing the robes of House Telvanni, he specialty is in using fire and ash spells. In preparation he summons an Ash Spawn to help defend him in combat, and surrounds himself in a cloak of fire. In combat he blasts the enemy with deadly fire spells to incinerate his enemies. If outnumbered he will encase enemies in Ash Shell. Once they are encased in ash, he places a Fire Rune beneath them which will activate once the ash wears off.

6 Comments
2015/04/28
19:26 UTC

8

[Skyrim Mods] Khaj Va'Dar: Heroic Khajiit vampire thief

Backstory:
After being caught in a sticky situation involving the caravans of Elsweyr, (Murder, thievery, whatever. You can decide if he's innocent or guilty too) he is forced to find a new home among Tamriel. But this is hard in a world distrusting of the Khajiit kind.

He finds an accepting group of people in the Dark Brotherhood of Skyrim. Perhaps a bad crowd, but they look beyond his past mistakes. He makes a few connections across Skyrim, including the Thieves Guild, as well as the Volkihar Clan. He eventually joins both ranks and becomes a creature of the night.

While on quests for his new-found vampire friends, he enters the Soul Cairn. This causes (or could not) a life-altering experience, where he gives up the life of thievery and murder for a life of adventure. After he comes home from the Soul Cairn he decides to clear up any business with his affiliations and with his saved up gold buys a home. But, on the way, he comes across the town of Helgen, and with it...
A DRAGON!
This is where he could adventure through the main quest, but I like to think this character would abstain from the civil war.

Or, instead of finding a dragon, he could continue to do random quests about Skyrim looking for a living and making a use of his skills to sneak about dungeons and whatnot. An explorer for hire. Or instead of the life-altering event, he could just continue his sinful journeys across Skyrim, stealing and murdering subjects based on personal preference.

Skills:

Sneak, alchemy (poisons), one-handed, archery, light-armor, lockpicking, pickpocket, speech (because he's a smooth talking good guy at heart, like Sly Cooper! but if he's evil, I wouldn't use speech) He also could have dabbled in magic due to being a vampire/his time with the Dark Brotherhood.

5 Comments
2015/04/17
07:35 UTC

8

[Skyrim Mods] Urag gro-Bolog: Elder Orc Warlord

Backstory:
Urag grew up a tough Orc in the Illiac Bay, gaining prestige through battle and conquer of enemies. He was off in war, far away from his home when it was attacked by Redguard and Breton forces. Upon his way home from victory in foreign lands, he finds a defeated Orsinium. An Imperial soldier confronts him, telling him the Orcs have been relocated to Skyrim. If your kin be in Skyrim, Skyrim is where you must go.

You discover an Orcish stronghold outside Markarth, and make agreements to stay. Although you are still considered an "outlander", so you still must find your own. You eventually find out that your tribe has been eliminated and give up on this quest. You grow old in age and realize that you must end your life soon, in glorious battle.

From here, you travel the land, only fighting those deemed worthy of giving you a good death. Perhaps joining the Imperial Legion or the Stormcloaks seeking battle? Among your travels you could discover a dragon in Helgen and possibly discover that you are Dragonborn! Search Skyrim searching for the ultimate death; that from a Dragon! Or you may end up falling out with your Orcish brethren's ways and join Nord society, living a simple life in a hold as a blacksmith, given your natural ability from years of combat.

Skills: All Orcish weapons/armor. All "Warrior" skills, particularly smithing & heavy armor. I say 2 handed weapons, but whatever really. Try to just berserk into places and conquer with sheer force!

0 Comments
2015/04/17
07:11 UTC

7

[Skyrim Mods] Twyllvarlais: Raging Dunmer refugee

As a child, your parents brought you from your plagued homeland of Morrowind to the wretched Grey Quarters of Windhelm. As a boy, you grew used to the Nords' ill-treatment of the Dark Elves. Your parents were forced to work all day and night for mere scraps as farmers because of the Nords' discrimination. As you grew, they secretly fostered a skill in magic in you as a boy. As you grew into an adult, your power grew, but was always kept in control by the frightened Nord guards among the city. You saw the fear and you loved it.

Eventually, you hear word of a Nord rebellion in Skyrim from the guards. The Nord scum could never match the might of the Empire! You decide this is the perfect chance to gain your revenge. You will join the Imperial Army and kill every Nord you see!

You pack up the little possessions you own and save up for a carriage ride to Solitude, where the Imperial Army takes new recruits. You are starving and weak upon arriving at Castle Dour. The imperial recruiter laughs at you! Suggesting that you might be lost?

Discouraged, you take off into the woods, hoping to eventually travel back home. Or at least as close as home as you know. The dreadful Grey Quarters.

Through the various torments the cold land of Skyrim throws at you, you survive on with your Dunmer blood. With no one gawking at your destructive magic, you develop skill, albeit on a very basic level. Whilst travelling, you hear of a College of Mages, in Winterhold. Scratch heading back to the Grey Quarters, you're heading for Winterhold!

You finally arrive at the steps of the College, rugged and beat. Stopped outside, you must demonstrate your skill. You barely spur the energy to cast a light spell, and you are accepted into the College.

After a basic tour, you begin your journeys with the College, discovering Skyrim and discovering your own natural abilities in magic. Then, you came across Helgen.

You would've never believed it if you didn't see it for yourself. A dragon flew from Helgen towards Riverwood and Whiterun! You search the ruins and find an Imperial soldier named Hadvar in a cave outside the city. You heal him and travel to Riverwood together. The two of you stay at his Uncle Alvor's in Riverwood as he explains what you must do.

After the night passes and lets all this settle in, you decide to travel to Whiterun and warn the Jarl of the Dragon. While gaining company with the Jarl, a dragon attacks Whiterun, and with a sudden urge of bravery, you rush to attack. A fierce battle no doubt, but most surprisingly, you defeat the dragon! An energy fills you and you shout out in victory!

Upon return to Whiterun, you hear the call. You now know, you have the power of the Dragonborn! What shall you do with this new found power? Only time will tell.

I plan on adding more to the story if y'all like it. As well as doing one for each race of Tamriel (based on these). Thanks for reading!

3 Comments
2015/04/17
04:03 UTC

8

[Skyrim Vanilla] The Mad Jester/The Crystalline Knight

Okay so I shouldn't even be on reddit right now because I'm up to my eyeballs in work, but I had an idea for build that I think would be quite a bit of fun. While my main expertise is in Skyrim builds, I have played quite a bit of Oblivion (haven't really gotten into roleplay though) so I decided to make a build based off of the Shivering Isles expansion for TESIV. Introducing, the Mad Jester and the Crystalline Knight hereby known as the MJCK.

The name is based off of Sheogorath (who is the Daedric Prince of Madness) since nobody embodies Madness better than a jester, and Jyggalag (who is the Daedric Prince of Order) since perfect crystals have no imperfections in them and are completely ordered.

Backstory: The MJCK hails from a background quite common, yet still very rare in Skyrim. He was born into a family of Daedric worshippers in [Insert Country Here], but these weren't your regular worshippers: rather, they were priests of the Daedric Princes Sheogorath and Jyggalag. Now, this might seem quite oxymoronic, but it worked quite beautifully for the dysfunctional family. For one month, they would worship Sheogorath, eating cheese wheels, spreading mayhem, and doing whatever they felt was perfect in their devotion to the Madgod. For the next month, they would instead switch over to Jyggalag, wearing somber robes, building crystals, and behaving well within the rules of any establishment. For years they kept this tradition, priding themselves on their lasting devotion to the twin Daedric Princes. The MJCK was born on midnight at the beginning of one month and at the end of another. Thus, he strived to keep this duality in nature, making sure that he embodied both Madness and Order to the best he could. After transitioning to adulthood, the MJCK decided to travel across the world to spread the words of both Princes, starting in Skyrim, where he was promptly captured and sent to Helgen for execution.

(If you haven't figured it out already the MJCK is one person, not two separate builds)

Race: Whatever you feel like, but I went with Imperial. Racial Stats don't really matter because I've recently gotten the mod Disparity, which adds an Oblivion-like Class System back into Skyrim, but with added costumizability, but it's up to you to decide.

Skills: (Tip: Do not heavily invest into any one perk tree, since the two different playstyles are unique enough that it would be better to spread out over multiple trees instead.

Common Skills: These are the skills both the MJ and the CK will have. They are:

  • Smithing: This will help buff your armor as the CK and your weapons as both the MJ and CK

  • Illusion: Your major school of magic should be Illusion, and this will benefit roleplaying as both the MJ and the CK. As the Mad Jester, focus on using Fear and Frenzy spells to really turn parties up a notch. As the Crystalline Knight, use Fear and Pacify spells to keep your enemies from attacking, then butcher them slowly but surely.

  • Alteration: This is mostly for the MJ since he won't have on any armor, so Flesh Spells are a must in order to keep from dying, but Alteration will also benefit the CK who can use Paralyze to further control the battle

  • Enchanting: Now you might be groaning to yourself about the usage of two craft skills in this build, but this skill is important to the Mad Jester build, who will utilize Chaos Damage (from the Dragonborn DLC) or Absorb Health on his weapons, and to the Crystalline Knight build, who will use Fear and Paralyze on his weapons.

Mad Jester Skills: These are the skills that the Mad Jester will specialize in.

  • One-Handed: I have two different ideas for the main weapon of choice for the Mad Jester. If you feel like going down a more sinister route for this build, go with daggers (I'm particular to Ebony because they look so good). However, if you feel that a true follower of the Madgod needs a weapon as eccentric as he is, go with the Wooden Sword. Sure this is vastly underpowered, but Smithing and Enchanting will turn this measly toothpick to a real terror.

  • Sneak: Surprise! Nothing makes the Mad Jester happier than the reactions of his enemies when he pops out of the shadows right in front of them and shanks them in their faces. Good times...

Crystalline Knight Skills: These are the skills that the Crystalline Knight will specialize in

  • Two-Handed: As the embodiment of Jyggalag (at least in your mind) your main weapon should be a Greatsword enchanted with both Fear and Paralyze.

  • Heavy Armor: This will be your armor as the Crystalline Knight. While the name might suggest going to Glass armor, I preferred the look of Ebony since it looks similar to Jyggalag's armor in the Shivering Isles. Be sure to grab a helmet that hides your features entirely.

  • Block: Self-explanatory, but don't put many perks into this tree

Role-Playing:

As the MJCK, designate which Daedric Prince you want to start off as. From there, act just like that Prince would. However, keep track of the dates and months of the Skyrim world. Every month, switch personas to the other side, MJ to CK and vice-versa, and begin the cycle anew. Below, I have suggestions for how to go about this. One rule that I feel should be followed is DO NOT TAKE ANY ACTIONS THE OPPOSITE PERSONA WOULD TAKE, INCLUDING QUESTS.

As the Mad Jester: Go nuts. This character is all about being an erratic, eccentric loon who journeys around Skyrim messing everything up for personal amusement. The very first thing I did was go up to Solitude and finish off the Mind of Madness quest in order to get the Wabbajack from Sheogorath. With that in my left hand and my trusty wooden sword in my right, I went around exploring the whole of the country. Choose a quirk to follow passionately. My personal one was hoarding and collecting objects: mainly cheese wheels and anything shiny, including jewelry, steel weapons, coins, etc. I was also toying with the idea of choosing a random word, and then every time my character heard that word, he would go crazy and attack everything within sight with Frenzy and the Wabbajack. Additional quests to undertake are the Dark Brotherhood (to get the Jester's outfit) and the Thieves' Guild (but be sure to not follow any guidelines except the main ones). If you have a certain destination in mind, meander, don't take straight pathways (or just choose a direction and set off).

As the Crystalline Knight: Since the Crystalline Knight is all about order, I went around making sure everything was exactly the way it should be. Dragons attacking Skyrim because of a rift in time? Messy and need to be eliminated. Dirty Nords rising up against the ruling Empire? The rebellion needs to be squashed. Vampires trying to upend the natural order and walk during the day? Better torch those motherfuckers. However, the Crystalline Knight is not a good person. Any time you see anything that strikes you as out of the ordinary, grab your longsword and start killing (not indiscriminately of course, with a goal in mind). Take straight paths towards your goal, with nary a deviation in course. Clear out bandit strongholds methodically, since they are a nuisance for anybody. But see anybody bending the law (cough Blackbriars cough) and they get a similar reaction.

Whew, this went on for quite some time, but I'm fairly proud of this build, since it took a previous idea (the duality of the Daedric Princes) and really brought it into Skyrim. Of course, this post should be taken as guidelines rather than rules, so if you feel differently about certain aspects of the build, do whatever you feel like is right!

As always, if you have any suggestions, be sure to comment them (and I might even edit this post if I think the suggestion is really good).

0 Comments
2015/04/16
23:46 UTC

5

[Skyrim Mods] My Nord Vampire, Soren.

5 Comments
2015/04/11
06:16 UTC

7

r/TESHeroes, tell me about your Character's Childhood... I'm dying to know

Did it have an effect on their Adulthood, did they ever meet their soulmate or perhaps an eternal foe? I'm just dying to know...

3 Comments
2015/04/06
02:31 UTC

1

[Skyrim Vanilla] Aragorn

The Build

A barbarian-type class, with a large sword (Iron/Silver for looks, Steel for RP) and light armor (probably leather or fur, but aMidianBorn Book of Silence elven armor looks very much like the armor he wore after being crowned).

In the books, he was a very good healer so I put in Alchemy for making healing potions and potions of cure disease, maybe stamina.

Sneak is purely optional. Aragorn seems the time to be able to be sneaky, but this wouldn't be something you use often.

Archery is a nice addition for hunting, and rarely combat (as Aragorn in the "lore" almost never or never used archery in combat), but if you weren't in combat you would probably hunt a lot.

Speech is just because lore-wise, he would probably be very persuasive and likeable. Use persuasion whenever possible.

I played through this build once, but I don't have any screenshots from that game so here's a screenshot of me recently making the closest I could get to Aragorn.

0 Comments
2015/04/05
18:40 UTC

9

[Skyrim Vanilla] Ganondorf

I've got some good ideas for a Ganondorf build, but I'm not entirely sure how he would be set up, so hopefully you guys can help me out

Race: Dunmer or Redguard (leaning towards Redguard because of backstory)

Main Skills: One-Handed, Conjuration, Light Armor, Destruction

Minor Skills: Enchanting and Speech

First off, this is a fairly brash and in-your-face build. While Ganondorf might be the King of the Gerudo Thieves, Sneaking around is for cowards. Each battle would start off with Ganondorf blasting opponents with Fire Magic, then Dual Conjuring up Bound Swords once enemies get in close (or if you're cool with mods, I've found a Trident mod on Nexus.

Playstyle: Steal anything and everything of value, and don't bother hiding yourself. If you're caught, go on a rampage and kill everyone. Additionally, I personally got caught in each hold so I could break out of each major prison. ASAP, join the Dark Brotherhood and the Thieve's Guild until you're the top dog in each group (alternatively you could kill the dark brotherhood because nobody kidnaps Ganondorf in his sleep without any consequences).

Additionally, I would RP as too proud to stoop to lesser things. If minor quests don't directly benefit you, don't do them (except for in Solitude because you want to get in good with Princess Zelda/Jarl Elisif), don't harvest crops to sell to farmers, don't even loot enemies unless they've got really really good shit (unless ingredients)

If you have the Dawnguard DLC, start the quest once you're allowed and defect to the vampires in order to get your beast transformation into a Vampire Lord.

Ride around Hyrule/Skyrim on Arvak or Shadowmere, and just fuck shit up. Wrecking towns is fun, and eventually Ganondorf just becomes an absolute boss.

I played through the Main Quest in order to get rid of the biggest threat to my imminence, the dragons.

If you have any ideas on how to make this build better, be sure to share in the comments

6 Comments
2015/04/02
21:00 UTC

8

[Morrowind vanilla] Meet Ra'Jesh in his newfound vampiric glory!

0 Comments
2015/03/30
23:20 UTC

7

[Skyrim Modded][Screenshots] Tyro Greenspire, the Elden Root Ranger

1 Comment
2015/03/29
17:15 UTC

6

[Skyrim Vanilla] Link

Okay so I'm going to start off with my favorite character build of all time. My life as a videogame nerd began with a little Nintendo game series called the Legend of Zelda. As I became more entrenched in gaming, I got more and more of the LoZ games, and until relatively recently, they were unchallenged for my spot as favorite game series of all time. While waiting for Skyward Sword to come out, I heard about the Elder Scrolls (specifically Skyrim) and decided to check them out, especially after people talked about adventure and swords and horses and gods and everything. Long story short, both TES and LoZ are now tied for favorite game series of all time. While playing through Skyrim, I decided to merge these two epic games and created a new character in Skyrim, Link.

Race: Bosmer (since elf/Kokiri, blonde hair, couldn't find blue eyes though)

Major Skills: One-Handed, Archery, Block, Alteration

Minor Skills: Two-Handed, Enchanting, Smithing

Stone: Warrior -> Lord

Stat Ratio (Magicka: Health: Stamina) 1:3:2

  • Stop putting points into magicka once you reach around 250-300 since really the only magic spells you need are the Alteration Flesh spells

Play Style: The major thing about this playstyle is that you're an unarmored warrior. Yes, you read that right. No armor: no gauntlets, no cuirass, no boots, no nothing. You can only wear green tunics, hoods, gloves, and unarmored boots. This dramatically increases the difficulty of the playthrough and makes Alteration your major magic skill.

As the Hero of Hyrule, your first objective is to find Zelda in this strange land. I used Jarl Elisif as Zelda and set up my base in Solitude. After that, journey into as many caves, dungeons, temples, and whatnot as much as possible and drive out any evil residing inside. You can start the main quest, but I would be cautious because dragons can be beasts, especially with the use of mods like DCO.

Your main skill is with your blade. Your trusty sword is your best weapon, and your go-to whenever the proverbial shit hits the fan. As for ranged attacks, I stuck with my bow (and sometimes a staff), which allowed me to damage my enemies before casting an Alteration Flesh Spell and then drawing my sword and shield, which is also vitally important to survival. Leveling up Archery, One-Handed, and Block becomes a must, and the Warrior Stone is very useful for the beginnings of your journey. Eventually, switch to the Lord Stone for magic and physical damage resistance.

Additionally, anyone who has played a LoZ games knows that one of Link's greatest assets is his arsenal. I emulated his cache of weapons the best I possibly could, but it's mostly up to your own choice. I personally used the Eye of Melka (like the Fire Rod), a warhammer enchanted with Paralysis (like the Megaton or Skull Hammer), Whirlwind Sprint (like Clawshots), and various other knicknacks.

My favorite bit of roleplay is joining the Companions. As honorable warriors, it makes sense for Link to join their ranks, AND it comes with a special power that matches up perfectly with one of the Zelda games: Twilight Princess. In TP, whenever Link journeys into lands cloaked by Twilight, he transforms into a black wolf. Similarly, Link in this Skyrim playthrough will gain access to the Circle after proving himself, and gain the ability to turn into a black werewolf.

Iconic Symbols: For the Master Sword and the Hylian Shield, I used a Skyforge Steel Sword and a Glass Shield. There are mods to add those (MS and HS) in, but I personally enjoyed being an incarnation of Link in Skyrim and didn't use mods for equipment.

Additional Tips and RP:

  • Enchant your clothes to reduce Alteration costs

  • You can kill Grelod the Kind if you want, but DO NOT JOIN the Dank Brotherhood. Similarly, the Thieve's Guild should be off-limits

  • Help out Elisif/Zelda as much as possible

  • Journey around on a brown horse, which you can find in pretty much any major hold

  • Carry around a music instrument, like a lute or something, since music is really important to LoZ

  • Don't steal or kill, but give no mercy to evil people

  • Have a witty companion to follow you around

  • For the Master Sword, you can swap out the Skyforge Steel Blade for Meridia's Dawnbreaker. Even though Meridia is a Daedra, I pretended that she was one of the Goddesses who sent me out to strike a blow against evil

  • Since Kynareth is very similar to the Goddess Farore (Link's patron), I prayed at any of her shrines and wore her amulet

These are all suggestions, not rules, so if you feel like you have a better idea for something, feel free to change this playthrough. If you have any additional tips or hints, you can comment them on this post, and if the subreddit enjoyed this, I'd be more than happy to post my ideas for a Ganondorf build

5 Comments
2015/03/29
16:34 UTC

6

Stenvar Thunder-Hand: Or; Viking Batman

In choosing an appropriate name for the prisoner who would become Stenvar Thunder-Hand, I had to consider that there existed in Skyrim another man of that name: a mercenary in Windhelm. One evening in Last Seed, this Stenvar left for grand adventure with a passing wanderer... and was mauled to death by a frost troll. Convenient. But I digress.

Stenvar Thunder-Hand is the result of experimentation with a playstyle that blended stealth and combat in equal measure. Making use of powerful enchanted heavy armor and weaponry in the style of the Skaal of Solstheim, Stenvar wields bow and axe equally, and to great effect. This warrior-thief class, a Hunter, is very dynamic. Strike from the shadows with a well-placed arrow, then charge your weakened foes with axe and shield in hand. Or, simply stealth around all the time if you feel like it.

A dragonslayer by trade, Stenvar's tenure as Harbinger of the Companions began with curing the Circle of lycanthropy. Despite being a decorated Imperial Legate and civil war veteran, he is a proud Talos worshipper with a shrine to Him as well as the other Eight in the basement of his homestead in the Pale.

Combat skills: Heavy Armor, One-Handed, Archery, Block

Non-Combat Skills: Alchemy, Enchanting, Smithing, Sneak

3 Comments
2015/03/28
22:26 UTC

7

The Outlander Nerevarine

The Outlander

I like this build a lot for a character that is set on going through the Main Quest. A mostly combat-oriented character with a some really nice support magic, plus a high personality (and charm of the west for a complete cult of personality) to help you out in sticky situations.

0 Comments
2015/03/28
19:08 UTC

5

[Build Request] Haviland Tuf from GRRM's Tuf Voyaging

Anybody read the book? That concept of a man who cannot be corrupted even by absolute power, whithout being a Superman, has me fascinated. His ship would, of course, be the one from Trainwiz' Aethernautics mod, unless you guys can suggest a better one.

As for the backstory, I'd like to think that in between C0DA and wormhole travel I can think of something to make this plausible.
Something about Tuf being sucked into the Aurbis, and deciding to try and mingle with the local population, scouting out possible business opportunities, and finding new recipies.
Unfortunately, some ancient Dwemer mechanism captures his Ark and locks him out. Cue Trainwiz' quest.

Don't think I can pull this through without mods, frankly. I'll need Fat Bastard Male body mod, some fitting clothes, some disease spells (explanation a little further down), a Needs mod, mods for more mushroom recipies, Trade Routes, Trainwiz' Aethernautics, and something to overhaul the useless vanilla Speechcraft. Also kittens.

I'm pretty unsure of which skills to pick. He's not exactly sneaky, and wouldn't go around picking people's pockets. Definitely Alchemy. Depending on which mods you can suggest, he might pick up conjuration after getting his ship back (to simulate breeding a War Monster). There are some mods which add Disease spells to Restauration, and I can explain that as some small tool he brought with him. Other than that? Smithing might be useful for outfitting followers, who'll probably be the damage dealers of the group. Speechcraft is a given, though preferrably not the useless vanilla variant. Alteration, if I can come up with a good explanation.

Alright, so here's the part I need your help with, guys:

  • Overhaul or not? If yes, which one? Requiem would be too unforgiving.
  • Suggest me some recipies mods!
  • If no overhaul, I'll still need disease spells, better summons and better speechcraft
  • Stats and levelling, early on (Before getting access to the ship and therefore his full arsenal)?
  • Advice on whether he should become Dragonborn or not; and if yes, before or after getting his ship?
  • Clothes/Armor mods that fit the Fat Bastard mod.
  • Quests and quest mods to go with this? I'd say something along the lines of Tuf's stories... Also anything relating to disease, plague and biological experiments... The Thrassian Plaguesword is the only one I've seen so far.

Alright, this got a lot longer than I thought, sorry for rambling!

0 Comments
2015/03/28
17:58 UTC

14

PSA Regarding This Subreddit

I'd like to get the ball rolling here if possible, so I'm making this post to provide some clarity.

Why does this subreddit exist?

/r/SkyrimClasses is a great subreddit. However we believe a more active community could arise if subscribers simply had more they were able to post. /r/TESHeroes hopes to provide a larger, more active community by allowing posts that not only focus on builds, but on all aspects of the player character.

What is this subreddit for?

This is a subreddit dedicated to showcasing character artwork, character screenshots, character stories, and character builds for all Elder Scrolls games. This includes such titles as Skyrim and The Elder Scrolls Online, but also all other titles such as Morrowind and Arena. Basically, if it bears the name "Elder Scrolls", it's allowed.

This subreddit is not for posting screenshots of landscape or NPCs, posts must include a focus on a player character. You may post screenshots that include these things, but if your Hero is not visible in the picture the post will be removed. This same rule applies to any artwork.

We are also perfectly content to allow text-posts which focus on stories regarding your Hero. Whether these be in-game events you experienced or backstories you made up.

Lastly, we also allow character builds. How you play your character is just as interesting as how it looks or what its backstory is. Feel free to post any build ideas you come up with, or videos regarding character builds.

What is not allowed here?

As forementioned, any posts without a focus on the player will be removed. We will also remove any posts that are unrelated to the theme of the subreddit. We do not allow advertising, you may post a video you made if it is relevant to the theme of the subreddit, but advertising your YouTube channel or website is prohibited.

When dealing with other users we would like everyone to follow a simple rule, don't be a dick.

I hope this clears up any questions.

2 Comments
2015/03/28
06:56 UTC

12

MIA sorry

Alright, so after making this subreddit, I was unfortunately embroiled in a personal problem that got way out of hand, with the added consequence of being unable to access this subreddit (or the internet). However, rest assured, I am back and will do my best to bring this subreddit to glory

1 Comment
2015/03/28
01:23 UTC

20

Viking build

Nord, live in a coastal city. Light armor, block, one-handed, archery, alchemy (for berserker battle state), wayfaring (if you have skyre); once you are at 50+ in light armor, one-handed, and block, start leveling up 2-handed, and heavy armor if you're in the mood. Experienced Viking warriors were the only ones who could wield a 2-handed battleaxe, meaning you had to be good with axe and shield first. On that note, you should try to use an axe to start with a shield, and upgrade to a sword after becoming a property owner and/or thane. Use gokstad sailable ship mod if you're on pc to sail around and as a player home. If anyone wants a specific Viking mod list, check my post history, it's in there somewhere.

9 Comments
2015/03/26
09:31 UTC

18

I christen thee, TESHeroes

Alright so the subreddit is open for business. I've never been a mod or created a subreddit, so hopefully this goes according to plan

If you would like to be a moderator, please PM me.

0 Comments
2015/03/26
02:52 UTC

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