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Event Build: The Chantry of Auri-El

Tags: #Character Build Crusader  #Character Build Healer  #Character Build Hero  #Rank:Event Mythic  #Race:Altmer  #Event:Factions 
  • Member
    May 17, 2014

    The Light of the North; The Chantry of Auri-El

    In the ages long past Skyrim was home to a prosperous and proud society of mer who rivaled the great society of elves in the Summerset Isles. A people of great wealth and wisdom they established themselves long before any other mer or man had entered those northern lands of snow and ice. They were called Falmer or Snow Elves and they prospered for many years. Their worship of the great Auri-El was well known throughout the land, and the Chantry was establish, the great epicenter of the Snow Elves worship. All would come to make a pilgrimage to this bright capital of the north. It was a time known as the Merethic Era.

    The Chantry was located within a beautiful vale known then as the Golden Vale, a place of peace, and despite being in the far north, a place of warmth, as if Auri-El's blessed the very place in which it was built. The hierarchy of the Chantry was established originally with three sections, the Prelatry of the Chantry, the Knight-Paladins of the Golden Sun, and the Rangers of the Vale. They were led each in order by the Arch-Curate, the Lord-Paladin, and the Ranger-General, each providing their services and lives to this order. The Prelates would guide visitors along the path to meet in the Inner Sanctum with the Arch-Curate of the Chantry, the Knight-Paladins protected the entrance to the Vale keeping it safe from outside harm, and the Rangers who protected the surrounding areas, creating an era of peace and protection for the nation of Snow Elves that lived in the colder lands of Skyrim.

    However this golden age of wonder, peace, and prosperity was not to last. The first Atmoran's crossed from the far north and began to settle the northern shores of Skyrim. At first they were a curiosity to these far advanced elves, than they became an oddity and at some times a nuisance, until finally in their eyes they became a threat. Some say that the Snow Elves first attacked the Atmorans due to fear of their growth that could overrun their great society. Yet other accounts spoke of a hidden power in Saarthal that the Atmorans tried to hide from them. In either case, they attacked, and nearly culled all of Atmorans, yet a survivor, Ysgramor, would return with an Army to revenge his fallen people.

    Upon his return a war was led, a brutal, vicious war that led to thousands of lives lost, culminating in the death of the Prince of the Snow Elves and the last battles fought upon the island of Solstheim. Despite their respect for their fallen foe, many Atmorans held bitter grudges against the Snow Elves and so for many years they were hunted near to extinction. Some stayed hidden for many years, in small pockets, yet many were found and killed, and yet others joined the Dwemer, under their "protection" they began to devolve into the Falmer. Few pure elves remained.

    And so the great, shining, society of the Snow Elves was no more, laid waste by the new rulers of the land now known as Nords. Many of the Snow Elves later joined their brothers down in the depths with the Dwemer, enslaved, tortured, and poisoned. The Golden Vale became lost and Forgotten and it grew cold and dark as less and less members of the Chantry remained, the Rangers and Paladins nearly destroyed by the Nedic armies, and the Curators gaining no new members. The Chantry began to fall into disrepair and the beautiful creatures that once lived there began to leave or be corrupted until the Vale was all but silent.

    Sometime after the disappearance of the Dwemer the Falmer took to the surface, finding their way out through various ruins and caves. A large number of them rediscovered the Vale and slaughtered almost all survivors that remained within and with that the Chantry was all but gone from the world.

    However not all was lost, as there were pockets of Snow Elves left who remained pure and alive hidden throughout Skyrim and in the mountains surrounding. Regrouping slowly they used the Chantry's system to begin to reconstruct their society, silently, and carefully in the mountains. With the call of the Dragons and the rumors of the Vampires raging across Skyrim they knew it would not be enough to regroup, they needed Auri-El's blessing once more if they wished to survive, and so the three newly trained members of the Chantry went forth carefully disguised as Altmer to find the Forgotten Vale and restore the blessing of Auri-El to their people, and to help make their people safe once and for all. 

     

    Curate of the Chantry

    Race: Snow Elf (Altmer)

    Stone: Mage then Atronach (Wind Stone)

    Stat Placement: 500M/250H (Level 51)

    Major Skills: Restoration, Destruction, and Alteration

    Minor Skills: Conjuration, and Enchanting

    Weapons: Snow and Sun Magic and Enchanted Stalhrim Daggers

    Armor: Robes of the Chantry (Enchanted Temple Apparel + Dunmer Shoes) and Arch-Curate Battle Armor (Enchanted Ancient Falmer Armor + Adept Hood/Dukaan)

    Suggested Quests:  Mages Guild Questline, Dawnguard Questline, Any Divines Quest (No Book of Love), Main Questline

    Perk Spread Level 25 - - - Perk Spread Level 50

    The Priests of the Chantry, providing guidance, teachings, and blessings for all weary travelers and pilgrims who once visited the Golden Vale. Blessed with Auri-El's own magics they help provide healing, and restoration of the mind, body, and spirit. Gifted in his arts they are able to bless objects, providing a spiritual service that the Snow Elves used to help bring the blessing of Auri-El to their homes. This blessing even extended to protect and empower these Priests so that they were strengthened and no blade could harm a Curate of the Chantry with a mere blade.

    However even more than that they had the innate power over the ice and snow that many great Snow Elves were famous for across all of Tamriel. Able to manipulate even the very weather they helped make the Golden Vale a paradise for all who visited, a land where the sun always shone and was never visited by snow or ice, they helped to create this barrier of magic all around the Vale and many would flock to this wondrous place.

    However they were not merely healers and protectors, but master sorcerers of the Sun and Snow. When the Vale was first attacked by Atmorans they surrounded the Vale in a storm the likes of which had never been seen. This protected the Vale, leaving no survivors to tell of its location, yet the golden paradise was destroyed as they could no longer maintain the brilliant radiance of its past, and so many left to join the fight and help destroy their enemies with their power.

    Striding into battle in either plain robes, or armored like their fellows they use their blessings to enhance their abilities and weapons as they strode into battle. Protected by Auri-El they would use the power of Ice and Snow to wipe many Atmorans away, frozen and buried. Yet there were too many to defeat, and so many of those who went to fight were eventually defeated and killed, leaving few left to make up the Priesthood of the Chantry.

    Gameplay: Prelate of the Chantry

    A combination magically protected Snow Priest, and a armored spellsword who utilizes the power of ice both within himself, and within his weaponry the Curate has a number of ways to fight and make his way through the ranks to becoming the next Arch-Curate. Destruction and Enchanting both empower your weapons with more powerful frost and other enchantments and provide magicka bonuses on your armor allowing you to have a larger pool of magicka from which to cast multitudes of spells for healing and for offensive purposes.

    As you level Conjuration provides a tank in the form of the Frost Atronach which allows you to safely fire spells from behind, without worry of harm as the Frost Atronach is immune to your main set of spells. Destruction and Alteration are your most important skils providing you with your main offense and defensive skills. Enchanting on the other hand brings your final outfits to creation and your most powerful weaponry.

    When in Priest form (Temple Outfit + Dunmer Shoes) your focus should be Restoration and Alteration bonuses on your enchantments as this outfit is best used for fighting against the Undead hordes which you will face in many dungeons, the near entirety of the Dawnguard DLC and much of the major questlines as you face Draugr and Dragon Priests alike. The shoes give an advantage of replacing the lost chest enchantment of the robes and the Hood also provides bonuses to your magicka use.

    On the other hand, when in "Battlemage" form your focus will be Frost spells and your use of your powerful daggers. Destruction reduction should be the focus of your enchantments giving more charges for the daggers. With Dukaan and Twin Enchanted Stalhrim daggers (Frost Damage + Health Absorb or Chaos Damage) you can activate your flesh spell and your frost cloak and wade into the throng of enemies, cutting them down into a frozen oblivion.

    Starting the main questline is paramount to move into the Dragonborn DLC, carefully, to get your Robes, Shoes, and eventually your Daggers (From the Skaal) and Mask. Going back and forth between the Dawnguard and Dragonborn DLCs you will eventually amass your full armor and weapon sets and you will be ready to take on the other major questlines and finish off the major bosses around level 30+.

     

    Knight-Paladin of the Golden Sun

    Race: Snow Elf (Altmer)

    Stone: Warrior then Atronach (Sun Stone)

    Stat Placement: 200M/400H/250S (Level 51)

    Major Skills: One-Handed, Heavy Armor, Restoration

    Minor Skills: Block, Smithing

    Weapons: Sun Magic, Dawnbreaker, Dragonbone Sword

    Armor: Auri-El's Protection (Steel Plate - Dragonbone Armor, Hevnoraak - Konahrik) Auriel's Shield

    Suggested Quests:  Companions Questline, Destroy the Dark Brotherhood, Mages Guild Questline, Dawnguard Questline, Any Divines Quest, Main Questline

    Perk Spread Level 25 - - - Perk Spread Level 50

     

     

     

    Devout, kind, and protective these Knights of Sun and Light swore an oath to protect the Vale and the Snow Elf people against any foes, foreign or domestic. They served as guardsman, shield bearers, and protectors of the sacred Shield of Auri-El, the symbol of their order. Like the Prelatry they studied and worshiped Auri-El and his teachings eventually utilizing the energies of the Sun to help heal and protect themselves and others, both on and off the field of battle. They served to maintain peace within the Snow Elf lands, but chiefly protecting the Chantry of Auri-El where their order was based.

    Master craftsman they would learn from the beginning how to create and maintain their armor and weaponry, making each Paladin self-sufficient when in the field. Their work seemed to mimc the style of their patron, creating legendary pieces of armor that would stand the test of time.

    Their skills in combat where well known, able to block even the mightiest Atmoran axe, or their most powerful spellwork, absorbed into their shields. Wielding swords they would charge into battle with the speed and power of a saber cat, knocking down most warriors as they disarmed, and defeated their foes without a match. Some spoke that the Lord-Paladin in times of war wielded the ancient shield of Auri-El into battle, able to turn the very enemies blows against them sending them flying backwards into their own ranks.

    During the war with the Atmorans they were the soldiers of the front lines, battling it out with multiple foes, taking many with them as they fell into darkness, while powerful the numbers of the Atmoran soldiers would eventually overwhelm their lesser population, despite their skill. The few Paladins who remained either were or returned to the Chantry and other small pockets of Snow Elf survivors. Most of whom either went with the Dwemer underground, or were killed by the now Nordic armies. A few escaped into the southern mountains where some survivors had found refuge, however the Lord-Paladin, leader of the order remained in the Chantry, until the Falmer invaded.

     

    Gameplay: Knight-Paladin of the Golden Sun

    A version of the Paladin build, it utilizes many of the same mechanics, using Restoration to provide extra damage against Undead and Vampiric foes and healing for in battle. The Knight-Paladin fights simply, charging in, shield raised, knocking down their foes before disarming them with their powerful bashes, and cutting them to shreds with their swords. Able to soak up much of the damage as they hit the armor cap easily (around 620 armor rating or more.) they use Restoration less for healing and more for extra damage against Undead foes. Able to forge and improve their armor and weaponry (and upgrade their mask) they can face most groups of enemies easily, finding more challenges with the more powerful creatures such as Dragons, Dragon Priests, and other such bosses.

    Starting out the Warrior stone is invaluable in getting your skills up to the level they need to be. Grabbing a set of Steel armor and weapons is good early on as you can upgrade those quickly while your smithing is still low. As it rises you will eventually get your first armor set of Steel Plate along with whatever your preferred weapon is at the time. A good shield to grab is the Shield of Solitude as it provides extra blocking skill which is invaluable at earlier levels. Another important weapon to grab is Dawnbreaker as it will aid you in your quest against the Undead and in obtaining your full armor.

    Once you have these items you should be ready to get your first Dragon Priest mask Hevnoraak, which provides immunity to Poison and Disease which will help get you through the Main and Dawnguard questlines. At around level 25 you should be far enough along to have your Dragonbone Armor and Weapons fully, and with those fully forged in your hand it is time to collect all the masks of Skyrim in order to obtain your final mask Konahrik. Once having obtained this mask you will be fully forged and fully equipped for the major tasks at hand.

    An important power to grab for when overwhelmed by groups of enemies both prior to 25 and post 25 is the Sun Stone which gives a powerful Sun based blast that surrounds you hurting both Living and Undead alike which is very useful. Beyond that, Bash and Slash is the main way that this build fights with a little blocking, charging, and healing thrown in time to time.

     

     

    Ranger-Captain of the Vale

    Race: Snow Elf (Altmer)

    Stone: Warrior or Thief then Lord

    Stat Placement: 350H/350S (Level 51)

    Major Skills: Archery, One-Handed, Light Armor

    Minor Skills: Smithing, Restoration

    Weapons: Zephyr - Auriel's Bow and Dragonbone Bow, Twin Swords (Elven - Nordic)

    Armor: Ranger Armor of the Chantry (Linwe's Hood and Gloves, Ancient Falmer Boots and Armor)

    Suggested Quests:  Thieves Guild Questline, Mages Guild Questline, Dawnguard Questline, Any Divines Quest, Main Questline

    Perk Spread Level 25 - - - Perk Spread Level 50

     

    Protectors of the vast lands of Skyrim, the Rangers of the Vale operated within the entirety of Skyrim, helping to scout the land, and protect their people. Based in the Vale, Auri-El their patron, they served under the direction of the Ranger-General of the Snow Elf military. While they were mainly a peaceful scouting group they were quite skilled in the use of blades and their marksmanship was legendary across much of Tamriel. They served at the time to help make maps of the land, keep an eye on the borders with the other Mer and help to provide supplies from hunting and gathering for the cities of their people. The Chantry in particular used them to hunt for the supply of the Vale's food.

    Like their brothers they have been blessed by Auri-El and are able to heal themselves both in and out of battle, and to use the power of the Sun to burn Undead foes to mere dust. Preferring to use the weapons that they use as tools, they utilize larger, machete like blades that they used to clear brush and carve animals for food. On the other hand their use of the bow was even known for sport as they competed against one another in tests of skill, speed, accuracy, and precision.

    When the first Atmorans began to reach their northern shores they were the first to find them, and the first to meet and trade fur, meat, and other supplies. They established contact, and at first they saw them as savage children, with little knowledge, and little threat.Yet as time went on they were believed to be a threat, this and the growing community of Saarthal was reported back to the Snow Elven cities and so then did the culling of this race begin. They were believed to have been destroyed and beyond the few who served and learned from them they were reported to have no organized communities in Skyrim.

    However the rangers were also the first to see the great invasion fleet of Ysgramor and his 500 Companions. Many rangers were found and killed before they could bring the message back to their lands, and many does from wounds afterwards, in the war they provided Archers and Scouts, but few remained until they were all but destroyed from the world, the Ranger-General having been slain by Ysgramor himself.

    Gameplay: Ranger-Captain of the Vale

    A light armored class with two main styles of fighting. The first is chiefly archery, using their superior skills and abilities you should be able to rain down a powerful blanket of arrows upon an enemy while they struggle to reach you, and even if they do, you can quickly bash them, before firing one last shot to end them. The other option is to run in swinging your swords around, slicing and dicing your way through enemies with a speed unmatched as they fall to your twin blades.

    Archery should be heavily focused and perked alongside Smithing early on. A good option for a faster start is to utilize Faendal to help you relearn your skills as an archer for free. As you progress you will find your way towards the Reach to find the bow Zephyr for a great early game DPS rise. Then heading to Riften you can meet with the Thieves Guild to help provide information, money for training, and to get your early game armor of Linwe's Armor after taking down the Summerset Shadows.

    After you have obtained your gear its time to join the Dawnguard and begin to make your way towards your final armor set and your ultimate weapon. Once you have made it through the trials of pilgrimage you will be able to obtain your armor and boots as well as Auriel's Bow and access to the creation of Sunhallowed Arrows. With these in hand, and by now having been able to smith Nordic blades you have your full gear set around level 20-25.

    After that the world is yours to choose. Restoration will provide once again healing, and extra damage against Undead foes, and Smithing will lead to a new bow that can be used more frequently against non-Undead enemies. With stamina regeneration you will be able to maintain dual-power attacks for a long time against enemies, and when combined with Bones of the Earth and Elemental Fury you will find yourself as a cyclone of unstoppable power slashing even faster through enemies, even against bosses this technique will quickly take their heads.


    Roleplay

    As a member of the Chantry your first duty is to your people. With that you will wish to help cleanse and restore as much of the Vale as can be done by your hands.

    While you do not wish war with the Nords, and no longer do you hate them, as they are not the same Atmorans of old, finding revenge against their people is always sweet victory. The Stormcloaks in particular seem deserving the swift justice of Auri-El.

    The Altmer may be your cousins, but the Thalmor and just as bad as the Daedra you fight, aiding them is against the very ideals which Auri-El stands for, do not let them succeed here in Skyrim.

    Beyond that is up to you to bring the words and blessings of Auri-El to Skyrim as you see fit. Bringing a positive image to the Snow Elves is paramount as you try to distance yourself from the Betrayed.

     

     

     

    Last Thoughts

    This build encompasses a few old build ideas which I never took the chance to write up as it featured elves which I rarely played, and two other builds did in fact do an excellent job of exploring before myself, Sean's Falmer Build and the Path of Champion of Auri-El by Hunter and Ponty are excellent examples of what I wished to give respect to with this build. The Ancient Falmer Armor and Dragon sets are not often used in builds I believe and I enjoy the roles they take here within the Lore of the Chantry which is somewhat explored, but not as in depth on the history of the Worship or the Vale itself which I enjoyed creating as best I could here. I am glad I was able to put this up as well for this event as there are still even more factions that have yet to be, and hopefully will be explored in future builds. Thanks for reading, and have fun Playing and Roleplaying this build.

     

    Again Comments and Critiques are helpful as always, thanks for reading.

     

    If you have the time I ask that you please read, comment, and play my other builds as well, you can find them on my page:

  • May 17, 2014
    Well this is interesting. I like all three builds but I have to doubt that all three of these were play-tested especially when considering You also have the forces of Chaos which has 4 separate builds. I'm not saying this is bad or anything and I do like the Apparel ad general gameplay listed
  • Member
    May 17, 2014

    Most of these are older builds I have already played (and completed most of the storylines). I only had to make the Curate from scratch starting back in April alongside my Priest build once I had finished my Jyggalag and Knights builds. I would switch between the two of them so I wouldn't get bored (I had a lot of free time on my hands). I understand though why you would say that of course. Glad you like it in general nonetheless.

  • May 17, 2014
    Well that makes sense I guess, sorry for that.
  • Member
    May 17, 2014

    Hey man its no problem, it is a lot of builds to post in a week, I just have been excited about this Event for a while so I took some old builds and revamped, no way you could have known, so its nothing you need to be sorry forĀ 

  • Member
    May 17, 2014
    Always a sucker for a good snow elf build and you've got four! Giving four different playstyles in my opinion makes it feel more like a faction - everyone would have their own specialisation. Nice work!
  • Member
    May 17, 2014
    Another 3-for-the-price-of-1 build... in the same event. Okay, now you're just showing off xD

    Another fantastic entry(ies). I know almost nothing about the Snow Elves' lore, so the background and history were fascinating. As you had mentioned earlier in the build, these are standard mage/paladin/ranger builds, but the lore and roleplay for each make them exciting prospects for gameplay. And, yeah, I love the armor combos for each of them.

    Again, great job! I can't wait to see what the next set of three will be... tomorrow ;p xD
  • Member
    May 17, 2014
    Another great set of builds death :)
  • Member
    May 17, 2014
    Hey death, to my knowledge, the Temple Preist Robes are unenchantable. I don't know if using any dupe glitched removes the enchant
  • May 17, 2014
    I have a love for two races: Bosmer and Snow Elves. And love the faction of the Snow elves(hence my profile name) and this just blew my mind with awesome RP! Thanks for sharing! +1(9,000 if I could!)