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Character Build: The Dar'Renrijra Guild

Tags: #Character Build Sorcerer  #Character Build Battlemage  #Race:Khajiit  #Rank:Recognized 
  • Member
    June 7, 2014

    Many Khajiit have heard of the infamous Renrijra Krin, the 'Mercenary's Grin' guild, though much fewer have heard of the splinter group that emerged several years after the Great War. While the original 'Krin attempted to reclaim land lost to Cyrodiil, the Dar'Renrijra Ka aimed to eliminate the problem at the root, by destroying the oppressive Empire, and later the Thalmor. Each member was a 'Thjiz'Renrij' in the eyes of the 'Krin, since their primarily offensive nature left them weak to attack, and both guild and member were buried under ash after a Thalmor raid. 

    In 4E 201, Elsweyr was under ever-increasing Dominion influence. Seeking refuge from Thalmor assassins after speaking out against the Dominion, a lone priest of Khenarthi traveled to the north to rebuild the guild as a semi-religious shadow organisation, believing it's previous failure to be a result of disregard for higher powers. The priest disappeared somewhere near to the fort-town of Helgen.

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    *THIS BUILD USES DLC CONTENT*

    The Khajiit language is called Ta'agra - here is a useful guide.

    Just to clear things up, the Dar'Renrijra Ka is the main guild, a Thjiz'Renrij is a 'foolish mercenary' and a Rawl'Do ('rain-warrior') is a guild member.

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    Base Build:

    Race: Khajiit would make more sense, but after the destruction of the former guild any race could rebuild it. The most likely other races include Nords and Redguards (hatred of Thalmor/Empire).

    Major Skills:

    • Destruction: The primary offense for a a Rawl'Do.
    • Heavy Armor: The last guild consisted of light-armored barbarians... who died.
    • Block: For who is the fool, the Rawl'Do who blocks and lives or the one who takes the hit?
    • Smithing: As a sign of discipline, each member must forge their own armor. Also useful for building bases. 

    Minor Skills:

    • Speech: The priest seeks to recreate the guild as a more diplomatic (though still barbaric) faction.
    • Enchanting: A Rawl'Do takes pride in their ability to channel Khenarthi's blessings into their equipment.
    • Sneak: A clever approach involves minimal damage.
    • Alchemy (Optional): Potion-making is a good hobby for Rawl'Do's to pursue, since it can be both profitable and life-saving.

    Base Perks: http://skyrimcalculator.com/374538

    Stat Spread: 1:1:0, then 0:2:1 after reaching 250 Magicka (Magicka : Health : Stamina).

    Guardian Stone: The Mage --> The Lover --> The (Advanced) Atronach OR The Lord.

    Shouts/Powers: Secret of Arcana, Whirlwind Sprint, Clear Skies, Become Ethereal. 

    Quests: Main Quest, Stormcloak Quests, The Taste of Death, The Only Cure, Reluctant Steward.

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    Gameplay and Roleplay:

    Though adjustable by holding different roles in the guild, the initial approach to combat is to cast Whirlwind Cloak and attack with a Staff of Lightning Bolts / Thunderbolts (thus simulating a storm cloud, reflecting Khenarthi worship).

    Being part of a splinter group of the Renrijra Krin, each Rawl'Do can master the use of staves as the Renrijra Krin Stafflords do, though lack the skill to master multiple staves so rely on basic magic on the side.

    A Rawl'Do understands that the enemy (Thalmor primarily) are experts on arcane warfare, so pursues any form of magical resistance through enchanting and seeking (and potentially empowering) the legendary Atronach stone. To combat the Legion, a Rawl'Do uses a heavy shield to block melee attacks, namely the token of Peryite (Spellbreaker) as it doubles up as magical protection against the Thalmor's wizards.

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    Establishing the New Guild:

    Captured by the Empire and barely escaping execution, the priest will have to work hard to recreate a guild which has been reduced to ash. I recommend earning money quickly to establish a base of actions early on. 

    Initial offices for the guild can include fine houses such as Honeyside and Vlindrel Hall, though larger fortifications are required if the guild is to maintain a strong presence in Skyrim:

    The Dwemer Research Facility (Heljarchen Hall):

    Heljarchen Hall's close proximity to the Tower of Mzark (and therefore Blackreach) makes it an ideal location for a research base where Dwemer equipment from Blackreach can be examined, smithed and resold. It also makes for a good long-term fortification since it is in the middle of nowhere and is 'guarded' by giants under the eastern ledge. Build the Enchanting Tower, Storage Room and Library. Enchanting and Smithing can be leveled here using said Dwemer equipment.

    The Farm (Windstad Manor):

    This base must be inconspicuous due to it's close proximity to Haafingar and the Thalmor Embassy, so doubles up as a mild source of income. Fish and crops can be grown here for direct sale to other farms / stores, or converted to potions for increased profits by selling to the alchemy shop nearby in Morthal. Build the Greenhouse, Kitchen and Alchemy Tower. Alchemy can be leveled here.

    The Fort (Lakeview Manor):

    Due to being concealed in a pine forest, Lakeview Manor makes for an excellent main base of operations, where the 'inner council' of the Dar'Renrijra Ka can *safely* reside while profit is raked in from the other facilities. This base must be easily defensible but livable. Build the Bedroom, Armory and Trophy Room.

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    Bolstering the Ranks:

    A guild will require members to be successful, let alone a guild at all. Remnants of the last guild still exist in the form of Khajiit caravans; Ahkari was a high-ranked official of the Dar'Renrijra Ka, and has left a supply chest in Dawnstar for you, though she refuses to talk of her past, as do most former members. Therefore, the priest must track down other members to fight the Thalmor and the Empire:

    Ghorbash the Iron Hand (War Advisor): 

    Being an ex-legionnaire, Ghorbash has valuable knowledge of war strategies and legion tactics, so would make an excellent War Advisor and soldier. Garrison him in the Fort (see above, enlist as a steward).

    Roggi Knot-Beard OR Adelaisa Vendicci (Guild Trader):

    Originally a miner, Roggi has experience in trading and will be invaluable for maintaining the Farm and yielding a profit. However, if you can overcome any trust issues (she wears Legion armor for a reason), Adelaisa would be a good choice considering her time serving the East Empire Company, and would also make a decent guard if the place came under attack. Garrison him/her in the Farm.

    Illia (Head Researcher):

    Illia needs employment after leaving her coven and killing her mother, and her knowledge of the arcane makes her a good candidate for researching Dwemer magic. Garrison her in the Research Facility.

    Of couse, gaining the respect of Jarls yields the support of Gregor, Rayya and Valdimar to defend your facilities. The bards Oriella, Sonir and Llewellyn can also be bribed to work for the guild as spies while they perform around Skyrim. Personal bodyguards and field operatives may include the likes of Kharjo, Stenvar, Uthgerd the Unbroken and Ahtar.

    Animal companions are not to be ignored, as war-hounds can be lethal against enemies. If you're in their good books, the Dawnguard may even lend a Troll or two to the cause.

    Continued research of Blackreach could lead to Illia finding the location of a Dwemer automaton factory and popular arena called Kagrumez. If found, passive automatons should be controlled by the guild.

    To ensure long-term survival, the guild should enlist younger recruits. Children should be adopted and trained in the Farm, where they can help with farming, train and tend to your favorite war-hound.

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    Basics of the New Guild:

    The new Dar'Renrijra Ka is a shadowy organisation which has reduced it's former goals to weakening the influence of the Empire and the Thalmor in one province at a time, though it may be decided that the guild will stay in one province to avoid thin-stretched forces.

    Since a priest has reestablished the guild, it has adopted a more religious tone; members worship Khenarthi initially, but some devote themselves fully to the two other deities in the guild's pantheon: Hermorah and Namiira.

    A Rawl'Do's combat style reflects Khenarthi, manipulating wind, rain and lighting to bring destruction on their foes. They make good use of corpses as Namiira commands (Cannibalism), and seek greater knowledge under the influence of Hermorah.

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    Ranks of the Guild:

    Among the Rawl'Dos, there are some that excel past the rest because of their devotion to their Lords, rather than basic influence from the three deities;

    Lok'Do (Sky Warrior)

    The Lok'Do is empowered by their devotion to Khenarthi over the other deities. Through this devotion, a Lok'Do can conjure vast storms and blizzards for short periods of time, and summon storm spirits to help in combat.

    Optional Race: Breton

    Skills: + Conjuration (Atronach side).

    Shouts: Storm Call, Cyclone.

    Perks: Expert Conjuration, Master Conjuration (optional), Elemental Potency.

    (If there are perks not mentioned, then they are required to get to the above perks).

    Equipment: Bonemold Armor, Dwarven Boots/Gauntlets, Novice Hood.

    Quests: Kyne's Sacred Trials, The Blessings of Nature.

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    Tenurr'Do (Night Warrior)

    The Tenurr'Do is empowered by their devotion to Namiira over the other deities. Through this devotion, a Tenurr'Do can bend the minds of other mortals towards revulsion and fear, and even scare them to the extent that they attack their allies in fear of their own death. 

    Optional Race: High Elf

    Skills: + Illusion.

    Shouts: Dismay, Soul Tear.

    Perks: Expert Illusion, Rage, Kindred Mage

    Equipment: Ebony Mail, Nordic Carved Boots/Gauntlets, Apprentice Hood.

    Quests: Boethia's Calling, Light's Out!

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    Khajt'har (Desert Chieftain)

    The Khajt'har is empowered by their devotion to Hermorah over the other deities, and represents the pinnacle of defense training a Rawl'Do can achieve. Through this devotion, the Khajt'har has been taught that reality is a falsehood, so can harden his skin, paralyze his foes and slow time.

    Optional Race: Redguard.

    Skills: + Alteration.

    Shouts: Slow Time, Dragon Aspect.

    Perks: Magic Resistance 3/3, Atronach, Master Alteration.

    Equipment: Dragonplate Helmet/Boots/Gauntlets, Chitin Heavy Armor.

    Quests: At The Summit Of Apocrypha, Discerning the Transmundane.

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    Well, that's my second build complete. I'd like to thank TZ for making the Renrijra Krin Stafflord build which inspired the backstory and staff use, Vileo Sufora for making the Spellguard build which gave me the idea for a spell-shield build in the first place and Oneness for making the Order of Judgement build which inspired me to make a faction-build. Phew, I think that's it.

    I ran out of time to do this, so I will update with a perk spread, guild initiates (followers, bards, ect.) and more 'special' moves and tactics. I will also improve the ranks. Feel free to leave constructive criticism, and tell me if the moves are special or not, or just generally terrible.

  • Member
    June 7, 2014

    I like the presentation and shield+staff gameplay (although you could've elaborated on it more ). I do think your special moves will not work as intended. Let's see

    Temporary Apocalypse - used by Bretons (weakens Blizzard), Secret of Arcana lasts 30 seconds and you spend about 4-5 seconds to cast Whirlwind Cloak and shout Storm Call and cast the first Blizzard. Each Blizzard requires 3 seconds to charge, lasts 10 seconds and one cancels another so you'll only manage to cast two.

    IMO, would've been much better to use Lightning Storm instead of Blizzard, since it can be casted indefinitely with Secret of Arcana

    Necromantic Entertainment - needs at least one dead guy to feed, might want to mention that 

    False Reality - rune spells do not explode immediately in Slow Time, they take around 1-2 seconds to do that. Slow Time has a very long cooldown, you can't shout Dragon Aspect immediately afterwards. Might want to put Dragon Aspect first in the order, that will help quite a lot. You will have no magicka to cast Ebonyflesh after those Shock Runes, especially with a stat spread like this.

    You also don't have perks listed. How are we supposed to build this in game? You need at least three perk spreads, one for each aspect.

    Where do you get Dragonplate without Smithing?

  • June 7, 2014

    I really like that you fleshed out an entire order that doesn't exist, and included several strongholds. It might be difficult to get the homesteads all built, but I suggest you add Smithing as a skill because of this. Just like Enchanting has a grind-free way to level that doesn't require making useless things (recharging items), Smithing can be leveled quickly and easily by building homes. You can then use your boosted skills to make/temper what you actually use, rather than buying up all the leather and iron ingots to make thousands of iron daggers or dwarven bows.

  • Member
    June 8, 2014

    Thanks for pointing out the issues with the moves, I'm terrible when it comes to thinking up 'special' moves. I'll change them for now, but should I just remove them and replace them with tactics?

    As for Smithing, I knew I'd left something out!

  • Member
    June 8, 2014

    What did you use in the game, how did you fight? Don't think of special moves if you never use them. Builds don't need those, you can easily go without them. Just tell us what you used when playing the character. Also, use this site to make perk spreads and link the corresponding ones in the build. 

  • Member
    June 9, 2014

    Sorted... basic perk spread implemented with the website and the special moves have been removed. I only really added them to flesh out the 'guild ranks' section, but I never over-complicate combat when I'm playing, especially since I usually play on console (only two hotkeys).

  • Member
    May 2, 2015

    Well.. I sure take a long time to reply. Sorry about that.

    Thanks, and I added in smithing, just as suggested!

  • Member
    May 2, 2015

    Thanks to everyone for liking and saving the build from the Deathmatch!

  • May 2, 2015

    I always thought it was a fantastic build and when I was picking through the Bloodworks the other day, I was horrified that it was still there. I'm glad to see that you're still around to see this.

    It feels really complete overall and I like the idea of recreating a guild, which is an idea some builds throw in as an RP mechanic, but I thought it was really clever to completely base a build around a full guild.

  • Member
    May 6, 2015

    Thanks, I've always like the idea of running a personal guild in games, and those Hearthfire manors finally made it possible. I definately had fun playing this, but I was surprised that anyone would like it this much - so thanks!

    On a side note, I've been thinking of a new build idea with a different argonian-themed guild for argonian week; should I give it a go or would that be milking the guild idea a bit too much? To give you an idea, it doesn't just use the manors, but the non-generic homes too.