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Discussion: The Pantheon Challenge

  • Member
    August 3, 2019

    The Pantheon Challenge

     

    This Challenge is focused around the Aedra and Daedra. You will receive a blessing which will open up certain perk trees and powers for you to build an unique and interesting character.

     

    You will not be able to take on quests or wield the artifact of another Divine or Daedra. The blessings are designed with the artifacts in mind so to not give one blessing an advantage over the others since not every daedra has a powerful or useful artifact. You can also choose if you want to start with the blessing and explain it in your backstory or get it by doing something during the playthrough, like finishing a daedric quest or finding your faith for the divines and so on, get creative!

     

    Mechanics

     

    1. You choose 2 primary Perk Trees, 1 offensive and 1 defensive/supportive (perk list at the bottom) and 1 secondary perk (which can be either offensive or defensive/supportive)

     

    2. You also get a free crafting perk of your choice, either for roleplay reasons or for actual use. If you don't want one then just don’t take one. This perk can also be fully perked, but please don't just take one to get even more powerful, use it as a supplement when you are lacking in damage or defense.

     

    3. You can not have more than 2 Crafting perks, this is to prevent über powerful gear

     

    4. You are only allowed to utilise perks that you choose as blessing, primary, secondary and crafting perks. You can only put points into your primary, crafting and blessing perk trees.

    This rule excludes small things like leveling up speechcraft due to buying gear or leveling up smithing by crafting nails and hinges or going into sneak mode for a bit, not like i can forbid you from kneeling.

     

    5. If the blessing already provides you with an offensive perk tree then you can only take 2 Defensive or Supportive Perk Trees as primary perks. This is purely for balance and to encourage you to not make the same old builds we all have played to death. But you can still pick an offensive perk as your secondary perk, thus allowing you to pick up a bow as a one-handed warrior, or use a dagger as an offensive sneak character for example. They just won't have the perks, but you can make up for that with Enchanting, Smithing or Alchemy.

     

    Here are 4 example characters to make it clearer:

     

    Vivian the Magpie

    -Female Bosmer

    -Blessing: Nocturnal (Pickpocketing, Lock Picking)

    -Primary Perks: Sneak (defensive), Alchemy

    -Secondary Perk: Archery

    -Crafting: x

    -Difficulty: Adept

     

    She is a pacifist thief trying to defuse and avoid most complications by either disappearing back into the shadows or a quick paralysis poison slipped into the canteen of her oblivious opponent. But she will utilise her crossbow if there is no way around it.

     

     

    William the Valiant

    -Male Imperial

    -Blessing: Arkay (healing and turn undead spells)

    -Primary Perks: Smithing, One-Handed

    -Secondary Perks: Heavy Armor

    -Crafting: x

    -Difficulty: Expert

     

    He is a Priest/Cleric of Arkay. He protects the weak from the foul undead and bandits trying to raid villages. He is able to strengthen his trusty mace and armor himself.

     

     

    Nadonil the Sly

    -Altmer Male

    -Blessing: Clavicus Vile (Speechcraft)

    -Primary Perks: Illusion, Alchemy

    -Secondary Perk: One-Handed

    -Crafting: x

    -Difficulty: Adept

     

    Theodore is a Lord who cheated his way to the top. Sweet talked his father and poisoned him for his inheritance then used Illusion magic to frame another lord for the murder. He doesn't fight himself, he just lets his bodyguard do all the killing. He is selfish and has no morals, he will do everything to gain political power and money. He sometimes wears a mask which makes his offers undeniable.

     

     

    Argen of the Dragonblood

    -Nord Male

    -Blessing: Talos (One-Handed, Thu’um)

    -Primary Perks: Light Armor, Smithing

    -Secondary Perk: Block

    -Crafting: Enchanting

    -Difficulty: Master

     

    Argen is the kind of man who dreams of being a hero. He is a proud Dragonborn, wielding his dragonbone axe and clad in dragon scale armor. He is the image you should get when you think about a Heroic Warrior.

     

     

    So there you have 4 examples. As you can see, Argen has a blessing that gives him the one-handed perk making him unable to choose another offensive perk for his primary perks. Nadonil is an example of a non combat focused build which is also possible. Vivian is an example of avoiding combat and William shows a more defensive build.

     

    Rules

     

    - Permadeath

     

    - Difficulty goes from Adept to Master. Pick what feels comfortable for you.

     

    - You need to sleep, eat and drink.

     

    - No Fast Travel except for carriages.

     

    - Limited carry weight. Don't carry around 10 suits of armor, you know what i mean.

     

    - Limited lockpicks and arrows, characters are only allowed to carry 5 lockpicks and around 50 arrows/bolts. If you have picked Nocturnal’s blessing or Lockpicking as a primary/secondary perk then you can carry up to 20 picks.

     

    - The blessing doesn’t force you into an alignment, but please consider your actions in regards to your blessing. I don’t think Mara would approve of you slaughtering a village.

     

    - Try to avoid going after quests that would serve another daedra if you have chosen a daedra blessing.  For example having Molag Bal’s blessing and then becoming a Nightingale. This doesn’t affect Marriage.

     

    -You don't have to roleplay as a devoted worshipper (but you can if you want) just because you have a blessing. Vaermina could just find you interesting and wants to see what you would be capable of with a little outside help for example.

     

    -Feel free to join guilds but think about your character and blessing, maybe don't join the Dark Brotherhood when Mara is watching over you.

     

    Aedra Blessings

     

    1. Akatosh: Thu'um, Destruction.

     

    “Serve and obey your Emperor. Study the Covenants. Worship the Nine, do your duty, and heed the commands of the saints and priests.”

     

    Akatosh, also known as the Dragon of Time and the First of the Divine is a god that embodies the qualities of endurance, invincibility, and everlasting legitimacy while promoting the virtues of duty, service, and

    obedience.

     

    2. Mara: Restoration (Healing), Illusion (courage buffs & calm spells).

     

    “Live soberly and peacefully. Honor your parents, and preserve the peace and security of home and family.”

     

    Mara, also known as Mother Mara, Mother Mild, and the Divine Mother is the Goddess of Love, Fertility, Agriculture, and Compassion. Mara is considered a near universal deity as the Divine is featured in the pantheons of all the races of the continent of Tamriel save the Dunmer and Argonians.

     

    3. Zenithar: Speechcraft  (left side), Smithing.

     

    “Work hard, and you will be rewarded. Spend wisely, and you will be comfortable. Never steal, or you will be punished.”

     

    Zenithar, also known as the Trader God, the God of Work and Commerce and the Provider of our Ease, is one of the Divines. In the Empire, Zenithar is considered a more cultivated god of merchants and middle nobility, being the deity of wealth, labor, commerce and communication.

     

    4. Arkay: Restoration (healing & turn undead spells).

     

    “Honor the earth, its creatures, and the spirits, living and dead. Guard and tend the bounties of the mortal world, and do not profane the spirits of the dead.”

     

    Arkay, also known as Lord of the Wheel of Life, is a member of the Divines, and also a popular god in other cultures. Arkay is often more important in those cultures where his father, Akatosh, is either less related to time or where his time aspects are difficult to comprehend by the layman. He is the god of burials and funeral rites, and is generally associated with cyclical occasions, such as the seasons and life/death.

     

    5. Kynareth: Thu'um, Archery.

     

    “Use Nature's gifts wisely. Respect her power, and fear her fury.”

     

    Kynareth is the goddess of the heavens, the winds, the elements, and the unseen spirits of the air. She is a member of the Nine Divines and Patron of sailors and travelers. Kynareth is often invoked for auspicious stars at birth and for good fortune in daily life.

    According to followers of the Divines, the Sky Goddess Kyne, worshipped by the Nords as the strongest of the Sky spirits and the widow of Shor, is the Nordic aspect of Kynareth. It is said Kyne gifted men with the thu'um so they could harness the language of the dragons and use its power to save themselves from the wrath of Alduin and the dragons.

     

    6. Stendarr: Block, Restoration (Dawnguard spells & turn undead spells & novice healing spells).

     

    “Be kind and generous to the people of Tamriel. Protect the weak, heal the sick, and give to the needy.”

     

    Stendarr, also known as Stendarr the Steadfast, is the God of Mercy, Charity, Well-Earned Luck, and Justice. Stendarr, through his priests, resolutes, and templars, makes his will known to the mortals of Tamriel,and commands them to “Be kind and generous to the people of Tamriel. Protect the weak, heal the sick, and give to the needy”. Stendarr bestowed upon mortals the gift of magic and the ability to employ it, with which mortals can seek Stendarr's wisdom through the use of restoration magic in his name.

     

    7. Julianos: Alteration, Enchanting.

     

    “Know the truth. Observe the law. When in doubt, seek wisdom from the wise.”

     

    Julianos, the God of Wisdom and Logic, is one of the Cyrodilic Divines, governing the realms of literature, law, history, and contradiction. He is usually associated with magic, and thus is often revered by wizards. Jhunal, the Nordic father of language and mathematics, fell out of favor in the Nordic pantheon, after which he became Julianos of the Divines.

     

    8. Dibella: Speechcraft (right side), Alchemy (healing).

     

    “Open your heart to the noble secrets of art and love. Treasure the gifts of friendship. Seek joy and inspiration in the mysteries of love.”

     

    Dibella, also known as the Passion Dancer, Our Blessed Lady, and simply, the Lady, is the Goddess of Beauty, Love, and Affection. She is also acclaimed as the Lady of Love, Beauty, Art, and Music. Dibella is the Queen of Heaven, and is one of the Divines.

     

    9. Talos: Thu’um, One-Handed.

     

    “Be strong for war. Be bold against enemies and evil, and defend the people of Tamriel.”

     

    Talos, also called Ysmir and Dragon of the North is the Heir to the Seat of Sundered Kings, Talos is the most important hero-god of Mankind. In his mortal form, known as Tiber Septim, he conquered all of Tamriel and ushered in the Third Era. After death, his spirit ascended to the heavens to become the ninth and youngest divine, under the name given to him by the Nords, Talos.




    Daedric Blessings

     

    Azura: Enchanting.

     

    Azura of the Crimson Gate also known as Azurah, the Queen of Dawn and Dusk, Mother of the Rose, and Queen of the Night Sky is a Daedric Prince whose sphere is dawn and dusk the magic in between realms of twilight, as well as vanity and egotism. Azura is one of the few Daedra who maintains the appearance of being "good" by mortal standards, and presumably feels more concern for the well-being of her mortal subjects than other Daedric Princes.

     

    Although she is never overtly deceitful, the way Azura always gets what she desires in the end, and how titanic events always follow her interventions, can be portrayed as disturbing. Her followers acknowledge that she is "cruel but wise".

     

    Boethiah: Heavy Armor.

     

    "Look upon the face of Boethiah and wonder. Raise your arms that Boethiah may look on them and bestow a blessing. Know that battle is a blessing. Know that death is an eventuality. Know that you are dust in the eyes of Boethiah."

     

    Boethiah also spelled Boethia is the Daedric Prince who rules over deceit, conspiracy, secret plots of murder, assassination, treason, and unlawful overthrow of authority. Also known as the Prince of Plots, the Dark Warrior,  Deceiver of Nations, Queen of Shadows, and Goddess of Destruction, Boethiah loves competition and battle, and is depicted as a great caped warrior, often in a stoic pose.

     

    Despite the dark undertones of his sphere and influence on Tamriel, Boethiah is considered by some to be one of the "good" Daedra.  Boethiah is said to be allied with the Temple of Stendarr and his enemies are Ebonarm, Molag Bal, and Peryite.

     

    Clavicus Vile: Speechcraft.

     

    "You think you lose, you die, and that's the end. It's not."

     

    Clavicus Vile is the Daedric Prince whose sphere is the granting of power and wishes through ritual invocations and pacts. Vile has a companion named Barbas. While capable of selective shapeshifting, the form it assumes most of the time is that of a dog. Vile himself is depicted as a small jovial fellow with horns protruding from his forehead. He is aptly described as a Daedra who likes souls for the sake of having them.

     

    Vile is famous (or perhaps infamous) for his widespread meddling in mortal affairs and in the past has worked through mortal representatives to gain what he desires. It is possible, though by no means certain, that Clavicus Vile assisted Jagar Tharn in his temporary procurement of the Imperial throne. Clavicus Vile purportedly granted the Cyrodiil Vampyrum Order the ability to blend into mortal society undetected. Not all of Vile's machinations are necessarily insidious; he often rewards followers who, at his direction, eliminate threats to the general public. However, he is certainly self-serving.

     

    Hermaeus Mora: Thu’um, Black Books.

     

    "I am Hermaeus Mora. I am the guardian of the unseen, and knower of the unknown."

     

    Hermaeus Mora also known as Herma-Mora among others is the Daedric Prince whose sphere is the scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory. He describes himself as "The riddle unsolvable. The door unopenable. The book unreadable. The question unanswerable."

     

    Apocrypha is Hermaeus Mora's plane of Oblivion, an endless library where all forbidden knowledge can be found. The books all have black covers with no titles, and the library is haunted by ghosts forever searching for knowledge.

     

    Hircine: Werwolf, Light Armor.

     

    Hircine is a Daedric Prince whose sphere is the Hunt, the Sport of Daedra, the Great Game, the Chase, and is known as the Huntsman and the Father of Manbeasts. Hircine created the various therianthropic diseases which transform mortals into beasts and is therefore the guardian of were-creatures.

     

    They reflect his sphere admirably, hunting at night and being hunted by day. Hircine is a sportsman who enjoys giving his prey a chance for victory, however small. He is typically portrayed with a great spear and either the head or skull of a deer.

     

    Malacath: Two-Handed.

     

    Malacath is the Daedric Prince whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Bloody Curse. Malacath was created when Boethiah ate the Altmeri ancestor spirit, Trinimac, although Malacath himself says that this tale is far too "literal minded". Trinimac's devout Elven followers became the Orsimer “Pariah Folk" in Elvish, or Orcs. Some disagree, claiming that Trinimac still exists and Malacath is a separate entity. Malacath is not recognized as a Daedric Lord by his peers, which fits his sphere perfectly.

     

    Malacath has been known to send agents to free enslaved ogres, since ogres should not be servants to anyone except Malacath. This may imply that Malacath merely uses trolls, Orcs, and ogres instead of respecting them as his followers. However, he has been heard to call ogres his "little brothers". Sheogorath claims that Malacath is "not popular at parties" and that the symbolic "backbone" of Malacath's plane of Oblivion is an actual backbone.

     

    Mehrunes Dagon: Destruction.

     

    Mehrunes Dagon formally known as, the Exalted and Most Puissant Lord, Gerent of Dagon, Mehrunes, also the Black Daedra Lord, Mehrunes the Razor, Mehrunes the Thieftaker, Mehrunes Godsbody, and Mehrunes the Red Arms That Went Up is the Daedric Prince of Destruction, Change, Revolution, Energy, and Ambition. He is associated with natural dangers like fire, earthquakes, and floods. Dagon is an especially important deity in Morrowind, where he represents its near-inhospitable terrain as one of the Four Corners of the House of Troubles.[6] In most cultures, though, Dagon is merely a god of bloodshed and betrayal.

     

    Dagon was the driving force behind the Oblivion Crisis. He plotted to destroy the Septim bloodline and open gates to Oblivion throughout Cyrodiil to launch an invasion. His motivation for this invasion is unclear; the Mythic Dawn, Dagon worshippers, claimed Nirn was Dagon's plane to begin with

     

    Mephala: Sneaking (offensive).

     

    "As known in the West, Mephala is the demon prince of murder, sex, and secrets. All of these themes contain subtle aspects and violent ones (assassination/genocide, courtship/orgy, tact/poetic truths); Mephala is understood paradoxically to contain and integrate these contradictory themes."

     

    Mephala is a Daedric Prince whose sphere is obscured to mortals, also known by the names Webspinner, Spinner, Spider, Teacher of the Secret Arts, Queen of the Eight Shadows of Murder and the Anticipation of Vivec. Mephala's sphere seems to indicate a careful plan carried out through executions, each life a portion of a massive web. It is little wonder that Hermaeus Mora, the "Demon of Knowledge", is considered Mephala's sibling.

     

    Meridia: Restoration (Dawnguard spells & turn undead spells).

     

    Meridia, Lady of Infinite Energies, also known as the Glister Witch, is an obscure Daedric Prince, associated with the energies of living things. Meridia has a great and everlasting hatred for the undead and will greatly reward any who eliminate them from the world. Meridia is one of the few Daedric Princes who is usually not considered to be wholly evil. However, in the Iliac Bay area, she is known as the Daedra Lady of Greed and as an avid collector of human specimens.

     

    She created her realm of Oblivion, known as the Colored Rooms, by bending and shaping the rays of light from Magnus, the sun. Mankar Camoran (incorrectly) attributed Coldharbour to her, which is the realm of Molag Bal, one of her enemies (along with Ebonarm). Her realm is inhabited by the Aurorans. Some Daedra Seducers are also in her service.

    She was responsible for the destruction of the Ayleid city of Abagarlas. She granted immortality to her champion, Umaril the Unfeathered, the ancient Ayleid enemy of Pelinal Whitestrake.Her Aurorans and Umaril returned during the time of the Oblivion Crisis to seek vengeance on the Divines. To the Ayleids, she was the personification of their fourth element, light.

     

    Molag Bal: Necromancy.

     

    "Had you bowed before me and accepted eternal servitude, I would have protected you. There are worse masters than I. Far worse."

     

    Molag Bal known as Fire Stone, or Stone-Fire, in the Aldmeri language is the Daedric Prince whose sphere is the domination and enslavement of mortals. He is known as the God of Schemes, the King of Rape, the Harvester of Souls, the Lord of Brutality, and the Prince of Rage. His main desire is to harvest the souls of mortals and to bring them within his sway by spreading seeds of strife and discord in the mortal realms. One legend claims that Molag Bal created the first vampire when he raped a Nedic virgin named Lamae Beolfag, who in turn slaughtered a group of nomads. He also made pacts with other mortals and turned them into vampires such as Lord Harkon and his family. Thus it is implied Lord Harkon and his family are the original Volkihar Clan of vampires being directly turned by the Daedric Prince himself.

     

    He is the main source of the obstacles to the Dunmer people (and their Chimer predecessors). In the legends, Molag Bal always tries to upset the bloodlines of Houses or otherwise ruin Dunmeri 'purity'. He is also the god of rape and is said to be the parent (along with Vivec) of a population of mutant degenerates living in the Molag Amur region of Morrowind. It is possible he assisted Jagar Tharn in his temporary procurement of the Imperial throne. He was also responsible for the destruction of the Bosmeri town of Gilverdale at the end of the First Era ,he was summoned by Senchal King Dro'Zel. In Morrowind, he is seen as one of the four corners of the House of Troubles.

     

    Namira: Sneak (left side of tree), Alchemy (poisons), allows you to use the spider scrolls from Solstheim.

     

    Namira also known as Namiira or the Lady of Decay, is the Daedric Prince whose sphere is the ancient darkness. She is known as the Spirit Daedra, ruler of sundry dark and shadowy spirits, and is often associated with spiders, insects, slugs, and other repulsive creatures which inspire mortals with an instinctive revulsion. Namira also appears to be associated with beggars and the beggaring gifts of disease, pity, and disregard.

    Namira is also called the Great Darkness and is thought by the Khajiit to bear a connection with Lorkhan. Namira's followers keep to themselves, preferring to live peacefully in dark and squalid conditions, though they will react violently at any attempts to "save" them from their lifestyles. Their behavior has even involved ritualistic murder and cannibalism. Her followers and priests of Arkay are often at odds. Namira and her shadowy endeavors are often recognized to bear some association with eternity.

     

    Nocturnal: Pickpocket, Lockpicking.

     

    Nocturnal, who is also known as the Night Mistress among other titles, is a Daedric Prince, or "Daedric Princess",whose sphere is the night and darkness. She is frequently depicted accompanied by jet-black ravens, which are said to have the power of speech.

     

    The phrase “Shadow hide you” is used as a code between thieves, either as a form of praise to Nocturnal or a literal expression of hope. The Nightingales of Nocturnal believe the true meaning of the phrase is a reference to their fate after death, when their souls journey to the Evergloam and become one with the shadow, the cloak that covers their fellow thieves

     

    The Evergloam is a realm of Oblivion, created and ruled over by Nocturnal, the Daedric Prince of Shadow. It is a realm of perpetual twilight, and the "cradle of shadow". The Evergloam consists of a primary plane and several pocket realms, including the Shade Perilous and the Crow's Wood. These realms are thought to be constantly shifting, and perceived differently by different mortals.

     

    Peryite: Alchemy (poison), Alteration.

     

    "He is the pus in the wound. Oh, proper ones curl their noses, but it's pus that drinks foul humors and restores the blood. I worship Peryite, yes, because sometimes the world can only be cleansed by disease."

     

    "Ah, a wanderer, yes? No? Pilgrim, perhaps? You have come to commune with Peryite, Taskmaster and blighted Lord, yes?"

     

    Peryite, also known by the title of the Taskmaster, is one of the Daedric Princes that dwell within the realm of Oblivion. Although he is typically depicted as a green four-legged dragon (and often takes on the form of one), Peryite is considered one of the weakest of the Princes. His sphere of influence includes tasks, natural order and pestilence. Some unfortunate Dremora Churls and Caitiffs find themselves in the employ of the Taskmaster.

     

    He "blesses" his worshippers in the form of diseases, and is considered one of the more malevolent and destructive Princes. His enemies are the deities Ebonarm, Vaermina, and Mephala. Peryite has been known to appear as ghostly apparitions of vermin, such as skeevers, and according to Kyne's Challenge the goddess gives him the spirits of skeevers when they die.

     

    Sanguine: Conjuration (Atronachs), Conjured Weapons.

     

    Sanguine is a Daedric Prince whose sphere is hedonistic revelry, debauchery, and passionate indulgences of darker natures. Fittingly, he often appears on the seals and signs of brothels and whorehouses.  Sanguine is depicted as a portly man with a dremora-like head with horns, always with a bottle in his hand or a whore under his thumb. He is thought to control thousands of realms. He is known to be allied with Vaermina, while his enemies are Ebonarm and the Benevolence of Mara.

     

    Sheogorath: Illusion (no courage buffs).

     

    "I am a part of you, little mortal. I am a shadow in your subconscious, a blemish on your fragile little psyche. You know me. You just don't know it ... You can call me Ann Marie. But only if you're partial to being flayed alive and having an angry immortal skip rope with your entrails. If not, then call me Sheogorath, Daedric Prince of Madness. Charmed."

     

    Sheogorath is the Daedric Prince of Madness, Fourth Corner of the House of Troubles, the Skooma Cat, Lord of the Never-There, and Sovereign of the Shivering Isles. His motives are said to be unknowable. He is sometimes referred to as the Mad Star, the Mad Lord, the Mad One, and the Mad God among other things. His realm, best known as the Shivering Isles, has also been called the Madhouse. It's believed that those who go there lose their sanity forever. Of course, only the Mad God himself may decide who has the privilege to enter. The Golden Saints, or Aureals, and Dark Seducers, or Mazken, are his servants. The Mad God typically manifests on Nirn as a seemingly harmless, well-dressed man often carrying a cane, a guise so prevalent it has actually been coined "Gentleman With a Cane". "Fearful obeisance" of Sheogorath is widespread in Tamriel, and he plays an important part in Dunmeri religious practice.

     

    Sheogorath was one of four Daedric Princes first mentioned in written history. They say he is the "Sithis-shaped hole" of the world brought into being when Lorkhan's divine spark was removed. One superstition is to avoid thunderstorms, for they belong to Sheogorath. Another is that madmen are driven to that state by speaking with Sheogorath, who gives them advice and information which is beyond their capacity to know. History is littered with stories of worshippers of Sheogorath doing great harm to themselves and others, as well as mortals succumbing to madness thanks to his efforts and those of other daedra. Such people are said to be "touched by Sheogorath", or "Sheogorath-kissed".

     

    Vaermina: Sneak (left side), Illusion (fear spells).

     

    Vaermina (also spelled Vaernima), also known as Vaernima the Gifter and Weaver of the Panoply is a Daedric Prince whose sphere is the realm of dreams and nightmares, and from whose realm evil omens issue forth. She is seen as one of the "demonic" Daedra, and some have also claimed her sphere ties somehow to torture. Vaermina's plane of Oblivion is Quagmire, which is described as a nightmare realm, where every few minutes reality shifts and becomes ever more horrifying. "A dark castle one moment, a den of ravening beasts the next, a moonlit swamp, a coffin where he was buried alive."

    Although historically it is Molag Bal who contrite vampires turn to for relief from their curse, Bal must solicit Vaermina for the actual cure, though the particulars of this transaction are unknown. In 16 Accords of Madness Sheogorath taught Vaermina about the importance of madness for dreams.

     

    Mods

     

    For those who want to pick a Divine or Daedra not listed here, whether added by a mod or purely roleplay, pick skills that you feel best fits your chosen Divine. These chosen skills are still subject to the rules surrounding the number of offensive, defensive and supportive skills. It would also be helpful for you to provide a quick explanation of why you chose that skill so that anyone who wants to pick the same blessing can see your reasoning. If you can’t decide what to give a certain Divine then feel free to ask in the comments, i will gladly help.



    The Perk Tree categories

     

     

    Offensive:

    1 Tree Maximum (see mechanics above)

     

    -One Handed   

    -Two Handed    

    -Archery

    -Destruction

    -Sneak (right side of the Tree only)

     

    Defensive:

     

    -Light Armor

    -Heavy Armor

    -Block

    -Illusion

    -Alteration

    -Sneak (left side of the Perk Tree only)

    -Restoration (Healing and Wards)

    -Restoration (Turn Undead and Sun spells)

    -Conjuration (Atromancy & Necromancy)

    -Conjured Weapons

     

    Support:

    2 crafting trees Max (see mechanics above)

     

    -Lock Picking

    -Pickpocketing   

    -Speechcraft

    -Alchemy

    -Smithing

    -Enchanting



    Conclusion

     

    The main point of this whole thing is fun. Don’t force yourself to play on master, or feel bad because you play on adept.

     

    You are welcome to write down your adventures in the comments as always, be it like a journal or just a small update. 

  • Member
    August 4, 2019

    Nice one Vez! I've done a few practice runs since you posted this as a WiP so I'm looking forward to starting this properly. 

  • August 4, 2019

    Great!

    OK, thiis is the one I've drawn out of my hat.

    Dahlia, a young Redguard woman who follows Dibella as she seeks adventure and romance through the wilds of Skyrim . At the opening of her story, she is a naive 20 year old, rejoicing in the natural beauty she can find around her, willing to show kindness to those she encounters as she follows a dream of becoming a travelling bard.

    I am using Ordinator perks, Live another Life -property owner near Rorikstead, and  Become a Bard mods

    Fovour skills: Alchemy (potions), speech using the Performer and Seranade perks.

    Defensive skill: Illusion (Calm, Courage spells)

    Possibly unperked: Archery to deliver potions to her "Knights". 

    A support character whose only offense will be staffs. if the team should be locked in a room with a deathlord. Favoured companions are those who she can reshape as a Knight of the Lily, equipped with (eventually) glass armour and a two handed sword.

    I have played her to 22nd Last Seed, she has yet to level.

     

    Beginnings

    Rorikstead.

    The debris that seemed to settle in the small village in the aftermath of the Great War included one small Redguard child. Savlion, brother-in-arms to her dead father retrieved her from Bruma and brought her to his new land in the hills of Rorikstead. When he passed, the farm was left in safe hands, with provision made for his adopted daughter's right to make her home there.

    As she grew into usefullnessl, she spent the mornings with Olav on the farm and the afternoons as she wished. Her best friend was Erik from the Inn. For him she wove stories of heroes and Knights from all of man's lands, and pretended to be a great bard as she tootled on her whistle.

    A passing traveller has shown her his sketch of the forests and streams of  Riverwood, art that ignited her desire to have an adventure. Erik's Dad said "Nope." on his son's behalf, so she leaves without him on her little adventure tagging along behind a passing courier.  She promises him she won't leave the road, or talk to soldiers, elves, Khajiits.

     

  • Member
    August 4, 2019

    Mook said:

    Great!

    OK, thiis is the one I've drawn out of my hat.

    Dahlia, a young Redguard woman who follows Dibella as she seeks adventure and romance through the wilds of Skyrim . At the opening of her story, she is a naive 20 year old, rejoicing in the natural beauty she can find around her, willing to show kindness to those she encounters as she follows a dream of becoming a travelling bard.

    I am using Ordinator perks, Live another Life -property owner near Rorikstead, and  Become a Bard mods

    Fovour skills: Alchemy (potions), speech using the Performer and Seranade perks.

    Defensive skill: Illusion (Calm, Courage spells)

    Possibly unperked: Archery to deliver potions to her "Knights". 

    A support character whose only offense will be staffs. if the team should be locked in a room with a deathlord. Favoured companions are those who she can reshape as a Knight of the Lily, equipped with (eventually) glass armour and a two handed sword.

    I have played her to 22nd Last Seed, she has yet to level.

     

    Beginnings

    Rorikstead.

    The debris that seemed to settle in the small village in the aftermath of the Great War included one small Redguard child. Savlion, brother-in-arms to her dead father retrieved her from Bruma and brought her to his new land in the hills of Rorikstead. When he passed, the farm was left in safe hands, with provision made for his adopted daughter's right to make her home there.

    As she grew into usefullnessl, she spent the mornings with Olav on the farm and the afternoons as she wished. Her best friend was Erik from the Inn. For him she wove stories of heroes and Knights from all of man's lands, and pretended to be a great bard as she tootled on her whistle.

    A passing traveller has shown her his sketch of the forests and streams of  Riverwood, art that ignited her desire to have an adventure. Erik's Dad said "Nope." on his son's behalf, so she leaves without him on her little adventure tagging along behind a passing courier.  She promises him she won't leave the road, or talk to soldiers, elves, Khajiits.

     

    This is very similar to a character I just put on hiatus, only major difference is the race and weapon: I was an Altmer using one-handed. I pretty much just wanted to recreate the character from the ESO trailer. My goal was to use only green coloured spells to complete the aesthetic.

    I'd never really played around with Ordinator's illusion spells and had a great time focussing on them. Curse of the Silent totally shuts down dragons, while Evil Twin is almost too OP.

    Yay to Become a Bard, too! One of the best mods ever, immersive, fun, and rewards you for immersing and having fun. Songs of Elsweyr track 2 and Songs of Valenwood no.1 ftw!

  • Member
    August 4, 2019
    That sounds like an interesting character Mook, im exited to see more of her. ^^
  • Member
    August 8, 2019

    I might be a little late but it's nice to see this out of the workshop. I'm trying to decide on a character to play for this but haven't been able to come up with anything that I'm happy with, maybe I'll have something to post once I wake up tomorrow.

  • Member
    August 8, 2019
    What about something to tie in with the Orsinium Celebration, Golds? Maybe an Orc paladin of Trinimac or diehard stronghold tusker using blacksmithing and Volundrung? Or better yet, a shaman like Zbulgat the Wild-Walker? Or anything at all. I'm in the same boat, can't decide on a character.
  • Member
    August 8, 2019

    I'm currently thinking of a mercenary who doesn't exactly worship Clavicus Vile but does invoke his name for luck in their dealings with others, mixed with a good bit of respect for the Vile's mastery of pacts. They'd probably use One Handed and Block along with Vile's speechcraft.

  • August 9, 2019

    Character: Jo'keem--Favored of Alkosh
    Race: Khajiit
    Diety: Alkosh (Akatosh to those unbound to the Lunar Lattice)

    Blessings: Destruction, Thu'um
    Primary: Alteration, Speech
    Secondary: Restoration
    Crafting: Enchanting

    Multiple mods, including WinterSun, Ordinator, Become a Bard, Alternate Start, and combat mods.
    Difficulty: Master

    Beginnings - Redwater Den (as a skooma addict)

    Keem was born into a well-off Khajiit family. His parents were merchants, working long hours to grow their business and provide for their family. Unfortunately, Keem's parents replaced their attention and affection with gifts and an easy life for Keem. This habit was often spurred on by Keem's silver tongue, which he often employed for additional gain. Thus, Keem grew up quite lazy and always looking for the easy way out. One of the simple escapes he found was using skooma.

    Much to his parent's dismay, Keem had no desire to become a merchant like his parents. He thought they worked too much and never had time for fun. One day, a traveling street mage caught Keem's eye. He begged and pleaded for the mage to stay and teach him about magic, managing to also somehow convince his parents to pay for his lessons. After a few weeks of training, Keem had mastered two minor cantrips--self-healing and candlelight [his starting spells]. Unfortunately, the mage quickly saw that Keem had no real aptitude for magic and packed up and left one night. Over the next few months, Keem was undeterred and continued to desire to become a mage. His former teacher had mentioned the Mage's College in Skyrim a few times, so Keem began making plans to enroll.

    Reluctantly, after days of pleading his case, Keem’s parents provided him with a sizable monetary gift for his schooling. Keem, unwilling to pay for passage on a ship, settled for overland carriage passage in a caravan. In pride, during the journey, Keem had changed his name to Jo’keem. Every evening, he would boast about his magical skills to everyone, often impressing them by creating light with his simple cantrip.
    The journey was long, and Jo’keem often found himself growing exceedingly bored. His skooma supply was quickly dwindling, so he began rationing it out as best as possible. Eventually, the journey ended, and Jo’keem found himself in Riften. Once there, he quickly connected with shady individuals who told Jo’keem about Redwater Den—a place to find the best skooma.

    Over the course of a few weeks, Jo’keem found his health weakening and his funds depleting. During his last trip to Redwater Den, while under the effects of skooma, Jo’keem had a vision. Alkosh, “the Great Cat King of Time,” spoke to him about an approaching darkness. In the dream, Jo’keem saw unimaginable pain and suffering, which finally culminated in the death of everyone. He awoke from the vision frightened, his mind clear and focused on a single purpose. Jo’keem quickly left Redwater Den, discarding his skooma spoon in the grass, and headed out toward a town called Helgen.

    Playing - Jo'keem has only two cantrips (Healing and Candlelight), some simple clothes, a basic map of Skyrim, and his wits (and claws). Due to Alkosh's blessings, Jo'keem will begin to understand magic (destruction, alteration, and restoration only; along with enchanting). His first offensive spell will be Shock (from the destruction spell book found in Helgen).  I expect this to be a difficult playthrough.

  • August 10, 2019

    I like your start Feint. My prospective Akatosh/Alkosh fan is/was also a Khajiit , though sadly with my late night play style, the combination  of Khajiit mindset+light armour-claws+destruction inevitably leads to self destruction, again and again before any whiff of dragons or their Bormah. May the moons shine on your One's path!

    The Progress of Dahlia, follower of Dibella

    (I forgot to state that I am playing on Adept, which will keep her safe as long as she just smells the flowers.)

    To Riverwood
    Alongside the wide tundra and under wider skies, she follows the stone road towards Whiterun, and Riverwood. She pauses to talk to a farmer taking his Painted cow to the distant Giant, then needs to run to catch up with the courier that is her guide by chance. Wolves send her clambering up a rocky hillside until another distracts the pair. A waiting bandit, then the sight of soldiers send her fleeing again, this time losing sight of 'her' indifferent courier. Soon after she reaches a watchtower and the first of the Hold guards. The city provides shelter for the night but with only 150g there is no shopping for her here.
    What awaits her in Riverwood? How many days will she stay in the forest town before going home? What happens after one has reached her destination?
    Keep to the roads, and watch for wolves, Arcadia tells her. And the climb to Riverwood ends at last, chased into town by a wolf.

    Sven
    Riverwood day 1. She turns the tables on a sleazy elf and enlightens his prospective victim Camilla as to his true nature. The rest of the day is spent wandering along the riverbanks and collecting alchemical bounty from the forest, content in her contemplation of the beauty of small living creatures and plants. The evening brings food and warmth, and the meeting with the local bard Sven, the true love of the briefly deceived Camilla. Between his performances, Dahlia and Sven talk long into the night of life as a bard, of Solitude and the unending road of adventure. She feels she has met a kindred spirit.
    Day 2. Sven has agreed to be her guide and companion during her time in Riverwood. Apart from her new interest in alchemy, she would like to find the Stone said to stand on an isle in the lake. They follow the river upstream to its source lake, continuing along the south shore. During their day, they encounter a half chewed bandit, risen skeletons and a roadside thief. Sven gains a sword and shield from the ancient pile of bones, and Dahlia sweet talks the thief. "Sven needs some leathers," she decides. They achieve their goal of the lake bound Lady stone, within its sphere, she spends dusk in contemplation of her own Lady, who has inspired her to see and know the world. Very late that night, they find a campside upstream of a mill, chastely keeping each other warm under the furs.
    Day 3 and beyond. At a leisure pace, the two return to town, Dahlia's basket full of mushrooms and flowers and butterflies. The next few days fall into a pattern of daytime wanderings, evening preparations of a small range of alchemical experiments, and falling sleep to the sound of a lute weaving through the conversation hum next door.

    The journey begins.
    It is decided. Dahlia is to go to Solitude and look for entry into Bards College. Sven will accompany her along the road to Solitude as guide, protector and introductory teacher of the lute. Sven is equipped with hide armour and Dahlia buys him an iron greatsword. "He looks slightly different," she decides, feeling her optimism slightly tested.