Nord Refugee Character Diary - Hrisskar III

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LordofMethuselah

Vampiric Illusionary Necromage of Destruction
NO SPOILERS PLEASE! - this character is my first playthrough .. so if you post in the diary please don't reveal any spoilers. Thanks!


SUMMARY
Play a refugee Nord that has his heart set on vengeance against the imperials. You start with nothing but rise to be a hero of Skyrim. (check back often for notes from my character's personal diary)

I BACKSTORY
II PLAYSTYLE
III PLAY RESTRICTIONS
IV CHARACTER RESTRICTIONS
V PERK TREE



I - THE BACKSTORY
When Imperial soldiers showed up in Helgen that afternoon, Hrisskar III was not around. He was off fishing for dinner and collecting herbs to go with it. But when he heard the screams echoing off the mountains and saw thick smoke billowing up from the trees he raced back as quickly as he could.

By the time he arrived the soldiers were gone. The village was a smoldering ruin and everyone was dead. Well, not everyone. There was one man left alive, a man from Riverwood. The soldiers left him alive to spread the word that the Stormcloaks were finished.

The man told Hrisskar how his father, a shopkeeper in Helgen, had been the first to walk out and greet the soldiers as they arrived. He was also the first to die .. accused of selling goods to the Stormcloaks. The truth was he sold goods to both sides. But none of that mattered now. Within 20 minutes the entire village was dead or dying and every structure was ablaze.

Hadvar, the man from Riverwood, recounted the entire nightmare to Hrisskar III. It was nearly more than he could bear. Just 3 months earlier they had moved to Helgen from the land of Morrowind, after his mother's death at the hands of a roadside bandit near Ginsis. Now Hrisskar was alone in his own homeland, and a desire for revenge was boiling deep within.

Hadvar offered to escort Hrisskar back to the village, and Hrisskar accepted. His pride prevented him from accepting anything that Hadvar's blacksmith father had to offer. Instead, Hrisskar began hunting and gathering in the surrounding countryside. Selling what he could and using the rest to spend the night at the local inn. At night he would lay in his bed and dream of the day when he had a weapon and some armor and could head to Windhelm and join the Stormcloaks and avenge his father's death.



II - PLAYSTYLE
When you start the game select a Nord character and when you go through the intro dungeon don't fight anything or pick anything up that you aren't forced to by the game. Just before you leave the dungeon and head to Riverwood, drop everything you were forced to picked up. You should start the game with nothing but your foot wraps, ragged clothes and your fists.

Your immediate goal is to get your hands on a weapon and some armor. But with no gold in your pocket you have to look to the land. Head to the surrounding land and gather ingredients, kill deer and harvest fish. At night, make sure you stay in the inn (costs you 10g). Also, before you sleep always eat a meal. Keep in mind you are a shopkeeper's son and you're not proficient in combat. So stick to hunter/gather mode until you can procure a weapon and start training yourself.

I went this route because I wanted to play a Nord for my first time through the main quest, and I also loved the idea of a character who starts with literally nothing and has to make his way in the world. My character has a good heart, so I won't steal anything or attack people for no reason, but how you choose to handle your 'grief' is up to you. Also, the list of play restrictions that follows is what I use to achieve better immersion in the game. If you choose to play this character feel free to use whatever restrictions you want to keep the game enjoyable for you.



III - PLAY RESTRICTIONS
- difficulty set to 'master'
- HUD set to 0%
- brightness dropped down 2 notches
- only carry 30% of what game allows
- only carry 30 arrows max
- must fully sheath weapon to use a potion
- may not harvest unreasonable items (if a dead elk has a garnet don't take it)
- may not activate overpowered/unrealistic perks (like conditioning; heavy armor weighs nothing)
- must sleep for at least 8 hours every day (allowed to make rare exceptions)
- must eat 3 meals a day (allowed to make rare exceptions)
- must always carry clothing (worn under armor)
- may not use smithing or enchanting (must find/purchase all gear)
- may not swim while wearing armor
- may not enter freezing water unless on a horse
- may not use in-game map unless at a known location
- may not fast travel unless by cart
- may not use of exploits
- may not cut wood for money
- may only use manual saves after sleeping (resting)
- when character dies must load from a previous manual save
- may only use auto-saves in the event of a game freeze or a glitch
- if character dies must stay at an inn for 7 days and spend 300 gold with the innkeep

- a mercenary's fee is for 1 24-hour period
- a companion may carry 10% of your carry ability
- when a companion/mercenary dies they are dead, no save loading

- horse may carry 10% of your own carry ability
- you may not access the 10% that your horse is carrying during combat
- horse must be fed 5 points of health per day (it is assumed horse will also eat grass)
- if horse dies it is dead, no save loading


IV - CHARACTER RESTRICTIONS
- not allowed to use magic other than power and shouts
- not allowed to pick locks
- not allowed to steal from or harm friendly or neutral characters
- must apply level points to health and stamina in a 2-1 fashion


V - PERK TREE
By request here is a link to my character's perk tree: Skyrim Perk Calculator - Plan the perks for your Skyrim character before spending them!


I'll update this post periodically with notes from Hrisskar's diary. Hope you guys enjoy!
I'm only about 9 pages in but this is a great read. But my curiosity got the best of me on this topic. The powers menu you do use and I know it all depends on how you wish to roleplay this but I was thinking of doing an Argonian or Khajiit that was more than likely a Vamp lord. I want your opinion on how that power would be acceptable. If it helps I always do good guy argonians and my Khajiit's are at best neutral.
 

BIGwooly

Well-Known Member
I'm only about 9 pages in but this is a great read. But my curiosity got the best of me on this topic. The powers menu you do use and I know it all depends on how you wish to roleplay this but I was thinking of doing an Argonian or Khajiit that was more than likely a Vamp lord. I want your opinion on how that power would be acceptable. If it helps I always do good guy argonians and my Khajiit's are at best neutral.

I haven't played as a vampire so I'm not sure exactly what would be best to balance the power. I would say just start your character with these restrictions and then revise as you play. I've revised my restrictions several times while playing this character. It's all about challenging yourself and having fun, so experiment and do what works.
 

shongo3258

Vampire of Skyrim
cant you just set it as a quest marker and then look at it on your map whilst in a known location then go from there?
 

BIGwooly

Well-Known Member
cant you just set it as a quest marker and then look at it on your map whilst in a known location then go from there?

I could but I prefer to play from the point of view that if I don't actually know where a location is .. I have to find it. If I speak with someone directly and they mark it on my map, then I'll use that, but otherwise I have to find it.
 

BIGwooly

Well-Known Member
- 17th of Frostfall, 4E 202 -

A quarter-day's journey from Whiterun led me to the ruins I had passed so many times before. I rode up and was confronted by a shabbily-armored man who drew his sword and warned me away. There was no reason to start any trouble yet so I rode away and found a safe place nearby for Dawn. I then walked back down to the ruins and the same man stepped out to block my path.

It was about that time that I realized the man was nothing more than a common thief .. a brigand .. a bandit. Too bad for him he didn't know who he was threatening. I kept walk towards him and he came at me. In the blink of an eye I had my shield and mace in hand and we clashed.

The bandit made some valiant swings, but all landed fairly harmlessly against my enchanted orcish shield. I decided enough was enough and this criminal was not going to rethink his idiotic plan. I slammed him backwards with a powerful thrust, and followed with a crushing blow from my mace. I was almost surprised when he fell backwards and the life left his body.

I took a step forward to get a better look at the poor fool and heard something behind me. I turned, ready for danger, but there was nothing. Then I heard the sound again .. but saw nothing. I was slowly circling now, scanning all around me, and again I heard the sound. This time I heard it well enough to know what it was. I spotted the bowman in the trees a moment later. It was almost comical watching him fumble with his arrows. He had obviously just witnessed his partner's death, which was quite immediate.

As with his cohort, I gave him a minute to rethink his decision to attack me. And like his deceased companion he stuck with the idiotic choice. It took two strikes, but I left his body oozing blood into the snow as well.

Neither bandit had much on them of value, so I ventured inside the ruins instead. What I found inside was somewhat disturbing. Trails of blood and more dead bandits. Only I had no hand in killing these poor fools. Someone or something else had gotten to them first.

It wasn't too long before I came into contact with draugr, no doubt the end of the bandits I had found. And the further I went the more deadly the draugr became. In addition, I was put to the test by a number of well-conceived traps.

One such trap I was quite fortunate to not be a victim of. I had just avoided two traps when I spotted a helmet on a pedestal in a dark corner. The helmet was glowing so I knew it was enchanted. My excitement nearly got the better of me, but I was able to contain it and maintain my senses. I produced a torch and began to examine the area around the pedestal, looking for spiked steel balls hanging from chain in the ceiling, or holes in the walls where darts could fly from. What I found were holes in the floor, arranged in such a way that it didn't seem possible to reach the helmet without putting oneself in danger of whatever lay inside the holes.

I pondered the situation for a moment, and then noticed there just might be enough room to squeeze around the outside and reach the helmet from the back. So very carefully I did just that. I wasn't sure how the trap was triggered, or if it was even active anymore, but I didn't want to find out the hard way. There was a skeleton on the floor in front of the pedestal, so it was obvious that the trap was effective at one point.

But I made it behind the pedestal and considered my plan. I was nearly on top of one of the holes, despite squeezing myself as tightly as I could to the wall. It seemed I was probably out of harm's way, but I wasn't absolutely certain. There was only one way to find out. I put my mace away and reached for the helmet .... and snatched it from the pedestal as quickly as I could.

There was a clanging of machinery and screeching of metal against metal as a dozen giant spears thrust upward from the floor. One of them nearly took my nose off, but I was safe, and now I had a very nice orcish helmet to take back to town and sell. The helmet had some sort of enchantment for magic usage, but as I'm not adept in those arts I couldn't determine what it was. I was certain of one thing, though. The helmet would definitely fetch a nice price.

Onward I went into the ruins, fighting off draugr after draugr, until finally I came to a long hall with a door at the end. A very special door. I could sense the power beyond the door and I knew I had found the right place.

Upon opening the door I found a room where a very powerful draugr was pacing back and forth. Just beyond him was another word wall, and I could scarcely contain myself.

disarmwall.jpg

But I had to be careful. There are different forms of draugr with different powers and abilities, and this one looked especially ominous. I was glad I had elected to take a cheap wooden bow with me on this trip. It would allow me to test the strength of my enemy.

The first arrow struck perfectly and I immediately backtracked down the dark hallway. The ancient draugr ran toward the doorway, setting off a pair of traps that immersed him in fire.

But I had moved far enough back into the hall that the draugr couldn't see me and must have suspected I was in the room with him somewhere. He turned and headed back to the wall to look for me there. So I hit him with another arrow, and he triggered the two fiery traps again, and I repeated this over and over until he finally died from his foolish actions.

With the draugr dead I was free to go to the wall and learn it's knowledge. Or so I thought. As I stepped into the room I spotted another draugr, just as powerful looking as the one that had just died. And he spotted me.

For the next several hours we fought throughout the halls of the ruins. I used arrows and shouts, and did my best to avoid melee combat with the foul creature. He knew how to shout as well, and I had to take extra care to avoid his shouts. But eventually, as I was tiring greatly, I finally finished him.

And now the path to the wall was clear. I stepped up to it and let it's ancient power course across and through me, watching in continued wonder at the blue magic that streamed from the stone. And the new word I learned is a powerful and useful shout. It will allow me to disarm an opponent. I'd be lying if I said I couldn't way to try it out.

But I didn't have an opportunity and had to head to Windhelm to rest up overnight. The next day I made a trip back to the ruins to collect a few more valuables to sell. I really wish I could carry more, and would really like to know what was in some of the locked chests I found, but such is life. I'm ready to find another ruin and test out my new shout.
 

shongo3258

Vampire of Skyrim
I could but I prefer to play from the point of view that if I don't actually know where a location is .. I have to find it. If I speak with someone directly and they mark it on my map, then I'll use that, but otherwise I have to find it.
i see great post btw
 

BIGwooly

Well-Known Member
Hey Wooly, how many hours have you played Hrisskar?

I'll check next time I get on and play. It's a lot of hours, that's for sure. Like an insane amount. I started this character in mid-December 2011.
 
That shout is annoying when used against you XD

... Lost some equipment to that, being unable to find it after the battle when I was plying around on the PS3 version...
 

BIGwooly

Well-Known Member
That shout is annoying when used against you XD

... Lost some equipment to that, being unable to find it after the battle when I was plying around on the PS3 version...

I remember the first time that shout was used against me. I didn't even realize what had happened until I went to attack and discovered I had no weapon. Running around in the dark with a draugr trying to kill you while you search the floor for your weapon SUCKS, lol.
 

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