Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (2024)

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (1)

'Oh, Great Hunt! Let my arrow fly true, and my feet move like wind! Oh, Great Hunt, for I serve you with my every breath, and it will be my claws that rend the flesh from your foes and my mouth that gorges on the bodies of your fallen!'

-

I've decided to revisit and redo this build for a few reasons - One, I wasn't happy with the Stormcloak aspect so much - My ideas for the Saga were straying from the ideas in the build - let's just say, Wulf and the Stormcloaks mightn't get on as well as it seems they're going to - And, to add insult to injury, I didn't feel like the Stormcloaks would even really enjoy the company of werewolves. A link can be found to the profile, here. This is going to be the first part in my Champions of Oblivion series. The way the other build was going, I'd emphasised the Stormcloak connectionwaytoo much, and I'd pretty much made the Jaegers a little band of Stormcloaks - which they aren't. This build aims to correct and explain what they're really meant to be - Hunters, Hircine's Chosen, a Pack. That doesn't mean there's no Stormcloak connection, just a minimised amount - because my original build just wasn't keeping in time with the Jaegers of the Saga. This build will emphasise being hunters, but will have many things in common with the old Jaeger build - namely amongst that, utilising followers - just different ones! Not to mention, there'll still be a Guild Hall (Lakeview Manor) This time, I went with Lakeview Manor for a few reasons - Primarily, the first one being it's pretty gorgeous - forests, trees, and snow. Secondly, I find the apiary the best exclusive, and it serves as an alchemy farm, as well! This build will also maximise the connection to Hircine, and mods such as Moonlight Tales, Frostfall, and Hunterborn will all serve as helpful things in the roleplay. As always, comments and support is apprecieated! Thanks for reading this, guys!

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (2)

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (3)This build does differ in many aspects, and is almost a completely new buid - in fact, it pretty much is! This build focuses more on the Hunting aspect of the Jaegers, something that was almost completely overlooked in the last build. Hunting is something I find incredibly fun in Skyrim, and it just helps immersion when you can sink into the wilds and just become one with the grass as you stalk your opponents through the sky-high trees. This build will also focus a little more on being the champion of Hircine, and this build will use about three exploits - primarily the Saviour's Hide/Hircine's Ring exploit, as well as an exploit to allow you to get the Glass Bow of the Stag Prince, which you can get if you have the Dragonborn DLC included - You'll also want Hearthfire, for a hunting lodge in Falkreath, and Dawnguard, because that way you'll encounter wild Werewolves - hopefully you've got SE! The player character will be roleplaying as Wulf, Hircine's Champion on Nirn, a great hunter and warrior capable of shooting the eye out of a bird when the sky is dark and the sun is gone. Wulf is an above-average Archer, and carries three of Hircine's most powerful Artifacts: The Ring of Hircine, Allowing him to infinitely transform, the The Cuirass of Saviour's Hide, which protects him from magical assault, and the Glass Bow of the Stag Prince, which confers an immensely powerful blessing dependent on the animals slain with the bows arrows. Wulf also relies on the Jaegers, a pack of Werewolves and Hunters living in the dense pine forests of Falkreath, in the Lakeview Manor. I've changed this from the old build, which featured Heljarchen Hall, because this time, Falkreath is full of deer, stags, elks and other huntable animals - also, I love Lakeview Manor! I've also chosen to have less followers this time, only electing to have three - Ria, as steward of Lakeview Manor - she helps the roleplay, as her main speech quote is as follows 'I killed a bear today. What about you?' It implies that she's a hunter, which is perfect for the Jaegers. Next, I've chosen Aela, who you'll also marry, to be our follower. She's a werewolf, devoted Hircine follower, and great sneaker/archer. Despite only Aela appearing in the story, this build focuses on roleplay as much as gameplay and I didn't want Rayya, as her steel armor is something a Hunter wouldn't wear. Hopefully, this has cleared something sup for you. You'll also play a vampire hunter - Wulf hates vampires, and is chosen to combat them by Hircine in the Bloodmoon War, a war between Hircine and Molag Bal, and as such the Dawnguard are an option.

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (4)

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (5)

0/1/1/

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (6)Race: Khajiit, obviously. However, roleplay Wulf as a Nord, as that is what his upbringing has led him to - as such, you sympathise moreso with the Stormcloaks, but don't join them - Wulf's neutral - as well as pray to Kyne, and secretly, Talos. Khajiit also gives us a buff in almost every skill we use - Light Armor, Sneak, Archery, and One-Handed!

Standing Stone and Class: You'll be playing as an Agent, as well as a Pilgrim. Your playstyle is tactical and sneaky, using your followers and glass bow to utterly destroy your opponents, as well as your prey. The best standing stone is the lover stone early on, then either switch to the Lady Stone or the Atronarch - I'd rather the Atronarch, when combined with Saviour's Hide.

Gear: Saviour's Hide, Predator's Grace, Gauntlets of the Old Gods, Glass Bow of the Stag Prince, Glass Blades of the Stag Prince, Blades of the Moon (Dual Glass Swords enchanted with Lunar Damage)

Skills: Archery, Light Armor, Sneak, Alchemy, One-Handed, Speech, Lycanthropy

Shouts: Animal Allegiance for using your prey to help you hunt. Kyne's Peace allows you to pacify your prey, easing the hunt. Slow Time allows you to slow the world arround you, making your bow especially deadly. Whirlwind Sprint allows you to move at the speed of the Stag.Conjure Werebearis really good, as well.

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (7)

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (8)

-

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (9)Archery: It is said Hircine's greatest hunters are capable of emptying their quiver in under a minute, and the battlefield in just as much time.Archery plays an incredibly important part in this build. It's reliable, strong, and is perfect RP for any hunter build to use. It's fun, and when mixed with sneaking, provides a legitimate way to earn money by simply selling the pelts and furs of the animals you take down for money. Archery provides a strong base damage, and considering Wulf relies on being tactical as he doesn't have aninsanelyhigh health pool, coordinating sneaky raids on the enemy with Aela is a must. Most of these perks are great, and it's the only perk treee that I actually fully perk out, as they're all at least decent.

Sneak:It is said that the silence is a hunter's greatest ally, for if they are heard, how are they to catch their prey?Sneak allows your archery to do huge damage, as well as get you flamed for using sneak archery as a mechanic. It allows you to silently sneak up behind your prey - useful against deer, who bolt and run like the wind if they hear you even breathe! It also allows you to move in and take your enemies out before they even have the chance to react and counterattack you. I'd grab most of the right branch, except Assassin's Blade, and then grab the entire left branch. Shadow Warrior isn'tcompletelynecessary.

Alchemy:The greatest wildmen know how to use a single plant to kill you, heal you, and control you in a hundred different ways.Wulf uses Alchemy to provide buffs to his damage, heal, and utilise sneaking/stamina based potions to constantly stay hidden. Potions are also something easily created when one lives off of the land, as you are constantly exposed to flowers, (mush)SHROOMS, and various animal-based ingredients that come as a reward of hunting. I didn't care for all of the perks, but Snakeblood raises your poison defense to immunity. It's also just immersive, and makes use of every single part of the kill.

Light Armor:The armor that the hunters clad themselves in is the skin of their enemies, the skin they have won justly.Light Armor is our only defensive skill. We wear the Gauntlets/Boots of the Old Gods (One of the Old Gods is actually Hircine) of the Forsworn, as well as Hircine's Own Cuirass of the Saviours Hide. Wind Walker is a fantastic perk when mixed with the Lady Stone, capping 75% Stamina Regen! This is actually really good, and I would say is the best perk in the entire tree, save none. Of course, the weight-removing ones and defense-boosters are always nice.

One-Handed:The blade is a hunter's backup weapon, made of the bones of his slain prey.One-Handed allows us to maximise our skill with the blade, and is a backup skill. We'll be using glass swords and daggers, and we could use damage buffs. Obviously, these are only used if you're fighting guys so close you can't draw your bow, but this also allows you to silently take out guards and bandit watchmen silently when combined with sneak. Archery, however, is our main offensive skill.

Speech:A hunter's tongue must be sharp, like the arrows that bring down his prey.Speech is something you wouldn't imagine a hunter using, but it makes sense in Wulf's waste-not-want attitude. Wulf collects every part of his kills, so perking the whole left branch is incredibly helpful for selling pelts, meat and alchemical ingredients you know you're never going to use. Another large bonus of speech is the ability to buy arrows cheaper, something that's overlooked but will be a comforting benefit.

Lycanthropy: My hands become claws, and my maw becomes blood. My hunger becomes endless, and as the night falls, the Hunt begins. Lycanthropy is a core staple of this build, being a Hunter Hircine focused build. Grab all of the perks on the right branch, and then you might as well grab the other perks for the Totems powers, but I mainly used the summoning werewolves power, as I find the other ones not as effective. The best perk, probably in this whole tree, Savage Feeding allows you to eat creatures, meaning you can still use your kills, by eating them to heal you.Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (10)

The Glass Bow of the Stag Prince: The Bow is blessed by the Stag Prince himself, conferring an immensely powerful blessing uponst the wielder. The Bow is our main offensive, and defensive weapon. It gives you a five-point increase to health and stamina for every twenty animals you kill, capping out at 80 with 25 points of health and stamina while the bow is equipped. It has a base damage of 28, and a weight of 23. It's base dps is high, and it's also immensely cool-looking. The health and stamina are actually very handy at early levels, and you can get it by travelling to the Ramshackle Trading Post at the hours between 12.00 AM and 4.00 AM. Only then will Falas Selavyn show up. He's a hidden merchant, like Shady Sam, who's meant to sell the bow. Due to a glitch, he has it equipped instead. All you have to do, is get it via three ways. Obviously, Misderection Pickpocket work and it's yours, or you can reverse pickpocket an iron dagger onto him, making him equip that. Then beat him down to his knees, and either Bend Will him, or just immediately fast travel back to the Ramshackle Trading Post, and he'll normally sell the bow for 1014 gold - pretty cheap, considering everything. And it's worth it's weight in gold.

The Cuirass of Saviour's Hide:From the hide of the Lord's own skin, I garb myself in his honor.The Saviour's Hide is widely considered one of the worst daedric artifacts. I mean, seriously, the enchantment's pretty bad - let's be honest. It's 30% Magic Resistance, which isn't bad, but not great, and 50% Poison Resistance - once again, not bad, but compared to things like Mehrunes Razor, The Mace of Molag Bal, the Ebony Blade, it's slightly weak. I however, adore it. It looks (wierd) on male players, but still awesome, and it's not terrible, just not the best. What makes it good as well is that you'll be able to get the Ring of Hircineas wellby following this simple guide. Once you start Ill Met By Moonlight, complete the quest up until it tells you to kill Sinding in Bloated Man's Grotto. Don't kill him - help him kill the hunters! Once you leave the Grotto, you'll be rewarded with Hircine's Ring - more on that later - Then go back into Bloated Man's Grotto, and slaughter Sinding. Once that's done, you'll have the option to skin him - do this, and you'll get Saviour's Hide! It still works on SE, too, and is the perfect armor for a Champion of the Hunt!

The Ring of Hircine:The Ring sates the insatiable, quelling the great bloodlust of the Hunt.I love this ring. In conjunction with the above Artifacts, it makes the ultimate Hircine built, as well as proving powerful with unlimited transformations and areallycool look. I adore the little silver wolfshead, and it can be unlocked as well as Saviour's Hide if you follow my above guide to get it, under Cuirass of Saviour's Hide. You can also do this with the Forsworn Armor and the Silver-Blood Family Ring, which I'll detail below. You might swap this out for one of the Frostmoon Rings, such as the Ring of the Hunt (Health Regen) but it isn't completely necessary, and I rather wear the Ring of Hircine to show my faith.

Kyne's Token:And let your arrow fly true, Son of Kyne, and may the Wilds know you peace.This is really helpful as a hunter - it look great, provides a (moderate) bonus to Archery, as well as providing a small amount of protection against animals. I mainly grabbed this because, as well as Hircine, Wulf and the Jaegers worship Kyne. It also has a fitting hunting-based quest that works well with our character, as well as making you Kyne's Ambassador, alongside her shouts Kyne's Peace and Animal Allegiance.

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (11)

Gauntlets of the Old Gods:The Forsworn of the Reach worship the Lord of the Hunt, and tailor their magical armor to suit his favour.The Forsworn worship their Old Gods - a mix of Daedra, Aedra, and other, nonsensical Lords. It is believed Hircine is one of the primary dieties, as his Priestesses, the hagravens, are the Forsworn's leaders, and they wear deer-hide to appear like their master, a common feature amongst cultists. The Gauntlets increase your bow damage by 20%, 30% with Kyne's Token, 130% with Overdraw maxed, and they look great with Saviour's Hide, as well. To get them, do the No One Escapes Cidhna Mine quest for the Forsworn, but once Madanach gives you the Old Gods armor (Aela gets the rest of the set) kill him. Hircine has told Wulf of a great coming, and that the Forsworn are no longer dutiful servants, and as such, should be executed. This method also means you get the Silver-Blood Ring once you leave the Mine.

Predator's Grace: The Hunter can stalk his prey for night and day unending, as long as his feet are light and his movements silent.Obviouslly, these aren't the best sneaking boots in the game, but for a non-enchanting character, they prove especially useful. They can be found directly right of the endzone of Hag's End, next to a boss chest in a small clearing. They completely muffle your footsteps, and make stamina regen 1% faster - meaning with Wind Walker and the Lady, thats 76% regen! They look decent, and the name is befitting of a hunter. They can be found at level one.

Blades of the Moon:Some say Hircine created blades that unlock their full potential when masser and secunda shine bright in the night sky.Dual Glass Swords enchanted with Lunar Damage, which you can get from the Silent Moons Camp's Lunar Forge's Lunar Weapons - just disenchant them. This enchantment is pretty great - while the moons are out (night-time) burns the target for 20 points. And it's a unique burning effect, it looks like Stoneflesh or something. Even though we don't perk enchanting, you can still get a decent one. Simply make or buy three Enchanter's Potions, go to an enchanting table, swallow them all, and start enchanting! This same method will be used to enchant Aela's gear.

Conjure Werebear:I summon thee forth from the Hunting Grounds, so that you may serve me, even in your dying breath.This is pretty cool, and befits a Champion of Hircine, being able to summon creatures from the Hunting Grounds directly. His name is Bjorn, and he's a good boy.

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (12)

-

This chapter will focus solely on maximizing the follower potential and capabilites of Aela, and utilising a fellow hunter and archer's skills to their maximum extent. I will list suggested gear, enchantments, weapons, and strategies, as well as roleplay. Hopefully, you'll enjoy it :) Anyway, onto the whole concept of "What is a Follower?" A follower, as the name suggests, follows you arounds and helps out your struggles. They have four basic commands that every single one of them has, except Dogs, Trolls (From Dawnguard) and Rieklings. The first command is simply 'Wait Here' which forces the follower to stand in that spot. They will stay in that spot for three days, when they will then return to their home, sleeping quarters, or fort. If you tell a follower to wait and then engage combat with an enemy near the waiting spot, the follower will break the wait-code and help you out, at their own peril. The second command is 'I need you to do Something.' which is exactly as it says - it allows you to tell them to do things. It could be asking them to murder, wait, steal, lockpick (they automatically open the chest). However, followers have a morality, meaning if you tell, let's say, Faendal to kill, he'll reply: 'No, never.' because he has a Morality of 3, meaning he won't commit crimes for you. Aela has a morality of 0, meaning she will kill, steal and lockpick for you. Command three is simple - 'I need to trade something with you' It let's you take their armor, give them armor, give weapons, it's your basic trading system. It also, if your follower happens to be a trainer, means you can train with them and immediately take your money back, a common exploit. I didn't use it, but it works with Aela and Faendal no problem. Command four is 'It's time to part ways.' It makes them return to their house, fort, or sleeping quarters, where you can pick them up again. Usually, it takes around 24 hours for them to return. A few important things - Followers aren't essential, save Derkeethus, Mjoll the Lioness, and Aela, meaning that if Farkas gets stuck between a dragon and a hard place, he will and can die. However, when a follower gets to low health they go into last stance mod, kneeling and crawling. Enemies will ignore them, and in this stage, only mages badly aimed AoE spells and sh*tty bandit archers with sh*tty bandit aim, as well as yourself, can kill them. Be careful of that. Having a follower who is also your wife - Aela, in this case - is brilliant. It means you can ask for homecooked meals, which are a decent enough source of health, as well as simply wait 24 hours and receive 200 septims due to their shop, meaning they provide a sort of passive income for the player. Also, giving them good armor can be a lifesaver, so if you give Aela armor that boosts her archery - by buying it, finding it, or enchanting it using potions - she'll actually use the enchantment. Now, onto her gear.

Armor of the Old Gods:I give this as a gift to thee, Aela, that it may serve you well.The destruction boost isn't helpful, but it's guaranteed she'll wear it, because it has a high base value. You see, armor is calculated by followers for two things - category, and value. For example, Aela puts on the Old Gods gear because it looks (great) because of it's high base value, higher than that of anything you can make without perking Enchanting. This armor looks sexy, and fits with a hunter. It looks good when combined with Saviour's Hide, relates to Hircine with the Old Gods aspect, and is relatively easy to obtain.

Boots of the Old Gods:The silence hide me, the furs protect me, the Hunt guide me.Sneaking is boosted, something we could use, in which case you could swap these out for Predator's Grace, but I personally went with this one just so I could keep the Predator's Grace - the name seemed fitting for a hunter. These are easy to obtain, keep protected, and have a high base value, which means they are equipped guaranteed.

Gauntlets of the Moonborn:Moon, oh Moons high in the sky, it is your light that illuminates my path!Forsworn Gauntlets enchanted with fortify archery. Follow the same method as you do with the Blades of the Moon, downing three enchanting potions and then creating the gauntlets. Then proceed to give them to Aela, and if she doesn't equip them, give yourself the Gauntlets of the Moonborn and chuck her the Old Gods Gauntlets.

Blade of the Moon:Some say Hircine createdblades that unlock their full potential when masser and secunda shine bright in the night skyCreate another Blade of the Moon for Aela, and give it exactly the same enchantment as yours. She uses this in conjunction with either a torch or shield, but I took her shield so she always uses a torch to light up the night.

Bow of the Moon: May my arrow fly true!Glass Bow enchanted with Lunar Damage, to fit the aesthetic of glass weaponry. The green glass is suitable, and looks like it might come from a tree or leaves, and sometimes the water. This will be Aela's main damage output, obviouslly.

Strategies. Strategies are the background of this build, mainly centered around the 'I need you to do Something' command. For example, here's a hunting situation I came across in Falkreath, near Lakeview Manor, southeast of Pinewatch. I was stalking a deer when it walked into a whole herd of stags and elks. My first movement was to silent-roll over to Aela, and promptly tell her to wait at the back of the herd, and she went over there. I silently crept in front of the stags, and released my first arrow directly into the largest one. He ran, and Aela - her code says they're agro, despite them not being - attacks. It's a two pronged attack that becomes a slaughterfield, and I walk home with enough to eat for the next twenty days.

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (13)

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (14)

-

A link to Wulf's Profile can be found Here

Falkreath is a quiet town, one of peace and happiness. Joy and calm. On the surface, at least. Once you take the time to walk the streets of Falkreath, you will change your mind. The atmosphere is enough to quell all joyous feelings of the town. The names, jokingly targeted at the town's oversized cemetery, will eradicate the rest. Then, you have but to simply look under the layer of uneasiness to see the true darkness. A werewolf in the jail, a group of assassin's just outside the town, a fort controlled by evil undead looking over - you don't get a more dark town than Falkreath, home of the Dead. So, what better place to pick than a woodland town full of uneasiness for the Champion of a Daedric Prince?

The Champion of Hircine was born in Falkreath, under the sign of the Lady. His father, a simple hunter, was the town's main source of food, and prayed to the dual lords of the Hunt, Kyne and Hircine, respectively, to bring luck and power to his kills. He taught the Champion how to hunt from a young age, and by sixteen, the Champion was able to shoot a stag from over a hundred yards, and succesfully bring it down. He was in love with the land, and the Champion learnt the ways of the wilds, training with the towns local alchemist, and by seventeen, could mix potions capable of freezing the blood of the prey, so as to ease the burden of the hunt. He also was adept at using blades, but found the longer, dual-wielded ones too unwieldy for his taste. He was brought up praying to Hircine and Kyne, and was taught to sacrifice a portion of the hunt to the dual Hunt Lords. He worshipped them, and eventually, when his father grew ill, realised that he would have to take up the duty of being the town's premier Huntsman. He took it in his stride, and he couldn't feel help but feel as if he was being influenced, or guided, by some greater power along this path. He was the huntsman of Falkreath Hold for four years, until he heard tales of a great bear the size of a mountain in Cyrodiil, and goes to investigate. However, on the way, the Imperials believe his primitive fur garbs mark him as a Stormcloak, and he is carted off to Helgen. He doesn't believe himself guilty, and after escaping, holds no ill will against the Imperials or the Stormcloaks, simply wishing to stay out of the conflict. He makes his way home to Falkreath via Whiterun, little knowing that this is where his journey will truly start...

-

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (15)

-

Hircine, whose Sphere is the Hunt, the The Sport of the Daedra, the Great Game; and the Chase. He is known as the Huntsman and the Father of Manbeasts. The Lord Hircine is the Daedric Prince of the Hunt, and is commonly worshipped by Lycanthropes, as well as Hunters and Fishermen, alongside Kyne, the other God of Hunting. Hircine is one of the least malicious of the Princes, and is even known to thank and praise those he finds worthy. His realm is known as the Hunting Grounds, and is a gorgeous wooded land filled with Stag, Elk and other game. It is here that Hircine practices his art of hunting, alongside his Hounds, a group of specially chosen Werewolves. The Hunting Grounds is where Lycanthropes go whence they die, instead of Sovngarde or Aetherius. Lord Hircine has four artifacts -The Cuirass of Saviour's Hide:The Cuirass is said to be made out of the skin of the Lord himself, torn freely from the hide of Hircine. It provides protection against the arcane arts, and rejects the poisonous arts, protecting the wearer from damage. It has appeared in each era, each time worn by a new Champion.The Ring of Hircine:A legendary ring capable of controlling the bloodlust experienced by Werewolves. This artifact was last seen in the fourth era, on the finger of the Champion.The Bow of the Stag Prince:A bow made completely of glass, enchanted with the ability to bless the wielder with enchanted stamina reserves, as well as health.The Spear of Bitter Mercy:Perhaps Hircine's most powerful artifact, this spear renders the wielder completely immune to damage from the prey, as well as freezing and paralysing the prey. Hircine's foremost prophecy is that of the Bloodmoon, and it follows Skaal legend - Four Signs pretell the coming of the Hunter, and his Hunter's Game - this is in more detail here, a guide on Lycanthropy. Hopefully this has cleared up some myths about the Lord of the Hunt, Hircine.

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (16)

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (17)

-

Saga One follows the journey of Wulf-Blöd as he escapes Helgen, making his way to Falkreath via Whiterun. During his brief stay there, he meets Aela, a strange hunter woman he feels an inexplicable connection to her. He joins the Companions, unaware of his upcoming destiny. He progresses through the ranks of the Companions, eventually becoming the Harbinger after the harrowing death and cleansing of the previous Harbinger, Kodlak Whitemane. It is in the closing days of Saga One that Wulf uncovers his true destiny, when a mysterious messenger turns up, clad in the furs of a great stag, and hands Wulf a strange bow, emanating with an unholy power, and Wulf's destiny is revealed.

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (18)

-

Wulf is an honest man, and despite the events at Helgen, harbours no ill will towards the Imperials, nor any disposition towards the Stormcloaks who he escaped with. He simply wishes to make his way to Falkreath, where he continue the hunting trade his father had taught him so. He is a kind man, and wishes no evil upon anyone, unless the truly are deservent of it. He meets Aela in Whiterun, and immediately feels a strange connection with the gorgeous woman. He cannot explain it, and makes no attempt to do so. On Aela's request, he joins the Companions, a warrior guild based out of Whiterun in Jorrvaskr. He is a hunter born and bred, and his father ingrained in his memory the Code of Hircine - For every kill, use every part of the kill - and as such, Wulf has become a master of alchemical knowledge, as well as a fairly known hunter in the Hold of Falkreath, where he makes his home and living. He is fairly decent with a bow, and it is not too surprising that he understands how to work alchemical wonders, when he spent his life growing up in the wilds. He progresses through the ranks of the Companions, eventually finding their harrowing secret - they are Lycanthropes. It is here that Wulf has a revelation that rocks his world. When he is due for his own transformation, it is revealed that Wulf was already a werewolf, something Wulf had no idea about. He tries to forget it, and vows not to use his Lycanthropy to advantage, condemning it. He works with Aela to avenge Skjor, and all the while is feeling more and more comfortable with the redheaded hunter. Then, a savage blow is dealt when Kodlak is murdered by Silver Hand savages. Wulf, overcome with fury, embraces his Lycanthropy and eradicates the remnants of the Silver Hand, Slaughtering them in Driftshade Refuge alongside Vilkas. Wulf accompanies the Companions to Ysgramor's Tomb, and from there it is revealed he is to be the next Harbinger - a role he doesn't wish to have, but does not complain.
In the waning hours of the First Saga, Wulf is approached by a mysterious man clad in furs bearing a glassy golden bow with a strange green glow. The man simply hands Wulf the bow and whispers, 'Embrace your destiny.'

QUESTS -

Level 1-3:Unbound, follow Ralof, then head towards Lucan Valerius and start the Golden Claw. Head to Bleak Falls Barrow on your way to Whiterun, and grab the Dragonstone, returning the claw to Valerius. You hold on to the Dragonstone, cautious it might be useful in the coming times.

Level 3-6:Having arrived in Whiterun after the fairly dangerous journey through the mountains, Wulf is more equipped and cautious, and has become a far better shot with the bow than he had been before. He joins the lower ranks of the Companions, starting out withTrouble in SkyrimorHired Muscle. From there on, move on to Dragonsreach, where you'll inform Balgruuf of the Dragon Threat, and hand Farengar the Dragonstone. Then, you'll go and kill the Dragon in Dragon Rising, and you'll find out that you're the Dragonborn, but you dismiss the fact and return to the Companions, despite the summons of the Greybeards.

Level 6-9: Complete Proving Honor, and make your way into the circle. Do radiant quests for Aela, because she has Animal Extermination, a hunting based radiant quest that is roleplay fun for Wulf, and then start the Silver Hand. This is when it is revealed Wulf is already a werewolf, due to unknown machinations. Once you awaken, eliminate the Silver Hand, and then begin your rage-filled revenge.

Level 9-12:Complete Striking the Heart and Stealing the Plans, weakening the Silver Hand's strength while you coordinate your efforts with Aela, who you've become far closer with. Do three or four Animal Extermination radiant quests, then Start Blood's Honor, choosing to eradicate the witches, taking their heads. When you get back to Jorrvaskr, a harrowing thing has befallen the meadhall...

Level 12-15:Avenge Kodlak by eradicating the Silver Hand in Driftshade Refuge in the Purity of Revenge, alongside Vilkas. When you get back, head off to Ysgramor's Tomb for Glory of the Dead. Save Kodlak's Honour by freeing him from the Lycanthropy, and then cure Farkas and Vilkas during Purity. You try to cure yourself, but a strange feeling stops you before you can cast the head into the fire. It seems like someone doesn't want you removing your Lycanthropy...

Level 15-20: Complete a series of Animal Extermination Quests, then do Missing in Action to witness the Thalmor's atrocities. Then head off to Dragonsreach to explain the incident with the Dragon. You are told to visit High Hrothgar, but you put it off for a while, deciding to explore the lands of Skyrim. You ask Aela to accompany, to which she gladly agrees, and the two of you head off to Falkreath in search of hunting. It is here that a mysterious stranger hands you a golden bow with an eerie green bow, simply telling you to 'embrace your destiny.' (This is simply at level 18 heading off to Solstheim to grab the Glass Bow of the Stag Prince using my method above)

-

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (19)

-

Perks selected here are based on there usefulness in the early game - for example, Haggling and Allure both are excellent for hunters as they can sell their excess products - fur, meat - that they don't need off for surplus septims. Overdraw is necessary and required as probably the first choie, because you're going to be using your bow literally all of the time. Stealth and Deadly Aim I've perked for help in hunting, and I perked One-Handed because I found myself in combat up close, admittedly, moreso than I'd have liked. I went with Agile Defender and Custom Fit because they're helpful for protection, and I went with Eagle Eye and Steady Hands purely for utility of being able to zoom in and slow time - especially helpful when trying to hit deer, who move like f*cking the Flash reincarnate. You'll notice I haven't perked Lycanthropy yet - that's because Wulf hasn't embraced his inner beast yet, and does his best to reject it and keep it from surfacing.

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (20)

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (21)

-

Wulf is no longer the kindest man, having witnessed the cruelty and anger that seems to follow him around. His hatred for the Thalmor has seemed to grow out of nowhere, after the events at Northwatch Keep. He didn't care for either side in the war, but he harbors a great hate for the Thalmor and their cruelty towards the Nords. He has begun to use his Lycanthropy moreso, and is adept in controlling the Beast inside. His relationship with Aela had increased tenfold, and they often would hunt during the night sky. He is also revealed to be the Champion of Hircine, and takes this in his stride. He is gifted two great Artifacts - the first of the Artifacts had already been given to him - the Bow. He was given the Cuirass of Saviour's Hide, as well as the Ring of Hircine. And he truly embraces his destiny as the Champion of Hircine.

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (22)

-

Wulf isn't a bad man, yet, nor is he a cruel one. He is simply not the naive Khajiit with the blood of the Wolf that he was when he first escaped Helgen. He would prefer to shoot first and ask questions later, if it came to a raid on a bandit camp, and has begun to embrace the Lycanthropy that courses through his veins, using it to gain the upper edge in combat and other things. His relationship with Aela has increased tenfold, and the two of them will often go out into the wilds together during the hours of night. Wulf has begun embracing the potential of the Bow he was given, and finds out it boosts his stamina and life essence whenever he wields it. He has severed his ties with the Companions, and thinks them too lazy sitting and drinking mead in their hall. There are still bandits and criminals to fight, and he doesn't have time to waste drinking. He leaves with Aela, and they make their way to Markath. Wulf is now an incredible marksman, and has become renowned as the best hunter in the whole province. Later on, he builds a home in the dense woodlands of Falkreath, Lakeview Manor. He sets up a small guild known as the Jaegers, or Hunters in the old Atmoran tongue. He recruits hunters, and they worship the gods of the Hunt - Kyne, and Hircine. A mysterious vision visits him in the later hours of the night during one week, and it tells him that the Lord of the Hunt wishes for him to be his new Champion. Wulf is no longer the innocent man he was. Now, he is the Champion of the Hunt.

QUESTS -

Level 23-26: Wulf, back from Northwatch Keep, now harbours a deep hatred of the Thalmor, and decides to proactively hunt out the evil that plagues the land of Skyrim, starting with bandits, and swears off the Companions, who he thinks are too lazy, drinking mead in their hall instead of fighting the evil. He leaves for Markath, a town infamous for it's bandits, known as the Forsworn. Once he gets there, he beginsThe Forsworn Conspiracy,but he has an onimous feeling that he's being engineered down this path, but he ignores it, and continues sniffing around Markath.

Level 26-29:You've been fooled! Thonar Silver-Blood has had you blackmailed into No One Escapes Cidhna Mine and you're stuck there. While you're in, you gain an interesting perspective on the Forsworn - they're not that evil. Wulf doesn't deny that they're not good people, but once he hears their tales, he changes his perspective. He helps them escape, but Madanach declares they will execute the entire city of Markath - Wulf changes his mind, and slaughters the Forsworn before they can murder the town - Wulf simply calls it triage. Kill one to save hundreds. (doing this method means you can get both the Old Gods Armor and the Silver-Blood Ring. Wulf leaves Markath with Aela, heading to Falkreath.

Level 29-33: They arrive in Falkreath to tales of a monster. Start Ill Met By Moonlight. They head down to the Falkreath Jail, where they meet Sinding, an out-of-conrol Hunter who slaughtered a young girl. You agree to take his Cursed Ring to the Lord of the Hunt. You wouldn't have done this a while ago, but something seems reassuring about meeting Hircine. You kill the White Stag, and Hircine tells you to go to Bloated Man's Grotto, and then kill Sinding. You can't help but obey, but when you get there, you help Sinding kill the Hunters, and then you kill Sinding. Something seemed right about it, though Wulf can't explain it. He is given Saviour's Hide and The Ring Of Hircine by Hircine, and is given confirmation of his role as the Champion of Hircine.

Level 33-36: Wulf decides to help out the Jarl of Falkreath and startsKill the Leader of Knifepoint Ridge allowing him to purchase Lakeview Manor and set up a hunting lodge in the wilds of Falkreath. Build it with an Enchanter's Tower, a Library, and a Trophy Room. I wouldve went Alchemy Tower, but what's more hunter-like than a room to display your greatest kils? I chose the towers for one reason - they provide excellent surveyance of the surrounding area, meaning that you can use the Tower roofs to allow you to get sick sniping kills from the rooftop. Also, the library can be filled with Herbane's Bestiary, and other helpful books. Your love is revealed, so Marry Aela.Then you're going to want to do Kyne's Trials, to allow you to get access to her token and her blessing. Complete some Animal ExterminationQuests, and then go over to Solstheim to meet the Frostmoon Pack.

Level 36-40:Now, you truly unleash your potential as the Champion of Hircine. Go over to Solstheim, and meet the Frostmoon Pack.You can show them who you are, and purchase every one of the Rings. Then, enact the Bloodmoon Prophecy:First Sign; The Eye on the Lake of Glass - Head out to Lake Fjalding, and send pillars of fires reaching up to the sky. (Flames spell) Second Sign; The Tide of Woe - Murder every Horker on Horker Island, completing the Second Sign. Third Sign; The Hounds - Werewolves roam the island, so simply run around on the island as werewolf. Then, the final sign?The Bloodmoon.Secunda turns blood red - I couldn't enact this one, so I just roleplayed it being red. I then proceeded to slaughter the entire Skaal Village, forseeing the Prophecy and fulfilling my role in this world. Such is the Saga of the Champion of Hircine.

-

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (23)

-

The perks selected here embody what the late-game Champion of Hircine truly is. Archery, of course, is maxed out - Bullseye is especially helpful when dealing with Stags or other fast moving creatures, and Quick Shot is helpful for dealing with tough bandits via kiting. Hunter's Discipline is alright, but it's not great - mainly a bridging perk. For Light Armor, Wind Walker is the best perk in the entire tree, hands down. Fifty Percent regen, plus the 26% regen from the Lady and the Predator's Grace. I kept Speech how it was, and focused on perking the others. Sneak - Silent Roll is a lifesaver, so grab that one. Lycanthropy is obviouslly not perked using usual perks, so you can grab these no matter what. Go for the right branch first, then head up the Totem of the Moon branch. Once this is done, you should be the ultimate Champion of the Hunt.

Tamriel Vault - WiP Character Build: The Champion of Hircine (On Hold) (2024)
Top Articles
Latest Posts
Article information

Author: Rob Wisoky

Last Updated:

Views: 6100

Rating: 4.8 / 5 (68 voted)

Reviews: 91% of readers found this page helpful

Author information

Name: Rob Wisoky

Birthday: 1994-09-30

Address: 5789 Michel Vista, West Domenic, OR 80464-9452

Phone: +97313824072371

Job: Education Orchestrator

Hobby: Lockpicking, Crocheting, Baton twirling, Video gaming, Jogging, Whittling, Model building

Introduction: My name is Rob Wisoky, I am a smiling, helpful, encouraging, zealous, energetic, faithful, fantastic person who loves writing and wants to share my knowledge and understanding with you.