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Heroic Spirit Guide - King Orgnum

Tags: #Dragonborn1721  #Heroic Spirit Guides 
  • January 26, 2019

    Orgnum, The Immortal King

    King Orgnum is one of the only Maomer Heroes that is truly well known by the other Races due to his long history of leading massive fleets to attack the Summerset Isles with the intent of conquering the land. Relatively little is actually known about Orgnum, though the leading theory is that he was an Aldmeri nobleman who attempted to launch a rebellion against the leading powers at the time.

    There are rumors that Orgnum is somehow connected to the Yokudan deity, Satakal and that he grows younger each century through some strange means. This essentially gives him a unique form of immortality.

    Qualified Servant Classes

    Note 1: All Heroic Spirits are summoned into a specific ‘class container’ which dictates many of their skills, parameters and even personality. While they’re often most suited for a particular class, there are many heroes that qualify for multiple classes and thus could theoretically be summoned under any of those classes. An easy example is Almalexia. She is well known for both her swordsmanship and magical abilities and would commonly be summonable under the classes of Saber or Caster.

    Potential Classes: Caster, Rider, Saber and Berserker

    Orgnum is fascinating to me, because he is one of the most interesting Heroic Spirits that I think I've covered due to his legend. Arguably, most of Tamriel wouldn't at all care about him. Skyrim is probably never going to be attacked by the Maomer, so they really have no need to even know about him, let alone spread his legend. However, for the Maomer he's easily one of their most notable heroes due to his immortality (meaning his legend has spread over time), and the Altmer are always weary of the fact that he could, theoretically attack at any time.

    Class for this Guide: Caster and Rider

    Awww, yeah, going with another Double Summon character. The idea behind Double Summon is simple, and essentially allows Orgnum to classify for two different Classes at the same time instead of just one. The reason I've done this is that I feel like both his Magic and 'Riding' (on a Ship) are crucial aspects of his characters and I couldn't pick just a single class for him. 

    Parameters

    Note 2: Parameters are defined both by the individual and the class they’re summoned under. For example, all Caster’s have a base Mana of A, but there are individuals who have specific restrictions that may reduce their Mana to B or are incredibly powerful and thus could have a rating of A+. The system is hardly a way to judge a servant fully, just because an individual has higher stats doesn’t mean they’ll automatically defeat someone with lower stats, but it would mean that (for example) a Servant with a Strength of A will be naturally stronger than one with a Strength of B.

    Note 3: The ranking is E, D, C, B, A, EX. Ranks E through A can also have a modifier (either + or -) that designates that their skill has certain restrictions or increases in certain situations. Essentially a + or – means that their highest level isn’t stable or permanent, with a B+ being normally weaker than an A but being stronger than an A in certain circumstances. Examples – fighting a specific foe, being blessed or cursed, having a spell cast on you, etc

    Note 4: A servant is more powerful than a normal mortal by default (or the average human). E is 10x more powerful than an average human. D is 20x more powerful and so on and so forth. EX is theoretically 100x more powerful, but the scale is ambiguous.

    Strength: D

    Endurance: B

    Agility: B

    Mana: B+

    Luck: C

    Noble Phantasm: A

    Class Skills:

    Note 5: Class Skills are the skills that all Servants summoned under that class have access to, but to a varying degree based on the individuals. These are very general skills, but everyone will have different ranks in each skill based on certain aspects of their legend which are popular. If a Saber Class Servant was well known for fighting Mages, then they may receive a higher Magic Resistance than another Saber Servant who was known for being killed by a Mage.

    Riding: A

    Orgnum is perhaps one of the most famous Maomer and his identity is intrinsically connected with the ocean, naval warfare and his Fleet. Because of that, he is summoned under the Rider class and given the ability to sail any Ship, whether it's a small single-man boat or a mighty Battleship capable of untold devastation. However this skill isn't only related to his sailing, some Maomer are capable of riding on Sea Serpants, sometimes incredibly massive ones capable of devastating opposing ships, thus as a Heroic Spirit of the Rider Class he is capable of riding highly powerful mounts that others couldn't even dream of.

    Magic Resistance: E

    Orgnum has a relatively low Magic Resistance, enough to block a bit of damage but nothing more. His primary defense against spells is simply moving out of the way and not being hit by them (which is tough when some of the spells include fireballs). 

    (Oceanic) Territory Creation: A

    While he isn't typically associated with defensive magics to the degree that others may be, there is something to be said for the magics that bless Maomer Fleets. Rumored abilities include being able to stay at sea indefinitly, sail faster than any other ship, outpace you and tear you to shreds as easily as a trained soldier could a small child. They're massively enchanted, and Orgnum is theorized to have played a part in the creation of their Fleets, so his ability to create Territories in order to protect his Fleet is immense. However, the limitation of this ability is that he simply cannot create a territory that isn't on or near a ship. 

    Item Creation: C

    Other than his Coffer, Orgnum isn't incredibly praised as a crafter or enchanter of anything in particular and so his legend simply doesn't contain Item Creation is a major aspect of his existence. His coffer alone is enough to give him a passable ability at creating objects.

    Personal Skills:

    Note 6: Personal Skills are unique to everyone…mostly. Two Servants may have Personal Skills with the same name, but they’ll have unique differences based on their own personal life and legend (for example, two Servants may have the ‘Charisma’ skill at the exact same rank, but one of them may be more charismatic when talking to military leaders while the other is more charismatic when talking to commoners.

    Golden Rule: EX

    Golden Rule is a skill that defines a characters ability to accumulate wealth. While the Maomer were hardly a rich nation but King Orgnum's Coffer is one of the few signs of his legacy and it's ability to literally create gold is immensely powerful and allows for Orgnum to access a near infinite source of gold as a Heroic Spirit. 

    Double Summon: N/A

    Double Summon is a skill purely used to designate that a character is summoned under two distinct classes rather than only a single class like most Heroic Spirits. King Orgnum is strongly linked with both the Rider and Caster classes, though he can (barely) be summoned under a few others if he's summoned as either Rider or Caster he is summoned as both.

    Eternal Youth: B

    Orgnum's single most defining feature is his eternal youth, or at least the combination of his immortality and de-aging process. The skill itself provides no benefits but does define him as an immortal, which could almost be considered a sub-set of Divine Spirit, though still firmly grounded by the fact that he could be killed in battle. 

    Wrath of the Maomer: B

     

    Orgnum's hatred for the Aldmer (and Altmer) is legendary, and so intrinsically cemented as part of his people's culture that war against the Altmer almost seems to be the equivelent of breathing for other races. His hatred for other Elves is so great that he is liable to fly off the handle into an unstoppable rage if even the slightest insult is directed towards him. Because he is not summoned as Berserker it is a controllable rage but sometimes he simply doesn't care to control it and will lash out as long as he can barely justify it.

    Noble Phantasms:

    Note 7: Noble Phantasms are unique to each Servant completely and is a notable part of their legend. For some heroes, these may be unique weapons or a set of armour that they wielded in their life, for others it may be a concept that is closely related to the Servant’s legend. For example, Morihaus is likely to be summoned with The Lord’s Mail as a set of armour while Tiber Septim may have a Noble Phantasm connected to his role of Emperor or Dragonborn.

    Wavebreaker – The Unending Assault of the Ocean’s Floor: A

    Wavebreaker is a conceptual Noble Phantasm that signifies Orgnum's immense control over water magic and the denizens of the deep. It grants him the ability to swim underwater, control over all forms of water and amplifies his connection with any powerful creatures that live in the oceans of the world. It's a broad and undefined Noble Phantasm, and theoretically is more or less powerful depending on where he's summoned (with Summerset most likely being one of the more powerful locations and somewhere like Black Marsh or Hammerfell being much weaker). 

    In Skyrim, it has the hinderence of being severly weakened by the cold, frozen climate of the North. It is still a powerful Noble Phantasm, but most spells he casts are frozen into ice-form rather than the fluidity of water, which greatly restricts what he can do with his more offensive magic. 

    Translation to Skyrim

    Alright, now for the even more fun stuff (for me at least). Orgnum was a really interesting character to work with because he's someone who's a bit more well known than, say Ada'Soom Dir-Kamal, but he's still one of those fringe characters from a fringe race which makes it really fun to learn about him. I've got a lot of love for the Maomer for reasons I don't entirely know, but as soon as I saw Orgnum's name I just really got hooked on writing for him. The difficulty then became how do I figure out his class. As I mention above, the Rider Class is really quite fitting because of the whole naval thing he's got going on, but Orgnum himself is considered a pretty damn powerful Wizard, so I really struggled originally deciding between the two classes. I didn't really want to do another Double Summon character, there's only a few in Fate, really they're incredibly rare and don't come out all that often but this was one where I felt like it had to happen.

    The build itself (as you'll see below) is really kind of fun, I love playing with Frost Magic and the build style is simple but really focuses in on using anything Water or Frost related that I can think of. It's great with mods too, Phenderix's Magic Evolved for example has a tonne of water spells and might be worth looking into, because really that restriction on the Noble Phantasm is just there because I'm making these Vanilla.  

    Skills and Stats:

    Primary Skills: Destruction, Alteration, Illusion and Conjuration

    Secondary Skills: Enchanting, Speech and One-Handed

    Stats: 4 Magicka, 3 Health and 3 Stamina per 10 levels.

    Required Perks and Equipment:

    Destruction: Novice-Master Destruction, Augmented Frost 2/2, Deep Freeze and Destruction Dual Casting

    Alteration: Novice-Expert Alteration

    Equipment: Chillrend

    Roleplaying and Other Information:

    Man so to be honest the actual questlines that Orgnum fits with is kind of...difficult to really judge. I'm going to start off with the Thieves Guild because I believe that it works perfectly with his love for wealth (or at least the Heroic Spirits' accumulation of wealth) and I like the idea of using Chillrend as the primary weapon for this build. It's something that'll be interesting because the build focuses more on Illusion rather than Stealth skills so the entire process would probably be a lot of fun and a real challenge. After that, I don't have specific quests but going to any shipwreck or port city and doing as many quests as possible is definitely a requirement, Solstheim has a lot so I'd probably go there at some point. Rise in the East is a more subtle, smaller quest that I would absolutely recommend doing because...well it involves sailing and being part of a Naval Assault on a bandit island. 

    Other then that, sadly there aren't a whole lot of Vanilla quests that fit with the whole Naval theme of the build. There are probably some mods that will expand the build a bit, it's honestly not something I've ever looked into but it'd definitely be worth checking out. Falskaar is one quest-mod that might work pretty well but other then that I'm just not sure. 


    Yeah we've got a tonne of Skills to work through here, which is great. Golden Rule is a rather fun Personal Skill that, honestly is really just a Roleplaying thing for this character. You could possibly work a few mods into it to expand Speech and use that as a Major Skill but, really through the vanilla game the idea is just to find and horde as much money as possible. If your on PC then feel free to console command in 1000 gold/septims a day or something to represent King Orgnum's infinite coffer. Double Summon has been covered a fair bit so you get the gist of that one. Eternal Youth and Wrath of the Maomer are, sort of a bit less relevant through gameplay (which sucks to say). Basically the only aspect of the two that are crucial to implement would be Wrath of the Maomer's role in how you deal with other Elves, especially Altmer. The specifics are up to you but you can imagine how many Thalmor you'll end up killing by the end of the game.

    Riding, kind of sucks here I'll be honest. Sure you could ride a normal horse all over the place as part of the character but that heavily restricts you in a lot of ways. My preference would be sailing around fighting things but that's not really a component of the original game. If I were writing a story, oh yeah this would be awesome but I'm not so...yeah. Magic Resistance is simple, just enchant a piece of equipment with Resist Magic and go home. Item Creation opens up Enchanting and...(Oceanic) Territory Creation. So the basics for this skill in Fate is it allows for a Caster to set up a 'Workshop' where they can experiment with magic and just generally turn it into a death trap if anyone but they enter it. The stronger it is, the stronger their territory and the worse an idea it is to fight them there. That's kind of not really something that translates well to Skyrim. The best way to really work this into the game is to find a shipwreck (which you can actually use per the rules of the skill) to set up a home base of sorts. Well, actually it could be a real ship if you wanted (I think there's a mod available on all consoles that gives you a floating home thingy, so that might be worth getting) but the point is you set up a home base and make sure to kill anything that spawns nearby.  It's not perfect, really the skills here are kind of hard to fully translate. 

    Our Noble Phantasm is a lot easier though. Wavebreaker is about as broad and undefined as a Noble Phantasm can be and gives Orgnum control over water to pretty much any degree. Blizzard is obviously where we'll have to end it with Vanilla Spells but even that is a fairly powerful tool and arguably a fair bit better than anything that normal Mages can do so it's not too bad. Waterbreathing enchantment is obviously required, but it's really just a broad Noble Phantasm that allows for just about anything related to Frost Spells.

    Closing Notes:

    So, I've got to be honest I'm a bit happier with this one theoretically than I am with the translation. A lot of skills really didn't translate perfeclty, and while it forms a nice character, it's not as good of a build as some of the others. It's not terrible, and with Mods could still be perfectly fine (if not great) but I can't help but feel a little dissapointed in the end result. Eh maybe I'm thinking about it too hard. 

    Anyway, this is basically one of the more random Guides I'll be doing. If you didn't know the first 6 had a clear theme (started with A) but from now on, until my next 'set' I'll just be doing random Heroic Spirits with no guiding theme behind them. The next 'set' is going to be incredibly interesting and focus on some really fun characters but there's a hell of a lot of work that's going to go into them so I won't spoil them because it could take weeks to get the first one done. Thanks, as always, for reading and if you want to read more then check out the 'Heroic Spirit Guides' tag above. 

    Image 1 Source

    Image 2 Source

    Image 3 Source

    Teaser Image 1 Source

    More Information on Rider Class

    More Information on Caster Class

    Orgnum Sources and Information (sorta, not much to it, but yeah).

    Fate - Parameter Rules    |    Fate - Servant Definition    |    Fate - Noble Phantasms    |    Fate - Full List of Skills

    As a final note, I just wanted to thank Trekster for inspiring these guides. Obviously we've got really different takes and inspirations for the series and they're honestly really different, but there's so much of his work that inspired mine. Check Out His Guides because they really are awesome, and a bit more suited to just plugging a build into the Guide and playing with it. Hope these are interesting, I tried really hard to balance the combination of Skyrim and Fate, though I'll freely admit to focusing more on the latter.

  • Member
    February 11, 2019

    Nice job with Ogrum Deebs

  • Member
    February 11, 2019
    Another mod that might work for this build is The Scarlett, which can be found on the Nexus for both the original flavor of Skyrim and Skyrim SE for PC. The Scarlett is a large ship your character can capture and use as a home base and means of fast travel throughout the coastal/river areas of Skyrim. It also has a small settlement to build up that grants you income, and it has a lot of free beds for you to assemble a crew of followers (via Amazing Follower Tweaks or your mod of choice for setting new homes for your NPCs).
  • Member
    February 12, 2019

    Dragonborn2021 said:

    I've got a lot of love for the Maormer for reasons I don't entirely know...

    I get it. Maybe it's because they're Elven underdogs that you just can't help but want to see succeed, just once? I suppose that's how I look at it, especially after this revelation in ESO's base game which is backed up by this. I enjoy anything subversive and that further discredits Altmeri bullshit :D Anyway, Orgnum is pretty interesting with lots of unanswered questions about him. What's up with his immortality, how and why etc... Part of me wants it to be connected with water and how that is like the vessel holds and conducts memory.

    This was fun to read, Deebs. Good work!

  • February 12, 2019

    Another mod that might work for this build is The Scarlett, which can be found on the Nexus for both the original flavor of Skyrim and Skyrim SE for PC. The Scarlett is a large ship your character can capture and use as a home base and means of fast travel throughout the coastal/river areas of Skyrim. It also has a small settlement to build up that grants you income, and it has a lot of free beds for you to assemble a crew of followers (via Amazing Follower Tweaks or your mod of choice for setting new homes for your NPCs).

    Sounds interesting, I think I recall the mod but don't think I've ever downloaded it. I am aiming to keep these mostly mod free but it's a good suggestion, thanks for the suggestion mate :D

  • February 12, 2019

    I get it. Maybe it's because they're Elven underdogs that you just can't help but want to see succeed, just once? I suppose that's how I look at it, especially after this revelation in ESO's base game which is backed up by this. I enjoy anything subversive and that further discredits Altmeri bullshit :D Anyway, Orgnum is pretty interesting with lots of unanswered questions about him. What's up with his immortality, how and why etc... Part of me wants it to be connected with water and how that is like the vessel holds and conducts memory.

    This was fun to read, Deebs. Good work!

    That's an interesting take on them...I don't think your wrong, a lot of what makes them interesting is that they're very much the outcasts of Elven society in a way that I'd say only the Orsimer are. But even the Orsimer have been able to properly set up a society that we see, but the Maomer are incredibly isolated from the rest of the world, which lets them be far more mysterious. Another part of it probably just their 'flavour' for the lack of a better term, but the idea of a sea-faring, water-magic wielding Elven people is fascinating to me. 

  • February 12, 2019

    Paws said:

    I get it. Maybe it's because they're Elven underdogs that you just can't help but want to see succeed, just once? I suppose that's how I look at it, especially after this revelation in ESO's base game which is backed up by this. I enjoy anything subversive and that further discredits Altmeri bullshit :D Anyway, Orgnum is pretty interesting with lots of unanswered questions about him. What's up with his immortality, how and why etc... Part of me wants it to be connected with water and how that is like the vessel holds and conducts memory.

    This was fun to read, Deebs. Good work!

    What is the Altmeri bullshit here, exactly? If we assume that the mythic Altmeris is actually Tamriel (there is such opinion out there), then the Altmeri belief isn't really wrong. As for the Maormer being exiled... how exactly does that contradict the belief that they were criminals? If anything, it heavily implies precisely that to be the case.

     

  • Member
    February 13, 2019

    Justiciar Thorien said:

    What is the Altmeri bullshit here, exactly? If we assume that the mythic Altmeris is actually Tamriel (there is such opinion out there), then the Altmeri belief isn't really wrong. As for the Maormer being exiled... how exactly does that contradict the belief that they were criminals? If anything, it heavily implies precisely that to be the case.

    The lie that the whole Altmeri belief. Their schtick is that they are the closest to their Aldmeri ancestors. They have constructed this mythic history in which the Aldmer arrive on Summerset before any cultural and racial schisms ensue. In this way, they can say they are the closest living elves to the first Aldmer in Tamriel in an unbroken line. To unerscore this idea, the Altmer propagate the myth that the Maormer were exiles from Summerset whereas the Maormer claim they are also directly descended from the Aldmer rather than being devolved Altmer.

  • Member
    February 13, 2019

    Paws said:

    Justiciar Thorien said:

    What is the Altmeri bullshit here, exactly? If we assume that the mythic Altmeris is actually Tamriel (there is such opinion out there), then the Altmeri belief isn't really wrong. As for the Maormer being exiled... how exactly does that contradict the belief that they were criminals? If anything, it heavily implies precisely that to be the case.

    The lie that the whole Altmeri belief. Their schtick is that they are the closest to their Aldmeri ancestors. They have constructed this mythic history in which the Aldmer arrive on Summerset before any cultural and racial schisms ensue. In this way, they can say they are the closest living elves to the first Aldmer in Tamriel in an unbroken line. To unerscore this idea, the Altmer propagate the myth that the Maormer were exiles from Summerset whereas the Maormer claim they are also directly descended from the Aldmer rather than being devolved Altmer.

    Plus, one does not need to be genuinely guilty of a crime to be exiled. Say if one say, breaks a taboo in a society, or just a ruling, say, mayor or whatever, doesn't like an individual. They can say siad person or their kin or whatever did such and such, and banish them

  • February 13, 2019

    Paws said:

    The lie that the whole Altmeri belief. Their schtick is that they are the closest to their Aldmeri ancestors. They have constructed this mythic history in which the Aldmer arrive on Summerset before any cultural and racial schisms ensue. In this way, they can say they are the closest living elves to the first Aldmer in Tamriel in an unbroken line. To unerscore this idea, the Altmer propagate the myth that the Maormer were exiles from Summerset whereas the Maormer claim they are also directly descended from the Aldmer rather than being devolved Altmer.

    This whole tale contradicts itself on every turn.

    First of all, it's never said that it's specifically Altmer who believe it. One text says "many believe", and the other says "it was once believed". We are told that the main source of the data is tapestries in the Crystal Tower. These tapestries have always been in the possession of Altmer, so obviously they have always had this knowledge. Also, it isn't held as a secret, because the translations of the tapestries obviously were made and published by Altmeri scholars. So who is lying?

    Then, according to these tapestries, what happened is this. Some time in the ancient times, before the Aldmer had left what was called Aldmeris (which is most likely Tamriel) to settle on the Summerset Isles (and before they built the Crystal Tower? a part of me doubts), a bunch of Aldmer who would later become Maormer was cast out from the Aldmeri society and ended up in Pyandonea. This doesn't sound as a cultural or racial schism, it's a bunch of Aldmer exiled by other Aldmer. What was the reason we will never know, but most apparently it was because these bunch of Aldmer did something other Aldmer really didn't like.

    Now this Maormer fellow uses this piece of data as an argument that Maormer are closer to the original Aldmeri ancestors than Altmer, but how is that? They descend from the very same Aldmeri ancestors, so the part that they are closer is obviously bull. Then, he claims that they weren't from Summerset, and uses that as an argument that Summerset should belong to Maormer, so very consistent and logical, yes?

    Chris said:

    Plus, one does not need to be genuinely guilty of a crime to be exiled. Say if one say, breaks a taboo in a society, or just a ruling, say, mayor or whatever, doesn't like an individual. They can say siad person or their kin or whatever did such and such, and banish them

    We have no data about that, so we could speculate of it infinitely and never know the truth. However. had it been just one mayor disliking one individual, I doubt it would end in the exile of a whole bunch of people.