The House Lords of Skyrim are old dominions of wealthy families belonging to different cities. Each has a history rich in gaining power for their House Champion. Like the great Houses of Morrowind, they also command the respect of their region and are responsible for many tasks ranging in different ways for different means...
Premise:
The House Lords is a range of 5 builds for 5 different play-styles. These are parody builds of Game of Thrones but brought into the Skyrim world, considering "Houses" already exist in Morrowind, it wouldn't be too far off to think that such a thing exists in Skyrim. Each build is levelled to 20 but either along the way or after or near 20 it would be best advised to mix some enchanting perks in with the 20 perks listed for each build. Each build is a starting and archetype of gameplay, you can expand them how you see fit. The necessary quests are those for gear and spells, so if you are unsure simply check on the Wiki's or explore your way around.
Without further ado, I present: The House Lords.
House Slarq represents the pinnacle of animal husbandry. Using dire wolves to aid them in combat, they are capable of distracting as well as maiming their opponents, both their pets and their champions...
House Shout: Frost. Cold. Freeze.
Race: Nord
Armory:
Helm: Wolf Helmet
Chest: Wolf Armor
Hands: Wolf Gauntlets
Feet: Wolf Boots
Neck: Amulet of Arkay
Ring: Hircine's Ring
Weapons: Bow of the Hunt & Silver Greatsword (+Frost Enchant)
Spells/Supernatural/Tactics: The House Lords of Slarq fight using ranged bows as well as using two handed swords. Using their House shout even on rank 1 can knock an enemy to their knees, to which you can respond with a quick cut to the head. Using range with your wolf allows the wolf to take the brunt and tank for you, like the hunter class in many MMO's. While in Werewolf form your pet will assist you. Cold attacks from your sword will slow runners and help shooting them in the back much easier.
Assistants:
Bran - Your dire Wolf.
Perk Spread/Points/Stone:
50/50 Into Health and Stamina, Nothing into Magicka.
House Lazoroth represents the majesty of horse and man, being that they are supreme riders capable of feats that not all people can. They are wealthy and capable of using their charm as well as their wealth to get what they want.
House Shout: Force. Balance. Push.
Race: Imperial
Armory:
Helm: Dwarven Helmet
Chest: Dwarven Armor
Hands: Blades Gauntlets
Feet: Blades Boots
Neck: Amulet of Dibella
Ring: Enchanted Ring
Weapons: Elven War Axe(+Stam Drain Enchant) Elven Sword (+Fire DPS Enchant) Elven Mace (+Paralyse Enchant) Enhanced Dwarven Crossbow (+Any Enchant)
Spells/Supernatural/Tactics: The House Lords of Lazoroth are experts at weapon combat. Having skills capable of making enemies bleed as well as breaking their armor and cutting their crucial points. You as a Lazoroth are skilled in someway with each and can bleed/break/critical your opponents by swapping in and out weapons that you dual wield. Firing off Crossbow bolts from horseback is also an excellent opening tactic or escape one.
Assistants:
Frost- Your Horse.
Perk Spread/Points/Stone:
House Lazoroth Perk Spread to 20
80/20 Into Health and Stamina, Nothing into Magicka.
House Baraxian represents what a rage can follow after tranquillity is broken. They prefer to take on the guise of being loving of the earth, but they love the dark arts as much as they want peace.
House Shout: Kill. Leech. Suffer.
Race: Breton
Armory:
Helm: Helm of Yngol
Chest: Ebony Mail
Hands: Nordic Carved Gauntlets
Feet: Nordic Carved Boots
Neck: Amulet of Kynareth
Ring: Ahzidal's Ring of Arcana
Weapons: Dawnbreaker and Drainspell Bow
Spells/Supernatural/Tactics: The House Lords of Baraxian are a funny bunch using both the Ebony Mail and Dawnbreaker, so you will be cloaked in shadows while you attack with light. You can use Ignite due to Ahzidal's Ring of Arcana so your able to mix it up with fire attacks in your left hand and sword swings in the right, being a vampire lets you use the drain HP when needed and by equipping then un-equipping either a shield or a torch, you can be one handed blocking. Also use Vampire lord form for movement over water as well and combat when your health is low. Poisons also add a cruel barb to an already powerful holy burn, the Dawnbreaker with damage health, crushes the soul.
Assistants:
None.
Perk Spread/Points/Stone:
House Baraxian Perk Spread to 20
3/3/3 Into Health, Stamina and Magicka.
House Gremrhyn represents a house built on furthering power through the shadows without pledging fielty to anyone. They would rather use animals to gain victory and thus have none for the sigil. Only two crossed blades at the throats of their enemies.
House Shout: Air. Battle. Grace.
Race: Argonian
Armory:
Helm: Execution Hood
Chest: Guild Master's Armor
Hands: Guild Master's Gloves
Feet: Guild Master's Boots
Neck: Amulet of Zenithar
Ring: Ring of Namira
Weapons: Valdr's Lucky Dagger and Nightingale Bow
Spells/Supernatural/Tactics: The House Lords of Gremrhyn fight using Spider Scrolls, the poisoness kinds while in stealth to fire them off while undetected. However when forced to fight, using their House shout increases their speed allowing them to slash even faster with more chances to hit a critical area.
Assistants:
Perk Spread/Points/Stone:
House Gremrhyn Perk Spread to 20
70/30 Into Health and Stamina, Nothing into Magicka.
House Terovidah represents a house built on the foundations of dragons as control. Those who control the dragons control the dominion of Skyrim and all of Nirn. They were mocked for centuries for believing in dragons which had become since that time, myth and legend.
House Shout: Earth. Mind. Dragon.
Race: High Elf
Armory:
Helm: Wedding Wreath
Chest: Markarth Guard's Armor
Hands: Scaled Bracers
Feet: Scaled Boots
Neck: Amulet of Akatosh
Ring: Nightweaver's Band
Weapons: Windshear
Spells/Supernatural/Tactics: Using bend will to gain a dragon can be a massive boon on combat in heavily dense areas. Though when your not on a dragon, you can use firebolts and fire rune traps as well as flame cloak with your Windshear to knock enemies to the ground and burn them with your cloak and spells. Block bashing then slashing while cloaked up will do a lot of damage and keep you safe, remember to use a shield or torch to un-equip your left hand to use Windshear in one.
Assistants:
Dragons, any that you can use Bend Will on.
Perk Spread/Points/Stone:
House Terovidah Perk Spread to 20
3/3/3 Into Health, Stamina and Magicka.
House Tyrenn are both paladins and necromancers, using life and death in duality to gain success for their house, for them it is simply two sides of the same coin, existing in opposite directions but none the less as flippable as that coin...
House Shout: Ice. Flesh. Statue.
Race: Redguard
Armory:
Helm: Dawnguard Helmet
Chest: Ancient Falmer Cuirass
Hands: Ancient Falmer Gauntlets
Feet: Ancient Falmer Boots
Neck: Amulet of Mara
Ring: Ahzidal's Ring of Necromancy
Weapons: Dawnguard Rune Axe + Auriel's Shield
Spells/Supernatural/Tactics: The House Lords of Tyrenn can use their undead with the help of Ahzidal's Ring of Necromancy to explode them into shards of ice that create putrid corpse bombs. Using restoration magic attacks as well as their powerful shield and axe along with their heightened stamina, the Champion of Tyrenn is a fearsome warrior. Raising an army of undead or blasting light with the shield, hands and axe, House Tyrenn are a deadly life force.
Assistants:
Undead.
Perk Spread/Points/Stone:
House Tyrenn Perk Spread to 20
2/3/4 Into Health and Stamina, Magicka.
The War For Skyrim Has Just Begun!
Overall the House Lords have different styles within themselves that you can expand upon, whether going ranged more than melee or spell more than ranged. The choice is yours and yours alone to make on how you will become, the next true House Lord!
My Other Builds:
The House Lords of Skyrim are old dominions of wealthy families belonging to different cities. Each has a history rich in gaining power for their House Champion. Like the great Houses of Morrowind, they also command the respect of their region and are responsible for many tasks ranging in different ways for different means...
Premise:
The House Lords is a range of 5 builds for 5 different play-styles. These are parody builds of Game of Thrones but brought into the Skyrim world, considering "Houses" already exist in Morrowind, it wouldn't be too far off to think that such a thing exists in Skyrim. Each build is levelled to 20 but either along the way or after or near 20 it would be best advised to mix some enchanting perks in with the 20 perks listed for each build. Each build is a starting and archetype of gameplay, you can expand them how you see fit. The necessary quests are those for gear and spells, so if you are unsure simply check on the Wiki's or explore your way around.
Without further ado, I present: The House Lords.
House Slarq represents the pinnacle of animal husbandry. Using dire wolves to aid them in combat, they are capable of distracting as well as maiming their opponents, both their pets and their champions...
House Shout: Frost. Cold. Freeze.
Race: Nord
Armory:
Helm: Wolf Helmet
Chest: Wolf Armor
Hands: Wolf Gauntlets
Feet: Wolf Boots
Neck: Amulet of Arkay
Ring: Hircine's Ring
Weapons: Bow of the Hunt & Silver Greatsword (+Frost Enchant)
Spells/Supernatural/Tactics: The House Lords of Slarq fight using ranged bows as well as using two handed swords. Using their House shout even on rank 1 can knock an enemy to their knees, to which you can respond with a quick cut to the head. Using range with your wolf allows the wolf to take the brunt and tank for you, like the hunter class in many MMO's. While in Werewolf form your pet will assist you. Cold attacks from your sword will slow runners and help shooting them in the back much easier.
Assistants:
Bran - Your dire Wolf.
Perk Spread/Points/Stone:
50/50 Into Health and Stamina, Nothing into Magicka.
House Lazoroth represents the majesty of horse and man, being that they are supreme riders capable of feats that not all people can. They are wealthy and capable of using their charm as well as their wealth to get what they want.
House Shout: Force. Balance. Push.
Race: Imperial
Armory:
Helm: Dwarven Helmet
Chest: Dwarven Armor
Hands: Blades Gauntlets
Feet: Blades Boots
Neck: Amulet of Dibella
Ring: Enchanted Ring
Weapons: Elven War Axe(+Stam Drain Enchant) Elven Sword (+Fire DPS Enchant) Elven Mace (+Paralyse Enchant) Enhanced Dwarven Crossbow (+Any Enchant)
Spells/Supernatural/Tactics: The House Lords of Lazoroth are experts at weapon combat. Having skills capable of making enemies bleed as well as breaking their armor and cutting their crucial points. You as a Lazoroth are skilled in someway with each and can bleed/break/critical your opponents by swapping in and out weapons that you dual wield. Firing off Crossbow bolts from horseback is also an excellent opening tactic or escape one.
Assistants:
Frost- Your Horse.
Perk Spread/Points/Stone:
House Lazoroth Perk Spread to 20
80/20 Into Health and Stamina, Nothing into Magicka.
House Baraxian represents what a rage can follow after tranquillity is broken. They prefer to take on the guise of being loving of the earth, but they love the dark arts as much as they want peace.
House Shout: Kill. Leech. Suffer.
Race: Breton
Armory:
Helm: Helm of Yngol
Chest: Ebony Mail
Hands: Nordic Carved Gauntlets
Feet: Nordic Carved Boots
Neck: Amulet of Kynareth
Ring: Ahzidal's Ring of Arcana
Weapons: Dawnbreaker and Drainspell Bow
Spells/Supernatural/Tactics: The House Lords of Baraxian are a funny bunch using both the Ebony Mail and Dawnbreaker, so you will be cloaked in shadows while you attack with light. You can use Ignite due to Ahzidal's Ring of Arcana so your able to mix it up with fire attacks in your left hand and sword swings in the right, being a vampire lets you use the drain HP when needed and by equipping then un-equipping either a shield or a torch, you can be one handed blocking. Also use Vampire lord form for movement over water as well and combat when your health is low. Poisons also add a cruel barb to an already powerful holy burn, the Dawnbreaker with damage health, crushes the soul.
Assistants:
None.
Perk Spread/Points/Stone:
House Baraxian Perk Spread to 20
3/3/3 Into Health, Stamina and Magicka.
House Gremrhyn represents a house built on furthering power through the shadows without pledging fielty to anyone. They would rather use animals to gain victory and thus have none for the sigil. Only two crossed blades at the throats of their enemies.
House Shout: Air. Battle. Grace.
Race: Argonian
Armory:
Helm: Execution Hood
Chest: Guild Master's Armor
Hands: Guild Master's Gloves
Feet: Guild Master's Boots
Neck: Amulet of Zenithar
Ring: Ring of Namira
Weapons: Valdr's Lucky Dagger and Nightingale Bow
Spells/Supernatural/Tactics: The House Lords of Gremrhyn fight using Spider Scrolls, the poisoness kinds while in stealth to fire them off while undetected. However when forced to fight, using their House shout increases their speed allowing them to slash even faster with more chances to hit a critical area.
Assistants:
Perk Spread/Points/Stone:
House Gremrhyn Perk Spread to 20
70/30 Into Health and Stamina, Nothing into Magicka.
House Terovidah represents a house built on the foundations of dragons as control. Those who control the dragons control the dominion of Skyrim and all of Nirn. They were mocked for centuries for believing in dragons which had become since that time, myth and legend.
House Shout: Earth. Mind. Dragon.
Race: High Elf
Armory:
Helm: Wedding Wreath
Chest: Markarth Guard's Armor
Hands: Scaled Bracers
Feet: Scaled Boots
Neck: Amulet of Akatosh
Ring: Nightweaver's Band
Weapons: Windshear
Spells/Supernatural/Tactics: Using bend will to gain a dragon can be a massive boon on combat in heavily dense areas. Though when your not on a dragon, you can use firebolts and fire rune traps as well as flame cloak with your Windshear to knock enemies to the ground and burn them with your cloak and spells. Block bashing then slashing while cloaked up will do a lot of damage and keep you safe, remember to use a shield or torch to un-equip your left hand to use Windshear in one.
Assistants:
Dragons, any that you can use Bend Will on.
Perk Spread/Points/Stone:
House Terovidah Perk Spread to 20
3/3/3 Into Health, Stamina and Magicka.
House Tyrenn are both paladins and necromancers, using life and death in duality to gain success for their house, for them it is simply two sides of the same coin, existing in opposite directions but none the less as flippable as that coin...
House Shout: Ice. Flesh. Statue.
Race: Redguard
Armory:
Helm: Dawnguard Helmet
Chest: Ancient Falmer Cuirass
Hands: Ancient Falmer Gauntlets
Feet: Ancient Falmer Boots
Neck: Amulet of Mara
Ring: Ahzidal's Ring of Necromancy
Weapons: Dawnguard Rune Axe + Auriel's Shield
Spells/Supernatural/Tactics: The House Lords of Tyrenn can use their undead with the help of Ahzidal's Ring of Necromancy to explode them into shards of ice that create putrid corpse bombs. Using restoration magic attacks as well as their powerful shield and axe along with their heightened stamina, the Champion of Tyrenn is a fearsome warrior. Raising an army of undead or blasting light with the shield, hands and axe, House Tyrenn are a deadly life force.
Assistants:
Undead.
Perk Spread/Points/Stone:
House Tyrenn Perk Spread to 20
2/3/4 Into Health and Stamina, Magicka.
The War For Skyrim Has Just Begun!
Overall the House Lords have different styles within themselves that you can expand upon, whether going ranged more than melee or spell more than ranged. The choice is yours and yours alone to make on how you will become, the next true House Lord!
My Other Builds:
Cheers mate, I took some time out to think about creative gameplay styles, but didn't want to pigeon hole into one build to 50, so thought I'd do 5 builds to 20, well more like 20ish since sometimes skills don't pan out the way we want perks to go, but I kept each perk tree lower threshold in testing and worked out well.
Cheers mate, I took some time out to think about creative gameplay styles, but didn't want to pigeon hole into one build to 50, so thought I'd do 5 builds to 20, well more like 20ish since sometimes skills don't pan out the way we want perks to go, but I kept each perk tree lower threshold in testing and worked out well.