Streets
The Gentleman Owl
Backstory:
Horace was born in the Wrothgarian Mountains of High Rock. At a young age, he was kidnapped from his tribe by pirates coming in from the northwestern coast. He never had the chance to start his Smithing training, but he was familiar with Heavy Armor and Two Handed weaponry. He had a very limited knowledge of Enchanting, and that was about it.
Horace was put to work scrubbing and cleaning the boat for the pirates, sometimes rowing, sometimes doing manual grunt lifting and carrying of barrels. He later learned these pirates who had kidnapped him were called the Blackblood Marauders.
After a few years as a slave, he was finally old enough to plan an escape from the ship. His heart started beating faster and faster, and he became overcome with his blood power, berserker rage. He broke out of his cell, ran to the deck, barreling through those who would try to stop him, and hurled himself over the edge of the ship into freezing water. The only thing keeping him alive was his uncontrollable Berserker Rage warming his entire body.
He managed to wash ashore unspotted by the pirates (they couldn’t go too far inland or risk being caught themselves). Laying in the snow, on the verge of freezing to death, he looked up at what looked like his father, before blacking out.
The one who rescued him was Urag gro-Shub, the Orc scholar from the Arcanaeum at the College of Winterhold. Horace spent the rest of his adolescence being raised by Urag, living at the college. He became well educated, refined, and nothing like his old Orc brothers and sisters. Urag taught Horace how to use the spell Frostbite, as it was the only offensive magic Urag knew.
When Horace became of age, he decided he would set out on his own to attempt to find the Blackblood Marauders and take vengeance. He wanted to make a name for himself, and he wanted power.
Restrictions: (Mostly taken straight from BIGwooly, ♥)
Nord Refugee Character Diary - Hrisskar III | Skyrim Forums
- proceed through the game intro and then leave the cave with NOTHING
- do not discover any locations, take Whiterun carriage to Winterhold to start play
- difficulty set to 'expert'
- HUD set to 0%
- brightness dropped down 3 notches
- timescale set to 10 (days are twice as long as default)
- only carry 30% of what game allows
- must fully sheath weapon to use a potion
- must have a hand free to pick anything up
- must not move around crouched for unreasonable amounts of time
- may only sneak rarely
- may not harvest unreasonable items (if a dead elk has a garnet don't take it)
- may not harvest alchemy ingredients or vegetables
- may not activate overpowered/unrealistic perks (like conditioning; heavy armor weighs nothing)
- may only take 1/5 Enchanter, to stay balanced
- 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 (must find/purchase all gear, no improving)
- may only use greatswords
- may not use archery
- may hold up to 5 lockpics, and pick locks up to adept only
- may not pick pockets
- may not use alchemy (must find/purchase all potions)
- may only use necromancy side of conjuration (soul trap is ok, no bound weapons or atromancy)
- may not use necromancy around those you do not plan to kill (no one can see you raise dead)
- may only use the frost spells in destruction (may not use dual casting or impact)
- may not use any other magic except the conjuration and destruction mentioned
- may not swim while wearing/holding armor
- may not enter freezing water unless “a boat has been found”
- must drop all armor if entering deep water unexpectedly (armor is lost)
- may not use in-game map unless at a known location
- may not fast travel (except by cart)
- may not use exploits
- may not cut wood for money
- if you set off a trap and it injures you then you are dead
- vampiric infection must be cured within 1 game hour or vampirism is set
- must have hands free to pick up items or search bodies/containers
- may not loot from bodies that you saw someone else kill (assumed that they looted)
- when character dies must load from the most recent save
- if character dies must return to an inn and wait (recover) for 7 days
- must spend 300 gold with the innkeep to cover room and board
- may not hire or use companions/mercenaries (only when quest necessary)
- may not use horse
Build Inspiration: (taken from user The Nexus at the Skyrim Blog)
Character Build: The Necro-Knight - The Skyrim Blog
Perk Tree: (Level 45)
Skyrim Perk Calculator - Plan the perks for your Skyrim character before spending them!
Horace was born in the Wrothgarian Mountains of High Rock. At a young age, he was kidnapped from his tribe by pirates coming in from the northwestern coast. He never had the chance to start his Smithing training, but he was familiar with Heavy Armor and Two Handed weaponry. He had a very limited knowledge of Enchanting, and that was about it.
Horace was put to work scrubbing and cleaning the boat for the pirates, sometimes rowing, sometimes doing manual grunt lifting and carrying of barrels. He later learned these pirates who had kidnapped him were called the Blackblood Marauders.
After a few years as a slave, he was finally old enough to plan an escape from the ship. His heart started beating faster and faster, and he became overcome with his blood power, berserker rage. He broke out of his cell, ran to the deck, barreling through those who would try to stop him, and hurled himself over the edge of the ship into freezing water. The only thing keeping him alive was his uncontrollable Berserker Rage warming his entire body.
He managed to wash ashore unspotted by the pirates (they couldn’t go too far inland or risk being caught themselves). Laying in the snow, on the verge of freezing to death, he looked up at what looked like his father, before blacking out.
The one who rescued him was Urag gro-Shub, the Orc scholar from the Arcanaeum at the College of Winterhold. Horace spent the rest of his adolescence being raised by Urag, living at the college. He became well educated, refined, and nothing like his old Orc brothers and sisters. Urag taught Horace how to use the spell Frostbite, as it was the only offensive magic Urag knew.
When Horace became of age, he decided he would set out on his own to attempt to find the Blackblood Marauders and take vengeance. He wanted to make a name for himself, and he wanted power.
Restrictions: (Mostly taken straight from BIGwooly, ♥)
Nord Refugee Character Diary - Hrisskar III | Skyrim Forums
- proceed through the game intro and then leave the cave with NOTHING
- do not discover any locations, take Whiterun carriage to Winterhold to start play
- difficulty set to 'expert'
- HUD set to 0%
- brightness dropped down 3 notches
- timescale set to 10 (days are twice as long as default)
- only carry 30% of what game allows
- must fully sheath weapon to use a potion
- must have a hand free to pick anything up
- must not move around crouched for unreasonable amounts of time
- may only sneak rarely
- may not harvest unreasonable items (if a dead elk has a garnet don't take it)
- may not harvest alchemy ingredients or vegetables
- may not activate overpowered/unrealistic perks (like conditioning; heavy armor weighs nothing)
- may only take 1/5 Enchanter, to stay balanced
- 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 (must find/purchase all gear, no improving)
- may only use greatswords
- may not use archery
- may hold up to 5 lockpics, and pick locks up to adept only
- may not pick pockets
- may not use alchemy (must find/purchase all potions)
- may only use necromancy side of conjuration (soul trap is ok, no bound weapons or atromancy)
- may not use necromancy around those you do not plan to kill (no one can see you raise dead)
- may only use the frost spells in destruction (may not use dual casting or impact)
- may not use any other magic except the conjuration and destruction mentioned
- may not swim while wearing/holding armor
- may not enter freezing water unless “a boat has been found”
- must drop all armor if entering deep water unexpectedly (armor is lost)
- may not use in-game map unless at a known location
- may not fast travel (except by cart)
- may not use exploits
- may not cut wood for money
- if you set off a trap and it injures you then you are dead
- vampiric infection must be cured within 1 game hour or vampirism is set
- must have hands free to pick up items or search bodies/containers
- may not loot from bodies that you saw someone else kill (assumed that they looted)
- when character dies must load from the most recent save
- if character dies must return to an inn and wait (recover) for 7 days
- must spend 300 gold with the innkeep to cover room and board
- may not hire or use companions/mercenaries (only when quest necessary)
- may not use horse
Build Inspiration: (taken from user The Nexus at the Skyrim Blog)
Character Build: The Necro-Knight - The Skyrim Blog
Perk Tree: (Level 45)
Skyrim Perk Calculator - Plan the perks for your Skyrim character before spending them!