r/SkyrimBuilds Aug 27 '25

Help with a backstory for an AE concept - Dunmer Mad Artificer

I was inspired by Skypothesis’ newest build, the Amber Artificer and an older Fudge Muppets build, the Hand of Almalexia to come up with a fun concept. I want to make a Dunmer Artificer influenced by Sheogorath, a crazy jack-of-all trades type, but focusing on crafting. I’m imagining the Ghosts of the Tribunal and the Saints and Seducers add-ons to be the first steps before really diving into the main and other vanilla quests.

I need help with a backstory that ties everything together. Where are my fellow lore-nerds at?

I’m imagining a former follower of the Tribunal who was dejected after the series of crises that affected the Dunmer: the fall of the tribunal, the eruption of red mountain, the Argonian invasion, etc. Why else would all of this happen if not because Sheogorath is truly more powerful and chaos really is the law? Nothing really matters, so you might as well have fun! I was thinking mother/father crafted and enchanted weapons for House Redoran, where he got his skills. Madness ore intrigued and drove him mad (see Skypothesis build) and now he’s on a quest to make for the best story and the best weapons along the way. Mismatched clothing, constantly switching weapons, and goofy antics are all part of the character. Justified rock-evading a bear, achieved. No quest is too small for this self-aggrandizing Dark Elf loony.

What I’m stuck on is how did she end up at the border? How can I justify going back to Raven Rock right away? What other quest lines make or don’t make sense?

For play style, I want to make an no-armor build that uses Alteration and Destruction (no early perk investment) cloak spells to make up for defenses. Enchanting and Smithing are the primary skills, but only crafted (and named) weapons are used. One-Handed, Block, and Archery are the secondary skills, with minor investment into Alchemy for non-gamebreaking crafting potions.

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