He is called the Blind Spider or the Ashen Spider, a lethal assassin and a master thief who received a powerful blessing from the Daedric Prince Mephala. Many underestimate this dunmer because of his blindness and the blindfold he wears, only to find that they are tragically mistaken when they find a thin blade stuck in their chest or their prized possessions mysteriously vanished. He is described as unparalleled in his skill with one handed blade, for he can strike in unnatural speed compared to most mortals and that it rivals even the most skilled redguard warriors. Despite his blindness, his blessing from Mephala allows him to have peak human senses and reflexes, allowing him to still maneuver his environment effectively and fight enemies. His blessing also allows him to gain information on written parchment like letters and books by merely touching the paper/page without reading. He uses a special zatoichi that acts as his walking stick and cane sword for combat. If he’s not stinging his enemies with his blade, then they will receive an arrow to their head with deadly precision from the Blind Spider.




Name: Varyn Drals

Race: Dunmer/Dark Elf

Origin: Cyrodiil

Class: Assassin/Thief Hybrid

Standing Stone: Shadow Stone









Varyn Drals was born in Cyrodiil in the year 4E 168 in the city of Cheydinhal. His father and mother moved to Cyrodiil from Morrowind when she was pregnant with him, fleeing from the Camonna Tong. His father was the trusted right-hand man of Skaliz Dren, the kingpin of the Camonna Tong and his mother was Skaliz’ lover at the time. The two secretly fell in love and carried on a secret affair before they were discovered by Skaliz. His mother also stole Skaliz’ most prized artifact, an ancient, withered spider leg that was passed down to her by her grandmother, who was a member of the Cult of Spider and worshipper of Mephala. For the first few years, they lived a relatively peaceful lives and they had three small shrines of the three good Daedric Prince in dunmer culture: Azura, Mephala, and Boethiah. Due to Varyn’s mother’s lineage, they learn more towards to Mephala. His mother also told him the power of the withered spider leg, that whoever eats it will receive a powerful blessing from Mephala, especially if the family is a descendent of the Cult of Spider. When Varyn was 8 years old, his family’s peaceful lives come to a tragic end when Skaliz sent a Camonna Tong assassin to track them down. His mother told him to hide in the basement and gives him the spider leg, suspecting that the assassin came to retrieve it as well. Varyn hid in the basement and heard the assassin say that Skaliz sent his regard. There were loud commotions and fighting before it stopped. Varyn came out of the basement and finds both his parents dead.


Sometimes later, Varyn was forced to be evicted from his home by the Count, causing him to be homeless and beg for money on the street. During this time, he is constantly harassed and bullied by the gro-Orums, especially from the family’s son Ogog gro-Orum. Ogog regularly comes to Varyn and physically bullies and attacks him. One day, Ogog insults Varyn, saying that whatever his parents did that caused them to be killed had it coming. This causes Varyn to seethe in anger and hatred towards Ogog, vowing to give him his comeuppance. One night, Varyn returns to his tent near his old home and takes out the withered spider leg and eats it. Suddenly, his visions begin to fade into darkness and a woman with spider legs protruding from her back emerge before him. The woman reveals herself as Mephala and says that she has been aware of Varyn’s existence for some time. Despite knowing Varyn’s intention of eating the spider leg and not aligning with the Daedric Prince’s interest, Mephala states that she is intrigued by Varyn’s story and is willing to humor him, knowing that his great grandmother was a devout worshipper. The Webspinner grants the blessing to Varyn, allowing him to gain enhanced reflexes, perceptions, and unnatural ability to master certain skills. Varyn finds himself back in Cheydinhal and immediately sets out to find Ogog. He stalks Ogog to Harlun’s Watch, who is drunk and terrorizing the village with two of his friends. Varyn approaches Ogog, who is too drunk to recognize him, and begins to brutally beat him. Ogog’s friends pulls out their blades and tries to kill Varyn, but he swiftly dodges and takes the dagger from Ogog’s friends before killing them in unnatural speed. Varyn turns back to Ogog and repeatedly stabs the orc until his intestines come out. Varyn regains his senses and realizes what he just did. He quickly flees Harlun’s Watch and backs into Cheydinhal. He tells himself that Ogog’s whole family are bullies and crooked and that they don’t deserve any sympathies.

In the next morning, he Varyn finds a figure in dark robes sitting beside him, telling him that the Night Mother has noticed his bloody deed. The figure reveals himself as speaker for the Dark Brotherhood and offers an invitation to join the family. He tells him that he first must complete a small test, to kill a cheating husband who comes to Cheydinhal to meet his mistress. Varyn eagerly accepts the offer, knowing he has nothing to lose at this point. The speaker says that the mistress was being “taken care of” and that the cheating husband will only find death in her home. Varyn goes to the mistress’ home and waits for the unfaithful husband to arrive. When he arrives, Varyn kills him with cold precision. The speaker reveals himself and says he is impressed with Varyn’s coldness and willingness to take lives without hesitation. He tells him to go the sanctuary that just happens to be in Cheydinhal and gives him the passphrase. Varyn immediately goes to sanctuary and speaks the passphrase before granting him access. He is greeted by the sanctuary leader who welcomes him with open arms and says that they look forward to having him and that they recently got another recruit as well.


For the next several years, Varyn trained rigorously with the assassins of the Dark Brotherhood and homed in many skills sets such as wielding blades, archery, and stealth. He would carry out many assassinations from killing elite warriors to powerful mages, and many high-profile targets. During this time, he also meets and befriends another recent member of the sanctuary, an Imperial who is also making waves amongst the rank. The two would occasionally spar and train together, but Varyn’s friend almost always loses to him in blade-to-blade training. Varyn’s friend also invites him to join the Thieves Guild, of whom he was also part of. Varyn learns to enhance his skills in thievery and carries out many contracts and heists almost flawlessly. Many members from the Dark Brotherhood and the Thieves Guild have noticed Varyn’s unusual abilities in mastering skillsets that are specialized in its respective organizations. It is around this time that he earned the nickname, the Ashen Spider.

Sometimes during the 4E 175, Varyn and his Imperial friend are given an unusual contract by the speaker, tasking them to help a dunmer couple in Vvardenfell. Varyn and his friends travel to Vvardenfell and meet the couple, Maryl Virian and Rana Beleth. They reveal themselves as rogue members of the Morag Tong, who were on the run because they exposed the Grandmaster of the guild of doing many corrupt dealings with the disgraced House Hlaalu. They reveal that the Grandmaster wants revenge for exposing him and has already sent Morag Tong assassins after them. Having nowhere else to turn to, they performed the Black Sacrament and were surprised that the Night Mother even humored them by answering their call. Varyn and his friend reluctantly agree to help the ex-Morag Tongs to assassinate the Grandmaster. The trio travels to the ruined city of Vivec to the still running headquarters of the Morag Tong. Maryl Virian also reveals that is the descendant of Naryu Virian, a famous Morag Tong assassin renowned for her beauty and her skill with a blade and that she had worked with a member of the Dark Brotherhood as well. When they arrived at Vivec, they were ambushed by several Morag Tong assassins, and they fight them until they reach to their headquarters and assassinates the Grandmaster and killed more assassins. Maryl then states that despite the rival guild, they all treated each other more like friends than that of enemies, especially with Varyn’s friend. The trio decided to forge a small brotherhood amongst themselves and that they’re willing to help each other in their time of needs. After Maryl pays them, Varyn and his friend return to Cyrodiil.

During the year of 4E 188, the Dark Brotherhood’s begins to decline and lose its grip on Tamriel. Varyn still does contracts for both the Dark Brotherhood and the Thieves Guild like his friend, until he learns that Skaliz Dren was still around. Vowing to avenge his parents’ murder, he returns to Vvardenfell and contacts Maryl Virian for information, knowing that the previous corrupt Morag Tong Grandmaster also had dealings with the Cammona Tong. Varyn and Maryl track down the leads of Skaliz and learn that he has left the organization and went to Summerset Isles. Varyn travels to Summerset Isle and learns that he leads a local gang in Shimmerne, but also under the protection of the Thalmor, which makes him untouchable. Having no other choice, Varyn tracks down and meets with a member of the Thalmor council to strike a deal. The Thalmor is willing to give up Skaliz, in exchange for Varyn’s fealty to the Thalmor and serve as one of their assassins. To show his commitment to the Thalmor, the council member demands Varyn to maim himself as a show of fealty. Varyn gives up his eyes by letting a spell cast on him, blinding him in the process. The council member accepts and gives up Skaliz’s location, of which very few people know of. Varyn was overwhelmed by the newfound darkness, but soon discovers that Mephala’s blessing protects him from being fully hindered by his blindness, as he has acute and enhanced perceptions and senses. Varyn then puts on a new blindfold and sets out to find Skaliz. He infiltrates Skaliz’ compound and kills many of his goons. Varyn was surprised that despite his blindness, he was able to fight the goons effortlessly like before and still navigate his environment effectively, thanks to Mephala’s blessing. He eventually confronts Skaliz Dren, who reveals to him that he had his parents killed many years ago. Skaliz remains unremorseful of his action and asks Varyn of the spider leg’s whereabout, to which he says that it’s in him. The two engage in a long and brutal fight with Varyn emerging victorious.

For the next couple of years, Varyn did contracts for the Aldmeri Dominion as a bound assassin. He eventually will earn the nickname the Blind Spider. During this time, he will meet and fall in love with a dunmer woman in Summerset Isle. They were together for a time, but Varyn will not stay forever, due to his oath to serve the Thalmor but promises to return one day. He will be contacted by the same council member to assassinate three nord barbarians who are stout worshippers of Talos and that they have been attacking Thalmor forces in Skyrim. Varyn also learns that the Night Mother’s resting place was destroyed in Bravil and that the Brotherhood’s grip has declined significantly. Seeing with little choice, Varyn accepts the contract. He travels to Skyrim and finds the three barbarians and manages to assassinate them. Varyn decides he needs to lay low in Skyrim for the time being and plan where to go from there.



Quests and Roleplaying:


The Blind Spider is a trained remorseless assassin and a professional thief. He will always carry out his contracts effectively and not kill any unnecessary bystanders. Despite his “blindness” in the backstory and the blessing from Mephala, he can still be played and function like a normal character would. He can engage in open combat and sneak around, when necessary. When he begins his journey in Skyrim, he will be in the New Gninis Cornerclub, masquerading as a refugee from Morrowind or camping out in the woods (via the Alternate Start Mod).



                The Dark Brotherhood: The infamous and shadowy organization that he will join and help them to regain their power. Not joining them is out of the question, as he grew up with them and has been a faithful member for a long time. The Blind Spider will complete all the contracts up until the assassination of the Emperor. The Blind Spider is not fond of Astrid’s rule, as she abandoned the old teachings and the tenets. During the questline, he will spare Cicero, despite his annoyance towards his apparent madness, knowing that he is one of the few members who remain truly loyal to the Dark Brotherhood’s tradition.


                The Thieves Guild: The Blind Spider will join this organization due to his ties to Cyrodiil’s counterpart. He will effectively and professionally carry out all the jobs that he is given. He will help restore the Thieves Guild’s power and join the Nightingale to gain access to Nocturnal’s powers. The Blind Spider will notice how differently they operate in Skyrim compared to Cyrodiil’s Thieves Guild.


                College of Winterhold: He can join the college to access the master trainers for enchantments and illusion. He will not do and finish the questline.


                Main Questline: He can do the main questline to gain the power of the dragon shouts and fulfill the destiny of the dragonborn, although he does not do this out of altruism and selflessness.

  • (It’s necessary to complete Dragon Rising quest to gain access to The Whispering Door quest.)


Daedric Quests: The Blind Spider will do the quests of the Daedric Princes that he worships in the past.

The Black Star: He will help Azura to reclaim and purify Azura’s Star, as she is one of the good Daedra that the dunmers worships. He will rarely use Azura’s Star, as he will mostly keep it as reminder to his respect to one of the Reclamations.


Boethiah’s Calling: He will do Boethiah’s bidding by sacrificing a follower and claiming the Ebony Mail. The Ebony Mail will be used depending on his chosen path based on two of the reclamations (and the chosen playstyle described below).


The Whispering Door: He will meet with Mephala once again and claim the Ebony Blade to show his devotion to her by killing close friends to restore the blade. He will seldom use the Ebony Blade, as this is not his primary choice of weapon.


The Cursed Tribe: He will help the orc tribe of Largashbur to gain their trust and favor and when the time comes, he will kill them using the Ebony Blade.


Other Quests:

                Creation Club Quests:

  • More Than You Can Chew: He will do this quest to learn the recipe to craft shadowed netch leather armor.
  • Ghosts of the Tribunal: As a follower of the Three Reclamations, the Blind Spider shows great disdain to three Tribunal. He will travel to Solstheim and hunt down the members remaining acolytes of the False Tribunal. In the process, the Blind Spider can claim countless artifacts that are tied to Dunmer history, such as Trueflame and Hopesfire.



Race, Stats, and Standing Stone:


As a dunmer (with Imperious Mod), he will have the starting stats of 95 health, 95 stamina, and 115 magicka. Focus primarily on allocating perk points in health and stamina. Once they are 250+, you can allocate some points in magicka for using illusion spells. The standing stone will be the Shadow Stone, allowing him to increase sneak by 20% when sneaking by walls and increase movement speed in combat. As a Dunmer, he also gains three racial abilities.

Ancestral Guardian: When entering combat, expend 1 Spirit Favor to gain 75 points of armor - for 120 seconds.

- Ashborn: Dunmer blood grants 25% fire resistance. Ancestral Guardian and Spirit Walk each add 25% while active.

- Whispers: Your ancestors periodically indicate an enemy humanoid to slay for +25 Spirit Favor and bonus gold. (You can toggle the amount of Spirit Favor gained via MCM to maximum, allowing you to earn more gold quickly.)



Major Skills:

Onehanded: The Blind Spider’s deadliest skill, for fighting and assassination. He will also utilize dual wielding skill as well.

  • 0 - One-Handed Mastery (2) - One-handed weapons do 25/50% more damage./, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed.
  • 20 - Disciplined Fighter- Reduces the Stamina cost of power attacks with one-handed weapons by 15 points.
  • 30 - Bite Marks (3)- Unblocked attacks with daggers deal an additional 1/2/3 point/s of bleed damage per second for 30/45/60 seconds to living targets. This effect stacks.
  • 30 - Clash of Champions (3) - Attacks with swords reduce the target's attack damage by 10/15/20% for 3 seconds.
  • 30 - Ravage (2) - Dual wielding attacks are 20/35% faster.
  • 40 - Savage (2) - Attacks with a dagger deal 25/50% more damage if you rapidly hit the target three or more times. Resets when 2 seconds pass between hits.
  • 50 - Falling Sword - Forwards power attacks with a sword cause targets to bleed for 20 seconds. When a bleeding target falls below 25% Health, your attacks against that target are critical strikes that deals ten times critical damage.
  • 50 - Overrun- Can perform a one-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt.
  • 50 - Rogue's Parry - When wielding a one-handed weapon and an empty other hand, attacking with the weapon while the opponent is winding up their attack or drawing a bow deals 40% more damage and delivers a critical strike.
  • 60 - Windswept - Sideways power attacks with a sword fling targets backwards up to 6 feet, dealing up to 40% more damage based on distance traveled.




Sneak: Despite his blindness, he is a master in staying in the shadow and avoiding detections:

  • 0 - Sneak Mastery (2) - Sneaking is 15/30% more effective. Sneak success depends on visibility (movement and light level), sound (movement and armor weight), skill level and distance.
  • 20 - Sneak Attack- Sneak attacks with one-handed weapons deal 100% more damage. Sneak attacks with any other weapon or fists deal 25% more damage.
  • 30 - Fog of War - Sneaking is 15% more effective against targets that are in combat with you, or 30% if they are in combat with someone else.
  • 30 - Silent Roll- Sprinting while sneaking executes a silent forward roll.
  • 30 - Spot Detection- Grants the "Spot Detection" power. At will, outlines all humanoids within 150 feet that are detecting you with a green glow. Lasts 30 seconds.
  • 40 - Assassin's Blade - Sneak attacks with daggers deal 1% more damage per level of Sneak.
  • 40 - Dynamic Entry- Performing a silent roll increases your weapon damage by 40% and unarmed damage by 40 points for 3 seconds.
  • 40 - Infiltrator- Your footsteps and equipped armor make 75% less noise when sneaking.
  • 50 - Backstab (2) - You deal 25/50% more damage and critical damage with daggers when striking a target from behind.
  • 50 - Light Foot- You won't trigger pressure plates.
  • 50 - Right Behind You- You are adept at hiding in your target's blind spot. Sneaking is 15% more effective within 30 feet and 30% more effective within 15 feet.
  • 60 - Smokescreen - Grants the "Smokescreen" power. Once a day, creates a 35 foot cloud for 180 seconds that blinds those in the cloud, preventing them from seeing sneaking targets. Sneak attacks against them deal 50% more damage.
  •  70 - Clean Escape - When you stand still for 8 seconds while sneaking, enemies within 150 feet no longer search for you.
  • 80 - Behind Enemy Lines- Sneaking is 15% more effective for each enemy within 100 feet that is not detecting you.
  • 80 - Problem Solver - Sneak attacks deal 10% more damage for each 200 points of Health the target has, up to 50% more damage.
  • 90 - Cloak and Dagger- Breaking invisibility with a power attack is a guaranteed critical strike that deals 50% more critical damage.
  • 90 - Shadow Warrior - Entering sneak mode in combat grants 2 seconds of invisibility, briefly leaving combat and forcing distant opponents to search for you. This effect has an 8 second cooldown.
  • 100 - Laughing Ghost- Grants the "Laughing Ghost" power. At will, while sneaking, teleport through the shadows behind a target to attempt a sneak power attack with your right weapon that deals double sneak attack damage. The target must be out of combat.



Enchanting: An important skill to use when enchanting gears. Many of his gears rely on enchantments to enhance his effectiveness.

  • 0 - Enchanting Mastery (2)- New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
  • 30 - Thunderstruck - Weapon enchantments are 25% more effective when delivered by a power attack (or 50% for a two-handed power attack).
  • 40 - Gem Dust- You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
  • 60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
  • 70 - Attunement - All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer.
  • 80 - Twin Enchantment - Can place two enchantments upon the same item.
  • 90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
  • 100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.


Archery: Another area that the Blind Spider if proficient at. Despite his apparent inability to see his targets, he can still sense his target’s movements and positions thanks to Mephala’s blessing.

  • 0 - Archery Mastery (2)- Bows and crossbows deal 25/50% more damage./, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery.
  • 20 - Clean Kill- Bows and crossbows deal 20% more damage to a target at full Health.
  • 20 - Wingstrike (2)- Bashing with a bow or crossbow always staggers the target. Bows and crossbows deal 20/40% more damage to that target for 10 seconds.
  • 30 - Long Shot (3)- Bows and crossbows deal up to 40/60/80% more damage to targets beyond 50 feet. The damage bonus increases as distance increases.
  • 30 - Steady Hand (3)- Pressing Block while aiming will zoom in your view/ and slow time by 25/50%.
  • 40 - Crippling Shot- Arrows and bolts slow a target within 25 feet by 10% for 20 seconds. This effect stacks.
  • 40 - Hunter's Discipline- Recover twice as many arrows and bolts from dead bodies.
  • 40 - Thread the Needle (2)- Bows and crossbows ignore 25/50% armor if the target is not moving.
  • 50 - Pinning Shot- Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets with a lower remaining Health percentage. No effect on massive targets.
  • 50 - Ranger- Can move at full speed with a drawn bow.
  • 70 - Focus on the Prey- Cannot be staggered while holding a drawn bow or reloading a crossbow.
  • 60 - Quick Shot- Can draw a bow or reload a crossbow 30% faster.
  • 60 - Snipe- Shooting targets you haven't shot within the past 10 seconds inflicts a critical strike that deals three times critical damage, and any weapon enchantments applied by the shot are twice as effective.
  • 70 - Ambush Predator- After standing still for 6 seconds with a bow or crossbow out, it does 25% more damage until you move.
  • 70 - Beak and Talon- Your shots disrupt targets within 25 feet, disarming them if they are power attacking and knocking them down if they are staggered.
  • 80 - Hailstorm- Attack 8% faster with bows and crossbows for 10 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks.
  • 90 - Three Crows - Shooting a target beyond 25 feet three times in rapid succession, leaving less than 2.75 seconds between each hit, deals bonus damage equal to 15% of the target's current Health (max. 150 damage) and knocks the target to the ground.
  • 100 - Perfect Aim- Bows deal 25% more damage if the shot strikes a target within 2 seconds after the bow is fully drawn. Crossbows deal triple damage to targets with 20% or less Health remaining.


Illusion: A necessary magic skill for an assassin and a thief.

  • 0 - Illusion Mastery (2)- Illusion spells cost 35/50% less Magicka, Illusion spells last 0.5/1% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy, Rally) are 0.1/0.2 points stronger per level of Illusion.
  • 40 - Silent Storm (2) - All spells you cast from any school of magic/, as well as all shouts, are silent to others.
  • 70 - Shadow Refuge - While affected by an invisibility spell or effect, you take 35% less damage from attacks and sneaking is 15% better.


Optional/Playstyle dependent skills

Alchemy (Path of the Spider): The Blind Spider knows how to brew deadly poisons he can use against his enemies, but also the beneficial potions for himself. He can use poisons to either coat his weapons or slip them into unsuspecting victims.

  • 0 - Alchemy Mastery (2)- Potions and poisons you make are 20/40% stronger.
  • 20 - Physician- You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
  • 20 - Stimulants- When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina per second for 30 seconds.
  • 30 - Advanced Lab- You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another.
  • 30 - Experimenter- Eating an ingredient reveals all effects.
  • 30 - Poisoner- Poisons you mix are 1% more powerful per level of Alchemy.
  • 40 - Bottomless Cup- Poisons applied to weapons last for one additional hit per 10 levels of Alchemy.
  • 40 - Crimson Haze- Stimulants also increases movement speed by 10% for its duration.
  • 50 - Alkahest - Your poisons are highly corrosive, enabling you to ignore 40% of the armor rating of an affected target for their duration.
  • 50 - Lab Skeever- For 20 seconds after using any alchemy lab, beneficial potions you drink last 15 times longer and are 25% stronger.
  • 60 - Green Thumb- Twice as many ingredients are gathered from most harvestable objects.
  • 60 - Maenad- Magicka and Stamina are increased by 50 points when you are under the effect of a beneficial potion or ingredient, but reduced by 25 points when you are not.
  • 70 - Double Toil and Trouble - You mix twice as many potions at your Advanced Lab.
  • 70 - Pure Mixture- All negative effects are removed from created potions, and all positive effects are removed from created poisons.
  • 80 - Amplify Lethality- Grants the "Amplify Lethality" power. Once a day, point at a victim to silently reduce their poison resistance by 250% for 10 seconds.
  • 80 - Witchmaster- When you use a beneficial potion or ingredient, 50% chance to receive a powerful side effect, randomly chosen from a range of 40 side effects.
  • 90 - Chymical Wedding- Witchmaster side effects have 50% chance to cause side effects themselves.
  • 90 - Walking Disaster- In combat, periodically spill a random oil puddle on the ground. Puddles last 60 seconds.


Light Armor (Path of the Spider): An assassin’s choice of armor style, as it lets him move faster in combat while providing good protection. It also allows him to sneak more effectively.

  • 0 - Light Armor Mastery (2)- Armor rating of Light Armor increased by 20/40%. You gain a small amount of Light Armor experience when wearing at least two pieces of Light Armor in combat.
  • 20 - Annoying Mosquitoes (2) - You take 10/20% less attack damage from enemies with full Health if wearing all Light Armor.
  • 30 - As a Leaf- While sprinting in Light Armor, you cannot be staggered and take 50% less damage from power attacks.
  • 30 - Light Armor Fit- Armor rating of Light Armor increased by 25% if wearing all Light Armor.
  • 40 - Initiative (2)- When you enter combat, if wearing all Light Armor, regenerate up to 10/20% of your maximum Stamina per second. This bonus gradually diminishes over the course of 15 seconds.
  • 40 - Keen Senses- You no longer need to wear a helmet to benefit from perks that require "wearing all Light Armor". If you are not wearing a helmet, Light Armor pieces have 20% increased armor rating.
  • 50 - Unhindered - Light Armor weighs nothing and doesn't slow you down when worn.
  • 50 - Windrunner- Move 10% faster in combat if wearing all Light Armor.
  • 60 - Evasive Leap- If wearing all Light Armor, jump in combat to cause all incoming attacks and spells to miss for 1 second. This effect has a 5 second cooldown.
  • 60 - Into the Maelstrom- You take 10% less attack damage when fighting more than one enemy if wearing all Light Armor.
  • 70 - Fight or Flight- When struck by an unblocked attack or spell in combat, an adrenaline rush regenerates 5% of your maximum Stamina per second for 6 seconds if wearing all Light Armor.
  • 70 - Wardancer - Your agility enables you to strike more effectively, granting 20% more attack damage and critical damage if wearing all Light Armor. This effect is lost for 6 seconds whenever you get struck by an unblocked attack or a hostile spell in combat.
  • 80 - Spelldancer- Wardancer also improves elemental (fire, frost and shock) spells and effects by the same amount.
  • 80 - Survival Instinct- When you get struck by an unblocked attack or hostile spell in combat, gain 10% movement speed for 6 seconds if wearing all Light Armor.
  • 80 - Wild and Free- While sprinting in Light Armor, you take 50% less damage from attacks.
  • 90 - Glancing Blows - You take 30% less damage from blocked attacks while Wardancer is active. When you lose the Wardancer effect due to an unblocked attack, it also deals 30% less damage.
  • 90 - Lightning Strike- Your critical strikes deal 75% more critical damage for 10 seconds after entering combat while wearing all Light Armor.
  • 100 - Tempting Fate- You gain 20% movement speed if you are not blocking during an enemy's power attack. If the power attack misses, the effect lasts until combat ends or until you get struck by a power attack.


Pickpocket ( Optional if using Artful Dodger Mod): An important skillset for any thief. It also allows him to slip poisons into unsuspecting victims if you choose to invest in the alchemy tree.

  • 0 - Pickpocket Mastery (2)- Adds 20/40% to your pickpocket chance and increases carry weight by 50/100 points.
  • 20 - Blood Money- You find 10-100 more gold when looting humanoid corpses you have slain in an especially violent fashion (with an attack that dealt at least 100 more damage than their remaining Health or a killmove).
  • 30 - Cutpurse - Adds 25% to your chance to pickpocket gold, keys and jewelry.
  • 30 - Thief's Eye- When you enter a major city, illuminates a random citizen on the streets for 300 seconds. If you interact with the target during this time, they will carry valuable items (based on your Pickpocket skill). This can only occur once every 12-60 ingame hours.
  • 40 - Brotherhood Cocktail- Silently harm enemies by placing poisons in their pockets while pickpocketing.
  • 40 - On the Run - After you successfully pickpocket someone, sneaking is 200% more effective and movement speed is increased by 25% for 10 seconds.
  • 50 - Lawless World- Petty crimes are slowly forgotten, allowing your bounties for non-violent crimes to decay at a rate of 50% of your Pickpocket skill level each day.
  • 50 - Thief's Luck- You may choose an item type (gold, jewelry, books, ingredients, potions, ingots, scrolls). Those illuminated by Thief's Eye are three times more likely to carry items of your chosen type over other types.
  • 60 - Stalk the Prey- Preparing to pickpocket (sneaking behind a victim with the pickpocket message displayed) for at least 10 seconds adds 20% to your chance to pickpocket any item.
  • 70 - Trickster - Can pickpocket equipped weapons. If the target is sleeping, can pickpocket any equipped item.
  • 80 - Crime Wave- Shortly after you pickpocket or speak with the target illuminated by Thief's Eye, a new victim is illuminated, up to 4 times in a row.
  • 80 - You Saw Nothing- Grants the "You Saw Nothing" power. Once a day, distract a target and others in a 40 foot radius around the target. For 45 seconds, you will not receive a bounty if they are the only witness of your crimes. Does not prevent them from defending themselves.
  • 90 - Robbed Blind - Adds the Thief's Eye effect to You Saw Nothing.


Heavy Armor (Path of the Dark Warrior): If the Blind Spider wants to follow Boethiah instead and wear the Ebony Mail as his main armor choice.

  • 0 - Heavy Armor Mastery (2)- Armor rating of Heavy Armor increased by 20/40%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of Heavy Armor in combat.
  • 20 - Cushioned (2)- You take half/no damage from falling if wearing all Heavy Armor.
  • 30 - Battle Weary- Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage from enemies with half or less Stamina, if wearing all Heavy Armor. The lower their Stamina, the less damage you take.
  • 30 - Heavy Armor Fit- Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor.
  • 40 - Defiance- You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, you gain 15 points of armor rating for 10 seconds. This effect stacks.
  • 40 - Face of Death- You no longer need to wear a helmet to benefit from perks that require "wearing all Heavy Armor". If you are not wearing a helmet, Heavy Armor pieces have 20% increased armor rating.
  • 50 - Born to Fight - Heavy Armor weighs half as much and slows you down half as much when worn.
  • 50 - Revel in Battle- Defiance also increases melee weapon damage by 3% for 10 seconds. This effect stacks.
  • 60 - Bedrock- If wearing all Heavy Armor, you have 20% chance to brace for impact when attacked by an enemy, becoming immune to stagger for 4 seconds.
  • 60 - Break Upon Me- You are immune to basic melee weapon perks (Clash of Champions/Heroes, Denting/Crushing Blows, Bleed Like a Lamb/Dog, Bite Marks). If wearing all Heavy Armor, you take 10% less attack damage from enemies affected by one or more of these perks.
  • 60 - Never Kneel- If wearing all Heavy Armor, take 30% less attack damage from power attacks.
  • 70 - Lead the Tempest- Sprinting in combat increases the armor of allied people within 20 feet by 25% of your own armor, and the armor of allied Skeletons created by Bone Collector within 20 feet by 15% of your own armor. Lasts 30 seconds.
  • 70 - Reap the Whirlwind- When struck by a power attack or power bash, your attacks deal 125% more damage to the attacker for 5 seconds if wearing all Heavy Armor.
  • 80 - Out of the Inferno- Incoming fire, frost and shock damage reduced by 0.02% per point of armor if wearing all Heavy Armor.
  • 80 - Rise Above- If wearing all Heavy Armor, you intimidate enemies within 15 feet. They lose 5% attack damage and you gain 5% attack damage for each enemy affected.
  • 90 - Immortal - If wearing all Heavy Armor, take 75% less damage from attacks below 15% Health (or 20% Health if you are affected by Rallying Standard).
  • 90 - Primal Fear- If wearing all Heavy Armor, walking (but not running) towards living enemies within 30 feet in front of you may break their confidence, causing them to flee for 8 seconds.
  • 90 - Sovereign- When struck by an attack, subsequent attacks are deflected if wearing all Heavy Armor. You take 75% reduced damage from attacks for 1 second.




Weapons, Armor, and Items:


Armor: Netch Leather Set (Warmonger Armory) – This can serve as his starting armor.

  • Thieves Guild Hood (Craftable Thieves Guild Armor)
  • Netch Leather Armor
  • Leather Bracers (Using Vanilla leather gauntlet because netch leather bracers is glitched visually)
  • Netch Leather Boots
  • Black Blindfold:
    • Fortify Health Regeneration by 50% and Fortify Illusion Cost by 50%
    • Rename to “Blindfold of the Spider”
  • Ring of Choice:
    • Fortify Onehanded attack power by 25%
    • Fortify Magic Resistance by 25%
  • Left Handed Ring of Choice:
    • Fortify Sneak by 25%
    • Fortify Sneak Attack Damage by 25%
  • Necklace of Choice:
    • Fortify Stamina Regeneration by 50%
    • Fortify Ranged Damage by 25%
  • Mask Belts (Warmonger Armory and Reliquary of Myth):
    • Krosis - Belt Right: Bows and crossbows do up to 50% more damage based on the target's distance, and you move 15% faster with an 8% chance to avoid incoming melee attacks.
    • Vokun - Belt Left: Sneaking causes all nearby opponents targeting the wearer or searching for the wearer to leave combat. Wearer is muffled and moves silently.


  • Sithis Blade (Immersive Weapons)
    • Burden: Reduce Enemy movement and attack speed by 25% for 30 seconds
    • Damage Weapon: Reduce enemy weapon damage by 25% for 30 seconds.
  • Boethiah’s Glory (JS Unique Utopia Dagger Standalone)
    • Absorb 30 health from living beings.
    • Paralyze: Living targets up to level 40 have a 25% to be paralyzed for 10 seconds
  • 3rd Era Daedric Dagger (Daedric Dagger from Morrowind)
    • Rename to “Mephala’s Fang”
    • Poison Damage: Deal 5 points of poison damage for 10 seconds
    • Weakness to Poison: Reduce enemy resistance to poison by 50% for 30 seconds.
  • Dwarven Black Bow of Fate
    • 50% chance for each attribute to absorb 25 points of Health, Stamina and/or Magicka. Target is 15% weaker to magic for 30 seconds when landing three shots in rapid succession.
  • Ebony Blade (Optional) - One Handed
    • Absorbs the life essence of your foes. Strengthened by the blood of deceit. Forward power attacks silence targets up to level 25 for 10 seconds.*
    • When fully powered, forward power attacks cost 500 points of charge and will prevent the caster from casting spells for the entire duration.
    • When fully powered, it will automatically recharge itself when equipped.
    • You can now acquire a one-handed version of the Ebony Blade, depending on your choice when you first pick up the Ebony Blade during the Whispering Door quest. The decision you make is final, and you will not be able to choose again after the quest is completed.


The Path of the Spider (Playstyle 1):


The path of the spider leans closer to his devotion to Mephala. He specializes more in stealth, speed, and implementing poisons over open combat, although he can still engage in combat when necessary. This playstyle involves extra skill trees to implement the style, including Light Armor, Alchemy, and Pickpocket (optional).  


Armor: Shadowed Netch Leather Armor (CC Content)

  • Guild Master Hood (Craftable Thieves Guild Armor mod)
    • Fortify Archery by 50% and Fortify Armor Rating by 100 points
    • Or use the regular Guild Master Hood, obtained from completing the Thieves Guild Questline.
  • Shadowed Netch Leather Armor
    • Fortify Stamina by 50 points
    • Fortify Armor Rating by 100 points
  • Shadowed Netch Leather Bracers
    • Fortify Security (pickpocket and lockpicking) by 50%
    • Fortify Sneak Attack by 25% with weapons and spells
  • Shadowed Netch Leather Boots
    • Fortify Sneak by 50%
    • Muffle 50% of your movement noise

Wintersun Deity: Mephala

  • Shrine Blessing: Fortify Poison by 15%
  • Follower: Secret Murder: Sneak attack deal x% more damage from behind based on favor with Mephala.
  • Devotee: Whispers of Betrayel: During prayer, seize control of the nearest person within 75 feet to fight for you. Cost 5% of favor


Poisons: He will utilize his poisons to slip them into his enemies or coat them on his weapons to deliver poisonous strikes.

  • Poison of Lingering Damage Health: Scathecraw, Small Antlers, and Chokeberry.
    • Drains the target’s health by 100+ points for 10 seconds
    • Target is 100%+ weaker to poison damage for 30 seconds
    • Concentrated poison temporarily reduces maximum and current health by 120+ points for 20 seconds
    • Damage the target’s health by 125+ points
  • Poison of Health Damage: Jarrin Root and Nightshade (or Crimson Nirnroot)
    • Damage health by 3000+ points




The Path of the Dark Warrior (Playstyle 2)


                This path reflects the Blind Spider’s devotion on Boethiah instead, where he focuses more on open combat than stealth and tactical subterfuge, although sneaking is still viable. This path focuses primarily on putting the use of heavy armor to use, specifically the usage of Ebony Mail. The only additional skill tree to invest in is Heavy Armor.



  • Guild Master Hood (Same from the Path of the Spider) or Mask of Vivec
    • Reflect Damage: Reflect 50% of incoming damage back at the attacker.
  • Ebony Mail (Reliquary of Myth)
    • Envelops the wearer in Boethiah’s Embrace, weakening nearby foes or protecting against physical harm when low on health. Muffles your movement.
    • (Opponents that get too close take 5 points of poison damage per second that weaken them to all sources of damage by 25%. If below 50% health, reduced the physical damage you take by 35% instead.
  • Ebony Gauntlet:
    • Fortify One Handed damage by 25%
  • Ebony Boots:
    • Fortify Movement Speed by 20%


Wintersun Deity: Boethiah

  • Shrine Blessing: You are 10% more effective in one handed weapons.
  • Follower – Blood Throne: Your attacks deal x% more damage when fighting only one opponent (based on your favor with Boethiah)
  • Devotee – Assassinate: During prayer, you may invoke superior daedric invisibility.



Creation Club Contents:

Ghosts of the Tribunal

Rare Curios

Netch Leather Armor



Required Mods:

Warmonger Armory – Unofficial Fixed SSE Port:

Warmonger Armory - Unofficial Fixed SSE Port at Skyrim Special Edition Nexus - Mods and Community (

Immersive Weapons:

Immersive Weapons at Skyrim Special Edition Nexus - Mods and Community (

JS Unique Utopia Daggers Standalone:

JS Unique Utopia Standalone SE - Daggers at Skyrim Special Edition Nexus - Mods and Community (

Wintersun – Faiths of Skyrim

Wintersun - Faiths of Skyrim at Skyrim Special Edition Nexus - Mods and Community (

Ordinator Perks

Ordinator - Perks of Skyrim at Skyrim Special Edition Nexus - Mods and Community (

Alternate Start

Alternate Start - Live Another Life - SSE at Skyrim Special Edition Nexus - Mods and Community (

Imperious Race

Imperious - Races of Skyrim at Skyrim Special Edition Nexus - Mods and Community (

Andromeda Standing Stones

Andromeda - Unique Standing Stones of Skyrim at Skyrim Special Edition Nexus - Mods and Community (

Imperious Race

Imperious - Races of Skyrim at Skyrim Special Edition Nexus - Mods and Community (

Reliquary of Myth – Artifact Overhaul

Reliquary of Myth - Artifact Overhaul at Skyrim Special Edition Nexus - Mods and Community (

Thaumatergy – An Enchanting Overhaul

 Thaumaturgy - An Enchanting Overhaul at Skyrim Special Edition Nexus - Mods and Community (

Craftable Thieves Guild Armor

Craftable Thieves Guild Armor at Skyrim Special Edition Nexus - Mods and Community (

Blindfolds of Skyrim

Blindfolds of Skyrim at Skyrim Special Edition Nexus - Mods and Community (


Recommended/Optional Mods:


Closing Notes:

This is my third build that I will post here on Skyforge. It’s not a “traditional” Skyrim build, as my build relies heavily on mods, and especially the “cheat mods”. I understand that it may turn some people off and not being everyone’s cup of tea. But I do find joy in making character builds, especially when they’re based on another character from another media. Once again, you are welcome to tweak my build to find your “perfect balance”, if it doesn’t stray too much from the original root.



As mentioned above, this is my third modded build inspired by a character from the John Wick movie series. In this one, the Blind Spider is based on Caine in John Wick Chapter 4, played by Donnie Yen, with my own twists to his backstory and ability. Caine is a blind assassin, but not any less deadly and a dangerous opponent to John Wick. I made up a backstory to justify the Blind Spider’s ability in navigating his environment and combat, akin to Caine in the movie. He was also a friend of John Wick, which makes the Blind Spider a friend and associate of The Contractor (Corvus Rem), my Skyrim’s character build of John Wick. I have made a John Wick inspired build with The Contractor (Corvus Rem), Sofia with the Golden Bat (Sabirah al-Saran), and now Caine with the Blind Spider (Varyn Drals). This will serve as the event build of incorporating a character from other media into the Elder Scrolls universe. I would consider my previous two builds into this event as well. In case if it wasn’t obvious, I love the John Wick movie series, especially Chapter 4. I have been anticipating the sequel for a long time and looking to create a character inspired by Donnie Yen's character. Next two builds would be inspired by the Tracker (Mr. Nobody) played by Shamier Anderson and Rooney (Ana De Armes) in the upcoming spin-off Ballerina.

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Email me when people reply –


  • I like this build!  I'm an ordinator/wintersun user myself, can't play without them.  I liked the Corvus Rim build as well.  The only thing I would add is some special moves, and edit and tighten the back story.  What alternate start did you choose?

    • Thank you for the feedback. I realize I definitely could have added special move and I even considered adding some for the Blind Spider as well, but I got a lazy. As for the Alternate Start, I chose either camping out in the woods or masquerading as a Dunmer Refuge in Windhelm. 

  • Excellent work translating Caine. Haven't touched mods in ages, but good job

  • Hey, man. Finally got the time to fully read this build. Love this one! Especially how you depict Caine as a skilled blind assassin. I also like how you include slaying the Orcs to fuel the Ebony Blade as Malacath is one of the House of Troubles. On the notes of Dunmeri bad Daedras, the quests to betray Dagon and even join the DG to slay Molag Bal's creations (filthy blood-sucking vampires) are also applicable.

    Another minute detail is to perhaps slightly elaborate the combat more, especially since you have these two interesting paths/play-styles. What I think would make an interesting connection between the roleplay and gameplay is to include the Boots of Blinding Speed since it augments your char's speed, and the 'blindness' effect can be countered with the Illusion spell Vision of the Tenth Eye.

    I agree with Ryolerien. My only major suggestion is to trim down the backstory and the skills/perks description. I think it would be neat to briefly summarize the backstory and link the full (more in-depth) version in the Story Corner. Similarly, the skills/perks section is a bit too long and 'listy'.

    • Thank you for checking my build! I think you meant how I depicted the Blind Spider (Varyn Drals) as a skilled blind assassin (if you actually meant Caine from JW Ch 4, then you gotta see the movie to see how). 

      I have ideas on expanding the combat details for my build, including my last two builds as well. Got cool names in my head. I will see if I can get to it.

      Yes, Ryolerien said the same thing about trimming down back story and skills/perks description. I know I like to make a detailed backstory for my builds and I can post them onto story corner. But the Story Corner does not get as much views as character I thought if no one wants to see my stories at the story corner, why not here? For skills/perks, I know about the perkspreader, but I don't have access to a good software to make appealing pictures to reflect a skill. Worst case scenerios, I shorten or take out certain descriptions. 

      • Ssshhh, don't spoil the things for me. I haven't watched em, lol.

        I can help you with perkspread if you want. And yea, it is quite difficult to work on and explain Ordinator perks, but I think it would look more pleasing if you perhaps like briefly state the reason(s) for choosing the skills/perks, what major perks are important, and how they synergize with each other. But, that just my two cents, lol.

        Feel free to contact me on Discord if you need some headers/perkspread editing, man. Can't wait to see more chapters of Corvus Rem.

    • Or by the Aura Whisper Shout

  • Nice adaptation of an iconic assassin from the John Wick universe.

    That said, I feel there is a missed opportunity when it comes to playing a "blind" character, especially one that can easily take advantage of magic, being a dunmer in race.

    Assuming one turns off all interfaces, compass and disables map tracking (via mods and settings), in addition to having rather low lighting, there are a few vanilla spells that can take advantage of this almost sightless playstyle:

    Illusion: Clarivoyance - to help map out the path
    Alteration: Detect Living and undead - Senses both living and dead targets
    Illusion: Vision of the 10th Eye -  A recastable, short term nightvision effect that needs to be recasted. Perfect for simulating blind playthroughs, though requires master illusion.

    Alternatively, these powers can be granted via vampirism or Lycanthrophy with the relevant powers selected... that way the blind character will have to go through a transformation to use the powers to "see" his targets, or use a power in human form, like Vampire's sight.

    Having these in place would grealty enhance the skillset and provide the "blind" effect.

    • Thanks for the feedback! Definitely a missed opportunities when it comes to modding with lights, setting, etc for the "blind playstyle. The spells you included definitely could have factored into the playstyle. Didn't thought of that possibility, so I simply came up with a justification of backstory on how he can still be played "normally" like other Skyrim builds would.

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