People ask which is real:
the persona presented to the world,
or what lies beneath it.
They assume one must be the lie,
the other the truth —
that exposure is merely a matter of peeling away layers.
They rarely consider that the question itself might be the deception.
The party unfolded beneath chandeliers of cut glass and candlelight, their reflections splintering across polished stone floors. Music drifted lazily through Thane Erikur’s mansion — a string ensemble hired for the evening, competent enough to fade into the background, refined enough to flatter the guests.
It was a celebration, officially.
An introduction, more accurately.
A new owner had taken residence in Proudspire Manor: a wealthy Argonian importer newly arrived in Solitude. His goods came from Morrowind and Black Marsh — silks dyed in colours Skyrim rarely saw, perfumes thick with unfamiliar spices, alchemical compounds whose uses were spoken of quietly and always in vague terms.
His name was Heed-Shei.
He stood among the guests with practiced ease, posture relaxed, hands folded loosely before him. His scales were well kept, his attire immaculate — fine clothes cut to suggest wealth without excess. He spoke rarely, and when he did, his voice carried a deep rasp softened by a calm cadence, the kind that invited trust without demanding it.
“It’s always wonderful to see a new face around here,” said Taarie, wine glass poised delicately between her fingers. “Especially one with such… interesting tastes. It’s our pleasure to welcome you into our community. Truly.”
“You are too kind, Lady Taarie,” Heed-Shei replied, inclining his head in a respectful bow. “Solitude’s reputation for refinement is well earned. I find myself honoured by such a warm welcome.”
Thane Erikur beamed. “And I, for one, am very much looking forward to a blooming business partnership, my new friend.”
“As am I, my Thane,” the Argonian answered smoothly. “Prosperity is best when shared.”
Laughter followed. Compliments were exchanged. Glasses were refilled.
Heed-Shei listened.
He noted who stood close to whom, who spoke too loudly, who avoided eye contact when certain names were mentioned. He observed rings, scars, the way a merchant’s smile tightened when the East Empire Company was brought up. All of it filed away, quietly, without judgment.
Beyond the tall windows overlooking the city, a small light flickered.
On.
Off.
On.
Off.
On.
Heed-Shei’s gaze drifted toward it for the briefest instant. No one noticed — not the Dunmer merchant boasting about caravan routes, not the courtier laughing too loudly at Erikur’s jokes.
“As much as I enjoy such fine company,” Heed-Shei said gently, allowing just a hint of fatigue into his tone, “I must beg your pardon. The journey to my new home weighs on me more than I anticipated. I fear I must take my leave.”
“Of course,” Erikur replied. “We’ll see you tomorrow morning, then? At the execution.”
“Absolutely, my Thane,” Heed-Shei said. “A traitorous guard — Roggvir, was it?”
“Stormcloak-loving scum,” Erikur muttered darkly.
“Oh, do stop by our shop tomorrow, dear,” Taarie added. “My sister Endarie would be delighted to meet you.”
“I will, my Lady. Of course.” Another small bow. “I wish you all a most pleasant evening.”
“It was a pleasure,” said a Dunmer merchant nearby. “If you ever need anything, we are at your disposal.”
Heed-Shei smiled — warm, deferential.
“No, serjo,” he replied softly. “I am at your service.”
He departed amid nods and approving murmurs.
Such a pleasant fellow, they would later say.
So polite. So harmless.
That same night, beyond Solitude’s walls, torchlight cut shallow arcs through the dark.
A skooma deal point lay hidden among jagged rocks and half-collapsed stonework — a place chosen for its distance from patrols and its familiarity to the desperate. The air reeked of smoke, sweat, and sweet rot.
A hooded Argonian emerged from the darkness, his steps soundless against the earth.
Another waited for him.
Grey-Tail stood at attention, leather armour worn and practical, twin daggers secured at his belt. His posture was rigid — not from fear, but discipline. When the hooded figure approached, he bowed his head.
“The operation was successful, sir,” Grey-Tail said. “We lost two good men — but we did as you asked. The routes are secured. The suppliers are gone. This place is now yours to control.”
The hooded Argonian stopped before him.
“You and your men have done well, Grey-Tail,” he said, placing a hand on his lieutenant’s shoulder. The grip was firm, deliberate. “I will see to it that your losses are… duly compensated.”
Grey-Tail exhaled, just slightly. “Thank you, sir.”
He gestured behind him.
Several figures knelt in the dirt — smugglers, wrists bound, faces bruised. None dared to look up.
“What should we do with the witnesses?”
For a moment, there was only the crackle of torches and the distant sound of the sea.
Then the hooded Argonian smiled.
It was not wide.
It did not need to be.
Amber eyes caught the light beneath the hood — reptilian, predatory, unblinking. Grey-Tail glimpsed the faint gleam of fangs and felt a chill trace its way down his spine.
“There were no witnesses.”
Grey-Tail nodded once.
Daggers slid free of sheaths.
Muffled groans followed.
Then dull thuds — quick, efficient, final.
When the work was done, the hooded Argonian turned away.
Later, He-Who-Whispers passed once more through Solitude’s gates, unnoticed among the late travellers and guards changing shifts. He returned to the safety of Proudspire Manor — to silk and candlelight, to ledgers and contracts.
To his public name.
Heed-Shei.
This build uses the Gate to Sovngarde collection by JaySerpa. No further mods are used, except personal aesthetic refinement choices, which include the Nordic UI for GtS collection, as well as a few cosmetic character creation additions for warpaints, eye colors, etc. The build is fully functional without them.
Should you want to use my own Heed-Shei/He-Who-Whispers preset, matching the custom-made visuals in this build (preset available here), the only cosmetic additional mod you will need is :
The Eyes of Beauty
Identity – The Shadow Broker goes by Heed-Shei in public, He-Who-Whispers for his underground business ; both names designate different personas, carefully compartmentalized. To the question : Which is the lie — the mask, or the person beneath?, the honest answer, in his case, would be : neither. And both. His true name (be it one of these two, or another), as well as his age and origin, remain unknown.
Race – Heed-Shei/He-Who-Whispers is an Argonian. In GtS, Argonians get a boost of 10 points to Alchemy, and 5 points to Alteration, Hand-to-Hand, Illusion, Restoration and Sneak, at the start of the game.
In addition, they have Histskin as their racial passive : it allows them to breathe underwater, boosts poison and disease resistance by 50% each, and makes all potions last 50% longer. They also share a passive with Khajiits, allowing them to eat raw food without risk, and an extra flavour passive, unique to them : this hidden passive allows them to never fail when trying to catch fish by hand.
Standing Stone : The Shadow – In GtS, the Shadow stone grants 20% extra movement speed when sneaking, and 25% extra damage on Sneak attacks.
Traits – GtS introduces the Trait system. You may choose up to three Traits on character creation using the Book of Traits, each has an upside and a downside. Traits cannot be changed once the alternate start room is left. For Heed-Shei/He-Who-Whispers, the traits I chose were :
- Arcane Warrior : Bound weapons and armor cost 25% less Magicka and are 25% more effective, but all other spells cost 25% more. Bound Bow and Bound Quiver are his arsenal of choice, and the only other school he uses is Illusion ; while the cost increase to Illusion spells may seem like a steep price to pay, the reduction applied to bound weapons — combined with their increased effectiveness — allows us to focus our cost-reduction enchantments purely on Illusion, effectively negating the downside. Bound Weapons do scale better in GtS than in Vanilla Skyrim, but they still cannot be tempered – this perk allows them to not lose power compared to high-end weapons in the late game.
- Lone Wolf : While travelling alone, you deal 25% more damage and your Carry Weight is increased by 50 points ; the opposite applies otherwise. Animal companions, be they tamed, pets, or otherwise, do not affect this trait ; neither do summons or raised undead. Forced followers however, like Serana or Farkas will cause the negative effect. I never used a follower in my playthrough unless they were forced, and the bonus was therefore active almost all the time ; having a small, temporary malus when accompanied by a follower for a quest is manageable. That being said, if you plan on using a follower for your playthrough (which I would not recommend, as most will hinder your ability to sneak), do not pick this trait : instead, choose one from the list of traits that were considered but didn't make it into the final build ; none will meaningfully change the gameplay of the character, and you won't be actively nerfing yourself.
- Market Dweller : All merchant prices are 25% better, but your Alchemy, Enchanting and Smithing skills increase 25% slower. The build doesn't use crafting, the only times it does are disenchanting items to learn specific effects, to commission custom enchanted pieces to Mages, and the early game, before access to bound quiver, where you may have to craft a few arrows for yourself to avoid spending too much buying them with a relatively low Speech skill ; I thought that was largely irrelevant, and the downside of the trait was effectively non-existent for this build.
Traits I did consider and playtest, but didn't make the final build – The following traits were extensively playtested and remain fully viable alternatives, depending on personal preference and risk tolerance. They are potential replacers for Lone Wolf :
- Mudcrab Curse : Your armor is permanently increased by 50 points, but Mudcrabs kill you in one hit. This trait sounds like a meme ; but if we strip away the humour and look at the system, it is 50 extra armor for a character not wearing armor, which is a very nice survival boost, and the penalty will never trigger : we're a fully ranged character using Sneak and speed – getting hit by a Mudcrab in combat should not happen. Ever. This is what I'd recommend swapping Lone Wolf for if you're looking for a defensive trait.
- Marksman : You deal 15% more damage with bows and crossbows, but 15% less damage with magic and other weapons. A pure upside trait, considering none of our spells deal damage, and we only use a bow as far as weapons are concerned : but the 15% increase is simply lower than the 25% one Lone Wolf offers, which is why, without a follower, Lone Wolf was preferred. Not to mention the extra Carry Weight. This would be my recommendation for an offensive trait replacing Lone Wolf.
- Bullseye : Bows and crossbows deal 15% more damage, but draw 30% slower. Again, the downside doesn't really matter, considering we are built for Stealth archery rather than open combat flurries of arrows : however, it can be problematic if discovered, and the 15% boost to damage is simply lower than Lone Wolf's – the Carry Weight bonus is also lost. I would consider it strictly worse than Marksman for that specific build, too.
- Hasty Retreat : While below 25% Health, you deal 25% less damage, but you move 15% faster. On paper, it sounded like a good defensive option ; in practice, especially in the early game, any damage taking you under a quarter Health kills you outright barring a miracle ; so, while sacrificing damage to be able to quickly flee or reposition sounded interesting, it was too niche of a defensive option (would only be useful once you're in the mid or late game and have a decent Health pool), to make the final cut.
Religion : The Hist – As an Argonian, you have access to The Hist as a unique religion. Each religion falls under either the Pilgrim category (boosted by the two Pilgrim perks, in the Restoration tree), or the Cultist category (boosted by the two Cultist perks, in the Conjuration tree). You can access these perks without ever using the corresponding disciplines or investing further into these trees. In our case, The Hist is a Pilgrim-related religion. You may become a Hist devotee by praying at the Hist Shrine, located in the Argonian Assemblage on the Windhelm Docks. Each religion has conditions to be a worshipper – some have more, or more tedious ones, than others – and provides buffs when praying, lasting eight real-life hours. For Hist worship, the only condition is to be an Argonian. The boosts are the following :
- No points in Pilgrim : Your armor is increased by 50 points.
- Pilgrim 1/2 : Your armor is increased by a further 50 points (100 total)
- Pilgrim 2/2 : Additionally, your Health, Magicka and Stamina are increased by 25 points.
Considering the build isn't wearing any armor, any armor boost (Hist worship, Amulet of Articulation if worn, Mudcrab Curse if taken...) is invaluable. Besides, we make use of all three attributes, so Pilgrim 2 is worth pursuing.
Alignment : True Neutral – Heed-Shei/He-Who-Whispers is True Neutral, not by lack of conviction, but due to the refusal to outsource judgment. He does not act according to moral codes, creeds, or ideological loyalties — nor does he act in opposition to them. His choices are governed by context, consequence, and balance rather than good or evil, law or chaos. As Heed-Shei, he navigates the surface world with restraint, pragmatism, and measured detachment; as He-Who-Whispers, he operates in the shadows not out of malice or ambition, but because information, leverage, and silence are currencies as real as gold. Neither persona exists to deceive the other — both are expressions of the same underlying principle: survival through clarity. He does not seek to tip the scales of the world, only to understand where they rest, and to position himself accordingly. In that sense, his neutrality is not passive — it is deliberate.
The Agent class, by design, is RP-heavy ; I don't think I could have done this class justice if it ended up being "a generic Stealth archer with some Illusion magic". Therefore, roleplay was a central piece in how the build was designed and is meant to be played.
The Shadow Broker does not live a double life.
He lives a partitioned one.
In public, he is Heed-Shei: a reserved Argonian merchant, traveller, and intermediary — visible, polite, unremarkable by design. He speaks when spoken to, moves through cities without drawing attention, and trades information only in forms that appear mundane. This is the persona the world is allowed to observe.
In the shadows, he is He-Who-Whispers: an information broker, courier of secrets, and silent arbiter of unseen exchanges. This identity does not replace the first — it operates alongside it, emerging only when circumstances require it. Where Heed-Shei is present, He-Who-Whispers is deliberate. Where one blends, the other calculates.
Neither is more “real” than the other.
For those inclined toward philosophy, the Shadow Broker draws inspiration from the works of two major thinkers of the 20th century: French existentialist Jean-Paul Sartre, and Canadian sociologist Erving Goffman.
His duality draws directly from Goffman’s conception of social identity as performance — not as deception, but as role-appropriate presentation. Individuals, in Goffman’s framework, are not defined by a single authentic self, but by a succession of masks adapted to context. Heed-Shei simply embraces this truth consciously, rather than pretending it does not exist.
From Sartre, the character borrows a harsher clarity: the rejection of a fixed essence. He-Who-Whispers is not a hidden truth beneath the mask, nor is Heed-Shei a lie. Each is a choice, reaffirmed through action. Identity is not something he has — it is something he does. Sartre also defined freedom as the capacity to choose one’s own constraints — a principle the character embodies by consciously separating his personas.
This is expressed mechanically and visually in play ; the shift between personas is not merely narrative — it is enforced through play. I used the Group function of SkyUI's favourites menu to create two distinct outfits, and be able to swap in and out of each with the press of a button.
Outfits change depending on context.
Heed-Shei wears practical, non-threatening, fine tailored clothing when trading, negotiating, or moving through populated areas. When operating as He-Who-Whispers, darker, utilitarian attire is worn — prioritising concealment, mobility, and intimidation through absence rather than display.Quest selection informs persona.
Civil, diplomatic, or commercial quests are approached as Heed-Shei. Espionage, theft, assassination, and covert reconnaissance are undertaken exclusively as He-Who-Whispers.NPC interactions matter.
Important figures, merchants, and neutral factions interact with Heed-Shei. Criminal networks, clandestine contacts, and morally ambiguous actors encounter He-Who-Whispers — often without realising they are dealing with the same individual.Two distinct seats of power : Solitude and Riften.
Heed-Shei resides in Proudspire Manor in Solitude (acquired through our chosen alternate start), and will also buy Harborside, on the Solitude docks, as a warehouse and head office for his legal activities.
He-Who-Whispers will acquire Shadowfoot Sanctum, in the Riften Ratways : this is his headquarters for covert operations, criminal activities, and also contains his personal treasure vault.
The transition between personas is intentional and deliberate. Entering a city, accepting a contract, or preparing for infiltration becomes a moment of choice: which role is required here?
The build poses a recurring question to the player, as stated above in the Character Overview section: Which is the lie — the mask, or the one beneath it?
In his case, the only honest answer is: Neither. And both.
This is not a character struggling with identity.
It is a character who understands that coherence is not the same as singularity.
He does not seek redemption, dominance, or recognition. He seeks function. Stability. Balance between visibility and obscurity. When the world demands a face, he provides one. When it demands silence, he becomes it. He does not act to advance moral absolutes, nor to tear them down. He moves through systems as they exist, exploiting none more than necessary, opposing none more than required.
The Shadow Broker survives, and thrives, not by choosing sides — but by understanding why sides exist at all.
In short : Some wear masks to hide who they are. He wears them to remain exactly who he needs to be.
Here are a few examples of quests that make sense role-play wise, both for Heed-Shei and for He-Who-Whispers, the Shadow Broker. He is not the Dragonborn, and will not pursue the main quest – neither will he pick sides in the Civil War : there is profit to be had in the conflict. Please note, this list is non-exhaustive, in no particular order, and is overall just a way for you to get started into roleplaying the character.
Dark Brotherhood questline – He-Who-Whispers will jump at the opportunity to create further turmoil in the Empire by assassinating Titus Mede II – chaos breeds opportunity, opportunity breeds profit. And Heed-Shei lives for profit. He will assume leadership of the Brotherhood and integrate it to his personal shadowy network.
Thieves Guild questline and Under New Management – He-Who-Whispers will choose to free himself and the other Nightingales from Nocturnal's influence, thus keeping the Skeleton Key and receiving a boon from the spirits of the Nightingales – that being said, he will have previously agreed to meet with the Vigilants of Stendarr seeking to destroy the key. He will go to the meeting to remove the Curse Nocturnal cast upon him for his betrayal... And double-cross the Vigilants. After that, he will restore the Guild to former glory, assume the title of Guildmaster, and integrate it into his network as well.
Rise in the East – The East Empire Company's troubles are a burden on Heed-Shei's business. He will see to it that their trade goes unhindered.
Fortune's Tradehouse – Heed-Shei will help fellow Argonian Ut-Keen become a merchant within the tradehouse, building his own connections with the Markarth association of traders in the process.
Unearthed – Heed-Shei will finance Ralis Sedarys' excavation of Kolbjorn barrow, and send him "an argonian operative, He-Who-Whispers", when things go wrong. Ralis is too far gone to notice both argonians are the same.
The Forgotten City – Cassia's plea couldn't be clearer : "Riches beyond imagining". Heed-Shei will answer her saying he's sending one of his top operatives, an Argonian by the name of He-Who-Whispers, to investigate.
The Gray Cowl of Nocturnal – He-Who-Whispers would not wear the cowl, or assume the mantle of Gray Fox ; but retrieving it for his personal vault would avoid anyone else claiming the title and possibly contesting his own leadership of the Guild.
Siege at Icemoth – The Hjorkvild Isles represent a tremendous business opportunity Heed-Shei cannot pass up on ; he will clear Fort Icemoth and reclaim it for the East Empire Company, strengthening his ties with them, and allowing him to sell his goods in an archipelago bordering High Rock.
Deluge of Deceit – Heed-Shei will offer the help of his "top Argonian operative" to the Black-Briar family... And keep the boon found in his underwater adventure for himself.
This totals 55 perks, meaning the build will be complete at level 56 – Let's review the key ones. As a quick note : you will not be able to reach the desired level by maxing all 6 used skills (Restoration isn't used, it just happens to be where the Pilgrim perk is located) – I recommend resetting Security and Conjuration to Legendary to keep leveling, as Legendary sets your skill level back to 75 in GtS as opposed to 15 in vanilla ; Conjuration levels rather fast through casting Bound Quiver, Security levels rather fast organically.
ARCHERY – He-Who-Whispers' weapon of choice is the bow, allowing him to strike silently, from afar, shrouded in the shadows.
Grim Focus : Sneak attack multipliers stack on top of Critical Damage multipliers, making this perk allow for one-shot kills when you hit the right spot.
Lethal Shot : The build is – intendedly – significantly weaker in open combat, if and when discovered ; this perk allows you to finish off bosses after your initial sneak attack engage.
ILLUSION – The school of Illusion is used for mind tricks, infiltration, and environmental and battlefield control.
Indomitable Will : Since Master-level Illusion spells require joining the College, and it would make little sense for the character to do, this perk is crucial in boosting our expert-level Illusion spells to stay relevant in the mid and late game, matching Master-level spell magnitude.
Master of the Mind : Both ranks here (the first targeting Undead, the second targeting Automatons and Daedra) are crucial ; without this perk, Illusion only works on humanoids and animals, which means you're at a massive disadvantage versus unnatural or mechanical foes.
SECURITY – The art of picking locks and pockets ; a crucial skill to the Shadow Broker.
Golden Touch : Do not underestimate this perk : finding extra gold, even a tiny amount, pretty much everywhere is going to absolutely skyrocket your economy.
Misdirection : A mandatory perk for any build using pickpocketing : having a max chance of 100% is incredible QoL.
CONJURATION – A bound weapon doesn't need to be carried, can be made to vanish in an instant, leaves no trace ; it is He-Who-Whispers' favoured tool, over even the best crafted bows.
Arcane Binding : While it is rare you'll have your bow out for the full duration, it is still a neat QoL improvement, especially for your Bound Quiver ; a dual-casted Bound Quiver will last for an entire dungeon run.
Mystic Binding : The drawback of bound weapons is they cannot be tempered or enchanted ; this perk ensures our Bound Bow stays relevant damage-wise in the mid to late game.
SNEAK – He-Who-Whispers can become one with the shadows, and move and strike unseen, unheard, and unnoticed.
Silent Casting : Absolutely mandatory, strongest perk in the entire build, for any build that uses sneak and magic in conjunction.
Hidden Threat + Living Shadow : Hidden Threat is potent in itself, but the combination with Living Shadow allows for a "hard reset" once per fight – which can be a lifesaver.
SPEECH – Heed-Shei's weapon is his silver tongue. Persuasion, coercition, and commerce are his trade.
Silver Tongue : Not only RP-friendly ; this perk is also great at making you pass most speech checks and leveling up your skill.
Black Market : Incredibly useful perk to have, to suddenly make your stolen goods... Legitimate.
RESTORATION – This skill is not used, but is tied to religious beliefs. The Shadow Broker, like many Argonians, worships the Hist.
Pilgrim : The Pilgrim perk was slotted into Restoration, but it is player-level gated, not Restoration skill level gated ; both ranks provide great bonuses with our chosen religion, and should be taken.
Heed-Shei and He-Who-Whispers use two distinct sets of equipment to reflect their two separate operational roles. For practical reasons, it is strongly recommended to set each outfit as a SkyUI favourite group, allowing instant one-button swaps between personas.
For Heed-Shei’s gear, the “unequip all” option should be enabled when creating the group, ensuring gloves and excess jewellery are removed before equipping the set. In the Helmet Toggle options, I chose to hide the hat for Heed-Shei’s outfit, while always showing the hood for He-Who-Whispers.
All pieces are custom-ordered, dual-enchanted items, with one notable exception: Radiant Raiment Fine Clothes — Fortify Barter can be replicated through enchanting, but not on chest pieces specifically, making this item unique and worth retaining for the merchant set. Only three NPCs in the game possess both 100 Enchanting and the ability to dual-enchant items: Sergius Turrianus (College of Winterhold), Neloth (after completing the Tel Mithryn quests), and Hamal (after completing The Heart of Dibella).
Set 1 – Heed-Shei: The Argonian Merchant
This set of finery focuses on Speechcraft, carry capacity, light quality-of-life spell usage, and limited pickpocketing capability for situations where discretion is required. The intent is to be visible, approachable, and respected — while retaining the ability to quietly acquire a key, document, or item through misdirection and sleight of hand when circumstances demand it.
HEAD : Any hat (hidden) enchanted with 20% better prices and 25% illusion cost reduction.
NECK : Any necklace enchanted with 20% better prices and +50 Carry Weight.
BODY : Radiant Raiment Fine Clothes – 15% better prices. Also give the Expensive Clothes magical effect, boosting Speech skill by 5 points.
HANDS : None.
FEET : Fine Cuffed Boots enchanted with 10% Movement Speed and +50 Carry Weight.
RING : Ayleid Ring (green gem variant) enchanted with 25% better lockpicking and pickpocketing, and 25% better sneaking.
LEFT RING : None.
THIRD RING : None.
Set 2 – He-Who-Whispers: The Shadow Broker
This set prioritises concealment, ranged lethality, Illusion potency, and sneak attack multipliers. It is designed for movement without presence, bypassing threats through misdirection when possible, and ending encounters decisively when it is not.
HEAD : Nibenese Mage Hood (Black) enchanted with 25% ranged damage and 50% Stamina regeneration.
NECK : Any necklace enchanted with 25% ranged damage and 25% stronger Illusion spells.
BODY : Blue Noble Clothes (despite the name, they are black) enchanted with 25% Illusion cost reduction and 50% Magicka regeneration. Also give the Expensive Clothes magical effect, boosting Speech skill by 5 points.
HANDS : Vampire Gloves or Black Gloves, enchanted with 25% stronger sneak attacks and +50 Magicka.
FEET : Black Boots enchanted with 10% Movement Speed and 25% better sneaking.
RING : Any ring enchanted with 25% stronger sneak attacks and +50% Illusion spell duration.
LEFT RING : Any left-hand ring enchanted with 25% stronger sneak attacks and 25% stronger Illusion spells.
THIRD RING : Wedding Band enchanted with 25% stronger sneak attacks and +50 Stamina.
The Shadow Broker's use of magic is practical and specialized, tailored to supplement his sneaking abilities or allow him to subtly mind trick people in civilian settings. Here is a list of all the spells I've used – always use the strongest variant available to you.
CONJURATION :
Bound Bow, Bound Quiver, Bound Pickaxe, Bound Fishing Rod, Bound Woodcutter's Axe : Weapons and tools are conjured to maximise discretion, deniability, and optimise carry weight.
Mark & Recall : A QoL spell ; I chose to set my Mark in Shadowfoot Sanctum, allowing me to Recall there to fill my treasure vault or check up on the Thieves Guild at a whim.
ILLUSION – non-combat spells :
Dim Vision : While out of combat, target is less likely to see you. Great spell for easier lockpicking, pickpocketing, and infiltration. Doesn't register as a hostile spell.
Insight : See through the eyes of your target. Also reveals target's stats, skills, resistances, and intent towards the player. Very handy to scout out infiltration routes, discern friend from foe, and evaluate target weaknesses.
Night Eye : Allows you to see in the dark. Handy QoL spell, especially since sneaking at night or in the dark makes you significantly harder to detect. You can recast it to end the effect prematurely if need be.
Mind Trick : Target feels more inclined to be persuaded. Rendered obsolete once you max out Speech and have the Silver Tongue perk, but I did use it extensively to pass speech checks in the early and mid game.
Masquerade : Disguise yourself as the target. Entering combat dispels the Illusion. This is incredible when used on a guard, as it will allow you to trespass without raising attention.
ILLUSION – combat spells :
Muffle : Allows you to move silently. This is your early game bread-and-butter sneak supplement, but replace it whenever possible with Chameleon.
Chameleon : Muffles your movement and makes you significantly harder to detect while sneaking. This spell is actually not rendered obsolete by Invisibility, considering you'll need to cast Bound Bow, and Chameleon's effect is not broken by actions. You should always have this spell on you during dungeon runs or when fighting is expected.
Invisibility : Turns you invisible and muffles your movement. This spell is used mostly to get past hostile patrols, brightly-lit areas, and position yourself in a dark corner where you can shoot arrows or spells from.
Shroud : You become Ethereal. Considering we're not using Shouts, and this spell has the same effect as the Become Ethereal shout, it makes it an amazing defensive option, and allows us to bypass environmental hazards or negate fall damage.
Distraction : Nearby enemies will think they heard something at the targeted location. This spell is great to clump up enemies, ideally away from you, to allow for sneak shots to the back, or prime them for an Illusion spell group hit.
Mirage : Creates two illusions of yourself. Great to confuse enemies if and when discovered.
Mirror : Create an illusion of your target, distracting your enemies. This gives enemies a "target dummy" to hit, allowing you to safely snipe them from afar.
Calm spells : This is a good reset button to allow you to reposition. The highest level variant available will be Hypnotize, which is also AoE.
Paralysis spells : Amazing and much needed crowd control, the highest level variant available will be Immobilize, which is also AoE.
Silence spells : Your anti-mage countermeasure, as they prevent spellcasting. The highest level variant available will be Mute, which is also AoE.
The Two Sides of the Coin (Passive) : Silver Tongue + Expensive Clothes
Whether assuming the guise of Heed-Shei or He-Who-Whispers, the Shadow Broker is always able to either persuade – or coerce. And make a profit in the process.
Alluring Shadows : Distraction + Immobilize or Mute
He-Who-Whispers forces enemies to cluster together, priming them to be hit by a debilitating Illusion effect.
Twin Fangs : Sneak attack + Hidden Threat + Sneak attack
He-Who-Whispers fires two arrows in quick succession, turning invisible between each, leaving his target no chance to escape death.
Smoke & Mirrors : Mirage + Shroud
He-Who-Whispers confuses his enemies, summoning clones of himself while becoming impervious to attacks.
Disappearance : Hypnotize + Invisibility
He-Who-Whispers tricks the field into thinking there was never a fight at all, allowing him to cleanly escape, or reposition for another sneak engage.
STRENGTHS :
Great control over engagement flow through Illusion, stealth, and encounter resets
Extremely high single-target burst damage when striking from concealment
Exceptional ability to disengage, reposition, and re-initiate fights on demand
Strong dual-phase gameplay and RP fantasy: seamless transition between social/logistical play and lethal operations
Low reliance on consumables or attrition-based combat
WEAKNESSES :
Zero tolerance for prolonged, direct combat if control tools are unavailable
Requires deliberate positioning and encounter planning to perform optimally
Illusion-resistant or immunity-heavy enemies can limit tactical options
Very punishing of mistakes or impatience : detection at the wrong moment escalates quickly
Reliant on costly, custom-enchanted pieces to reach full combat potential
Heed-Shei/He-Who-Whispers, the Shadow Broker
The Shadow Broker is an Agent — an RP-heavy class built around social manipulation, information control, and solving combat encounters through archery, stealth, and Illusion rather than brute force. This is not a class that tolerates improvisation through raw stats. It is deliberate by design.
Agent-style builds are notoriously difficult to get right in Skyrim, as are all builds combining Sneak and Archery. Without a strong roleplay framework or originality, they tend to collapse into what everyone has already played: Sneak Archer n°587. Here, roleplay is not cosmetic — it is structural. It informs when you fight, how you fight, and just as importantly, when you don’t.
In combat, He-Who-Whispers is fragile by intent. He wears no armor and relies entirely on concealment, misdirection, and Illusion for defense. Players familiar with Splinter Cell or Hitman will immediately recognize the rhythm: observe first, strike decisively, disappear immediately. Open combat is not a fallback state — it is a failure condition. The playstyle rewards patience, positioning, and restraint, and it punishes recklessness brutally unless you are able to instantly reassert control through crowd control or a full reset.
Ability usage follows this logic closely. Alluring Shadows is the natural extension of a successful stealth opener against grouped enemies: a sound lure to stack targets, followed by an AoE Illusion effect. Whether you choose Paralysis or Silence depends entirely on enemy type, and adaptability here is one of the build’s greatest strengths. Smoke & Mirrors, by contrast, is best reserved for situations where you have already established dominance over weaker opponents and can safely thin the herd under pressure. When stronger enemies catch you off-guard, however, Disappearance becomes the priority tool — not as a panic button, but as a way to erase the encounter and re-engage on your terms.
Twin Fangs is the build’s execution tool. It allows you to eliminate isolated targets — even high-tier enemies or bosses — with shocking efficiency. Its power comes with a real cost, however: using it consumes your Living Shadow cooldown, removing your ability to hard-reset the fight through an instant invisibility effect. When Twin Fangs is committed, escape and repositioning must instead rely on Disappearance, making resource awareness and cooldown discipline essential.
Finally, the dual gear sets are not optional flavor — they are core to how the build functions. Each serves a radically different purpose, both mechanically and narratively. One optimizes persuasion, trade, and social leverage; the other is a precision instrument designed purely for infiltration and lethality. The difference in merchant prices and combat output between the two is dramatic, and failing to swap appropriately will actively undermine the build. The Shadow Broker thrives by wearing exactly the face — and the tools — the situation demands.
In GtS, you'll have a reputation, depending on your choices in quests ; this kind of conflicts with the "unsuspecting merchant" vibe, but there is a workaround : pay your neighbour Erikur frequent visits, to pay him handsomely to spread rumours about you, to change your reputation if necessary.
This concludes the fourteenth build I am publishing on The SkyForge as part of my Project 21 series — my Agent build.
Heed-Shei/He-Who-Whispers holds a very particular place for me. I began working on him in 2018. In fact, he was originally meant to be the very first release of Project 21. I quickly realised he was too complex to do justice to at the time. So I waited. Until I felt ready. Until it felt right.
Now, at last, I am presenting him to you.
Crafting this character took eight years, dozens of playthroughs, and countless iterations. It wasn’t dedication. I’ll be honest about that. It was pure, unfiltered pig-headedness on my part.
I would like to extend special thanks to JaySerpa, creator of Gate to Sovngarde. GtS is not only a carefully curated collection of some of the finest mods available on Nexus, but also a modlist enriched with original, custom content. It single-handedly made me fall in love with Skyrim again after a long hiatus — both from the game itself and from this build series. Thanks to it, I’m back in business, more motivated than ever to continue Project 21.
Additional thanks go to Furrion17. I played many of his builds when I first got into character creation, and the care he puts into both gameplay design and narrative depth was a major inspiration for me. Since joining this community, he has consistently offered constructive feedback, encouragement, and genuine friendship. This project — and the enjoyment I draw from working on it — would simply not exist without his work, advice, and support.
I would also like to thank my father.
Dad, I know you’ll never read these lines. But when I was a child, I watched you throw away more than twenty versions of your first novel. I saw the toll it took on you, the cost of your commitment, and the years it demanded. Thirteen of them. It nearly cost you everything — your marriage, your family, your stability. And you endured. And in the end, the book was published. And it was a bestseller.
I suppose I now know where the pig-headedness comes from. The apple didn’t fall very far from the tree.
Thank you for giving me the stubbornness to see an idea through to its end, even when it would have been easier to let it go. I love you. More than I've ever said – more than words could ever express.
And finally — I saved the best for last — thank you.
Reader. Member of the SkyForge. You have supported this project for six years now. This community exists only because of the people who compose it. We come from different corners of the world. We speak different languages. And yet we found a common one here.
I also want to thank those of you who reached out to me privately over the years — sometimes unexpectedly, sometimes at moments when I truly needed it. Many of you I had never interacted with before. And yet you took the time to offer support, kindness, and genuine care when I was struggling. You know who you are.
You didn’t owe me that. And I have never forgotten it. You are part of the reason this old codger is still standing today.
In my mother tongue, this site would be called La Forge Céleste. You may call it the SkyForge, La Fragua Celestial, or Die himmlische Schmiede. The name matters little.
We all understand the same thing.
Home.
MY OTHER BUILDS
ARCHER : Kastav, the Turncoat
ASSASSIN : Thogra gra-Karosh, the Crimson Dirk
BARBARIAN : Ulfgar, the Lone Wolf
HEALER : Alska, She of the Wild
KNIGHT : Acilius, Alessia's Chosen
MAGE : Evaine, the Ancient One
NIGHTBLADE : Caesia Tremellius, the Imperial Inquisitor
ROGUE : Thessia, the Rascal
SCOUT : Taviah, the Wyrm's Bane
SORCERER : Lanathel, the Bloodsworn
SPELLSWORD : Ariane, the Skystrider
WARRIOR : Kazan, the Lion of Bangkorai
WITCHHUNTER : Taren Verelas, the Beckoner of Retribution
Replies
*Slowly applause* Another excelent build , i love the roleplay part,and i consider play it soon as i can. Thanks for this incredible serie of builds
*respectful bow* Thank you very much !
Wow, this looks like it took a ton of work! Fantastic job!
Let's just say it has been a tiny spot of bother on my sanity, at times - but I'm happy with the result ! In hindsight, he was an absolute blast to think out and play.
Yeah, I understand that completely