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Dark Sun: Discussion Thread


Started by MaxxRocker
Post #129478
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An introduction to the setting is needed to understand the world you are about to enter so let's start with the setting.

Athas


Map of Athas

Map of Athas 2

Warrior Classes and Races

Atlas of Tyr and Class Info

List of Items

Ah yes there was a time they say when the searing sun did not beat so hard upon the sands of our home. They say long ago water covered all of the planet and after that green things grew from every corner with the only sand being those of cool shores. That was long ago though and today Athas is a burning land of rocky mountains, badlands, and deserts that never seem to end. The deserts blister in the light of the day and catapult in to a bitter chill in the light of the dual moons. Wanders roam and many find themselves maddened trying to find food or water some many to only starve, killed, or ill. It is a struggle to survive and civilization is little comfort. This world was once something more and now it dies slowly still reeling from the foul magic that put it in this state. It hangs on as we the people do by a thread someday hoping for more.

Oasis do exist, but they are far and few between. They are the one blessing of the desert and even they come with curses as everything else on this world does. They are well hidden or guarded and if not one can only imagine what horror has kept others away...and if it is truly luck what risk are you willing to take to find that out? Civilization much like Oasis sounds like nothing, but an easy solution, but as always it is ever more complicated and filled with things to curse. Civilization on Athas comes with heavy burdens and heavy prices.Monsters lie in every corner of Athas whether obvious or otherwise whether in the wild or in the cities monsters are everywhere.

The City-States, Slavery, and The Sorcerer Kings

The domains of the Sorcerer Kings are the first monuments of civilization any inhabitant of Athas will notice. Most of us would find ourselves born or forced into being a slave to these city states. The Sorcerer Kings have lived for thousands of years and little is known about who they are or what they were. One fact is known long ago they served a being known as Rajaat. They were his champions each of them serving a purpose for him, but in time they grew to realize his goals and they turned on him lead by Borris the Dragon. Much of the story is lost to time and the secrets the Sorcerer Kings keep. Knowing or spreading some knowledge of these things by books and stories would be punishable by death in some places and rewarded in others with a place next to one of them...forever bound.

The Sorcerer Kings have warred with one another for a long time and each of them has their own strengths and weaknesses. They all rule their cities with an absolute power their words and thoughts law and if not followed punishment will not be light. Despite the differences between them whether they strive for man power, metal, land, or knowledge all of them employ one tool as old as their cities and the foundation of The Tyr Region we call home. The tool that they all use to achieve their machinations. Slaves are a commodity of Athas that is never in short supply and they are populace more than any other kind of citizen. Free men do exist, but even their title is misleading as they are bound by strict and harsh laws in most city states find themselves under constant scrutiny of the nobles and Templars. The only true free men in Athas are those in the wilds or the nobles and Templars of the cities. The people in the wilds find themselves outlaws hunted by the cities many times and sometimes even at war with them some tribes have been recognized and some towns made by free men have even pledged fealty to a nearby city state all for trade and survival. The Templars and nobles even in the city as free as they may be it is not surprising to find them reaping the punishment and wrath of an angry Sorcerer King.

The towns, outpost, and trading hubs that dot Athas almost always are associated and towns pay tribute to a city state. Many of them have a headquarters for officials and Templars to come and stay. The towns give in to this to have access to protection, to have guards, and to be able to trade with the much better supplied City-States. Some of these towns do not employ slavery regularly and many times they are easier on their slaves, but it is something they must have or the Sorcerer Kings might fear insurrection. All these places follow the laws of the City-States a little more loosely especially as they all give hubs for Templars, Nobles, and Merchant Houses to make grabs of power and push themselves further up the ladder of this world.

Though in the end there are seven city states and all of them are very different so it is required to address each individually and explain their respective rulers.

There is one more figure that can not be forgotten and that is The Dragon. Whoever he was in life is uncertain, but his ties to the Sorcerer Kings are deep and their fear or loyalty to him whichever it may be are evident. He is a creature beyond scope in power and one that when he comes all of Athas beware. Every few years a tribute of thousands of slaves are given to him each City State gives their share and he takes it leaving back across the Silt Sea. To where he goes many speculate and rumors with some truth to them have surfaced.

"They say across the endless Silt Sea lies a city in a valley of dust and fire. Scorching hot and unforgiving it houses the terror of Athas. The Dragon. His name rings from ancient times Boris of Ebe, but dare you speak these words and quickly you will be silenced. Many foolhardy adventures have taken to the harsh Silt Sea and trekked along it never to return. Whatever lies across whether the City of the Dragon/Boris or something else entirely I pray these travelers never made it for dying in the silt would be a better fate than whatever could be out there."

There are other versions of the rumors, but all involve the dragon and all carry an ominous tone mentioning fire and dust some say if you make it there you join the ranks of his army that lays in wait and others say you could never make it there for foul magic protect, but in the end the only way to be certain is to go looking yourself.


Magic

Magic is a thing of mystery that is not easily understood and those who have been given the ability to use it's powers are often the most dangerous, misunderstood, and paranoid people on Athas. There are two distinct forms of magic those used by the clerics of the elements and druids which lies in the power of natural substances and the energy of the planes on which they came from. Then there is the arcane magic far harder to understand and much more dangerous to learn it is defined by life energy. Though methods have long existed for only enough energy to cast and no harm be left. In the end though the inescapable fact is foul magic and ambition put Athas in the place it is in and because of this while clerics are tolerated and their magic while still viewed with apprehension is allowed the arcane will find little respite among any citizens of Athas and more often then not they will be hunted.

In many ways magic has become a dying art and due to all the negativity surrounding it whether the wars of old that almost eradicated the druids and clerics or the cleansing away and destroying of teachings of those who would spread the arcane. The clerics and their ways have with time started to resurface and the powers of the Sorcerer Kings seem them most often as harmless though in fact their view may be quiet wrong. The arcane magics the preservers and defilers have remained rare and in truth remained outlaws and hunted. The preservers have managed to start networks and organizations to insulate and help themselves survive and perhaps gain some sort of standing. Defilers those who destroy without regard often find themselves alone and only living off of cleverness and ambition. Their are some who employ them, but it is a dangerous business to do so for both groups.

Magic has largely been replaced by psionics the study of the mind and the mastery of it and it's capabilities. This ability can be accessed by any with the intelligence or wisdom and determination to seek it out and some even grow into it after previous professions. Those who follow this pursuit do share something in common with magic users and it has been adopted because unlike magic whether clerical or arcane you only have to rely on yourself and no outside forces. It also has less tendencies for destruction or consequence well for at least for outward ones however the consequences for one's self are great if executed incorrectly. This however unlike clerical magic which is quietly tolerated and arcane magic which is viewed with contempt and often those who use either may find themselves with enemies or hunted psionicist do not find themselves so unlucky. Their only real hindrance is other psionicist can easily identify them and that the Sorcerer Kings as well as other powerful people and organizations watch them closely and all try to teach their own meanings and purposes for what psionics should be.

Resources

Athas is a world of harsh truths and one of the most important is that this land was drained of it's greatest resources to dwindling numbers whether by cause of some society carelessly using them up or the foul magic that destroyed so much of the world. Many things on Athas are rare or hard to find, but one thing that isn't hard to find is ways to die.

Metal is by far the rarest substance on Athas. Civilizations from long ago seemed to have mined it and used it up without any care for the future while you can find these places and find many metal objects among their cities beware what protects them. In the end there are a few places where metal is still worked with and found in it's raw state, but it is remarkably rare and though some believe that deeper in the ground great reserves of the precious materials still exist it is not like the tools needed to get there can be made. The greatest mine of all in Athas still to exist would probably be considered not even worthy of working so furiously for in those old times, but now the Iron Mine of Tyr is a great resource and one that many have died in all for the name of a metal that when compared to some other old things adventures is found is weak. In the end metal is something that any person on Athas may want, but beware for with such great things many may see you as a target. Metal armor must also be warned against for many who have found it have found that the scorching heat in many parts of Athas turns the metal into some kind of oven heating with the rays of the harsh sun to burn and sear the flesh even killing a few to foolish to realize what was happening.

The liquid of life and one of the most important substances to any world water is a scarce thing on Athas. That makes life difficult at every turn. Water use to cover the Athas in what some call the Blue Age and do to a great tragedy this changed and a few ages followed after where water was still plentiful, but in the end the Sorcerer King's, foul magic, and cataclysms water had all, but disappeared from Athas. The once boundless ocean became the Sea of Silt and lakes turned into boiling pools of poisonous substances and lava and rock consumed other sources. There is water of course and much of it is in oases, under ground aquifers, mud flats, and a very few lakes and other remote locations. These locations are often protected by clerics and druids or exploited by mercenaries who require those travelers to pay. Others are associated with city-states and used only as much as the people need and no more. In every case there is a careful balance all must find making sure to have enough water, but never let it run dry for the rain is scarce and if depleted they may never be again leaving just one more place where water no longer can be found.

Because the lack of rain and storms as well as any other great sources of water forest are not terribly common and because of this neither is wood. Most wood has to be gathered from mud flats that grow trees or desert shrubs and such. However near some of the mountain ranges of Athas storms do brew and wit them rain comes letting more life grow. The great Forest Ridge is a massive forest with many small ponds and rather frequent storms compared to the rest of Athas. Trees grow strong there and life for the Halfligns is fairly easy compared to many others. However because of this not many supplies can be gained as the Halflings love their nature home and to do anything such as harvesting trees or water would incur their wrath which many are not willing to do. There are several other areas most note worthy is the forest that lays beneath the Windbreak Mountains. The forest houses the forest city state of Gulg and on it's other end just outside it lies the city state of Nibenay. This forest has a few small ponds and wells that house nice amounts of water, but the city states both have patrols going through the forest very regularly and often they use it's resources Nibenay with little care and Gulg with absolute respect and even admiration.

In the end Athas is a harsh world and all tools and all your strength and wit must be used to survive.

Rules

All obvious rules of role-playing apply as I do not feel like typing some of those out and most of you would know them aka god modding is not allowed no controlling other peoples characters without permission and the like. I will not waste time listing those as there is rules that need to be specified for this game.

Alignment- If you do not know how exactly alignment works or you want more information on it just ask me the alignments are as follow.

Lawful-Neutral-Chaotic Good
Lawful-True-Chaotic Neutral
Lawful-Neutral-Chaotic Evil
Rules
1. Understand and accept your character can and may well die in this game so make back ups.

2. Follow to some degree your alignment. Follow strictly your class and race and what skills or weaknesses they may encompass. For example a gladiator is going to beat most if not any other class in straight physical combat so take these things into account.

3.Maintain good composure in role-playing food, water, and other items are all things you as a group will have to work for via hunting scavenging or other means perhaps even raiding.

4. You may specify creatures or people have come by and you can decide to hunt or interact with them in whatever way you see fit. Once you have made a post like this allow me sometime to respond accordingly and come up with the encounter. There will be times I will let you guys free form later on, but first everyone has to get their bearings in the world.

5. This will have a story or multiple stories depending on characters chosen and what pathes you as a group take. Player versus player may happen and I ask that you settle it fairly and realistically if need be I will intervene. The story when it is shown act as your character would, but please do not break the game.

6. Due to the in depth nature of this I would like post to be at least 3 sentences or more unless they are strictly dialogue or simple responses. I also would like to say keep all OOC and joking out of the IC thread and put that stuff in here though I would prefer no wasted space and no clutter.

7. Keep in mind the environment of this world at all time and act accordingly. Your character may be use to or born in this world, but that does not mean that it is not a struggle. Death looms over the people of this world find what that means for your character.

8. Have a detailed character who is well thought out and stick to it. They can grow and change at whatever pace you see fit, but keep it reasonable.

9. Coordinate actions and try to form as a group in a manner that makes sense for your characters. Initially it is fine if this does not happen as everyone will be adjusting, but if your group is to survive you must become a team. If you wish for some of your characters to already know each other or connect back stories this is acceptable though I ask only two or three people do that.

10. This RP can work as a drop in drop out style RP to some degree. You are allowed to kill your character yourself and I will help you come up with an interesting way to do it. You are also allowed to if you feel you can post frequently enough and so on that you can "leave" the group for a time and come back later. If you do these things though it needs to be properly coordinated so the story can adapt.

11. Weapons will work based on a ranking system ranging from Deficient/Unskilled, Proficient, Specialized, Expert, Master, Grand Master, and Paragon. Some classes will have limitations on this and sub-classes will as well each one will have specifications as I post them and guide lines for everyone to use.

12. Non Weapon skills will be given based partially on class and I will list the ones associated and given with each class though of course character will have other beside that of your choosing and description though this has to be within reason.

13. Benefits and hindrances come with each class and sub-class and will be listed as well so read and look carefully when making your final decisions.

I will be adding a lot more descriptions to this thread and probably more rules, but I wanted to post this now so everyone could begin discussing the RP and begin to ask questions and all of that.

Start- There will be no equipment descriptions necessary as no one will be starting with equipment well not exactly at least. After consideration Option 1 being part of a slave Caravan seems to be the most popular choice and for that reason that is what we will go with. According to that if each of you could as you work on your bios and update them give maybe a recent events or history section and cover how long you have been a slave and how you got caught unless of course you were born into it or it is the main focal point of your back story already. Consult me if you need. You will all unless you want to discuss something with me and make plans be held captive on this caravan you will be slaves and at the start you will be heavily restrained and imprisoned from there we will see what happens.

Players
Maxxrocker
I will be controlling a lot of the story and most of the npcs and such that you encounter at least if they are of an important nature at least for the time being, but as well as that to help balance out the party I will have two characters who will be in the group as PCs
Name-Cuxom/Coxum Anon
Race-Human
Age-17
Class-Trader/Pscionicist

Height- 5'8
Appearance- Cuxom is a young man and surely he is underestimated by his obvious appearance of youth and this has been the mistake of many. He has alert and intense eyes with a disorder known as heterochromia which gives him a unique appearance in many aspects. His right eye is a reddish brown with an amber yellow center around the pupil. His left eye is a light green with light brown going throughout it much like hazel and often it changes color slightly. His hair is truly black in color and in a wild yet attractive state. He has two notable scars one on his right shoulder that looks to have been a long and deep wound from a sword. The second is a scar at the center of his neck on the right side. It is an in and out scar that looks like a spear had gone caused it by running through his neck. Often when able he covers both of these scars up to alleviate any questions.
Name-Bumi
Race-Mul
Age-35
Class-Cleric

Height- 6'3
Appearance- He is a sturdy looking as any Mul, and follows the standard rather closely. His skin is tanned and tough looking like leather from his labor under the blazing sun. He has no hair on his body like his dwarven ancestors. He bears many tattoos and interesting symbols and brands on his body. Some are symbols others would not understand and a few are evidence of the paths in life he has followed. The most note worthy brand is the sign of a conviction of heresy by a Templar which is placed on his cheek. His tattoos are all in a reddish brown color like clay. The tattoos resemble things of the earth in the way they are shaped on his body and among them there are even tattoos of dwarven runes.
Ragnar
Name: Narolth
Gender: Male
Race: Mul
Age: 25
Alignment: Neutral Good.

Weapon Specialties: Maces and one-handed blunt objects are his favored weapons, with swords being a close second to maces both of which he is specialized in.

Non-Weapon Skills: Spending so much time in the arena’s Narolth has become used to seeing wounds of all kinds, and can tell what the best thing to use on them is. He, having some knowledge of animals, also knows their weaker points. Such as the weakness in a chitinous shell. And being a Mul, he can work for up to three days without needing sleep. And being a professional gladiator, he is fatigued very little by wearing armours be they heavy or light.

Personality: Narolth has an innate distrust for everyone that he doesn't know…which is near everyone. With logic being the dominant emotion. He quite literally, has a plan to kill most people he meets.
Appearance: Narolth stands at 6’1 give or take a few inches, and has a robust and rugged build like all Muls. His eyes are a mute grey, and his skin is tanned from all the time under the harsh sun of Athas. He is completely bald, just like his dwarven ancestors.

Backstory: Narolth was born into the arena of Draj, namely The Palace of Gladiatorial Combat, where he never knew his parents. Though the closest thing to family he had, was his 'mentor' who was a particularly grizzled and somewhat old Mul, that taught him most of what he knows about weaponry and armour. Narolth was rather successful in his bloody sport, and swiftly gained some fans...though not nearly as many as some of the arena-legends. A few years later he was headed to Urik for a match in the Pit of Black Death, but things turned out differently upon his arrival in the city.

Strengths: He is a skilled fighter, and formidable adversary. His proficiency in clubs means that there is often a weapon to had, be it a large rock or finely made wooden club. And being a Mul, Narolth has an incredibly high pain-threshold and is enduring almost to a fault.

Weaknesses: He is not a very good ranged fighter, and barely understands why people would want to use ranged weapons. As such bows are pretty much out of the question for him. And he is stubborn, though he knows when to actually dodge and weave from a much larger opponent.
Name: Kacht-Tik
Race: Thri-Kreen
Class: Ranger
Alignment: Chaotic neutral

Appearance: Standing at slightly above seven foot two inches, and with a mottled sandy yellow exoskeleton. He looks fairly "average" for a Thri-Kreen, possessing the six limbs the lower two of which are powerful and allow long leaps upon potential prey. And the two flexible antenna upon his head.

Weapon Skills- Expert Bow, Specialized Spear, Proficient Swords, Proficient Hand to Hand

Backstory: Kacht was born to desert plains, alongside his small clutch where they immediately set about finding a suitable water source and food supply, that would sustain them until they had fashioned suitable weaponry.

One day however, another nomadic group found them. they were elves or so it seemed, though not one of Kacht's clutch nor himself had seen those creatures before. They were in all intents and purposes, strangers and if aggressive they like the grazing animals would become prey. And while they both eyed each other, both elf and Thri-kreen neither making any move to attack or threaten the other. The elves were strange indeed, they didn't have exoskeletons nor compound eyes, or antenna. The relevant if uneasy peace wouldn't last, however.

However, one night, when both Kacht-Tik and one of his clutch mates Chak-ta were away from the others hunting, they were ambushed by said elves. There was only two of them, and they were armed with little more than daggers...easy prey. With deft but sure swipes from claws and monstrous snaps of mandibles the elves were killed, and were to be dragged back to the "camp."

However its wasn't a pretty nor great sight of which they returned to...their clutch had been slaughtered, by the numerically superior elves. And their food stocks plundered. Both Thri-Kreen and elven bodies littered the floor, and the smell of strange blood was rife. Kacht-Tik and Chak-ta merely looked to one another, and moved on. Their clutch had died, and therefore served the use to the clutch as a whole.

Upon their travels however, they ran into a odd caravan like thing. It was pulled by what only could be a beat of burden, and seemed cramped almost. Unbeknownst to them however it was a slaver caravan and they were on the hunt themselves...

Both Kreen watched and waited, they didn't exactly know what the thing was, or why it was in their path. But it seemed complacent, however if it turned hostile it would be prey. What they didn't know was that the slavers inside and upon it, were looking for fresh slaves and any race be they half-giant or Halfling would suffice.

Moving with the uttermost urgency and savagery, the slavers disembarked from their transport and walked towards the two Kreen. It was the last mistake of two of them, as the Kreen used their legs to leap upon them ripping and tearing their flesh. Their attack was cutch short however, as they were surrounded by armed and unarmed slavers of differing races. As one the slavers charged at the Kreen, wresting them to the ground and binding their four hands.

Personality: Cold, calculating, cunning and patient. Has a taste for elven flesh, and will often go to great pains to assure that his sole clutch mate is still living. Slow to trust and bond with those who are not Kreen unless they prove very useful such as saving his life.
Rofl
Name: Chak-Ta
Race: Thri-Kreen
Class: Ranger
Alignment: Chaotic neutral

Appearance: Standing at seven foot , and with a sandy exoskeleton. He possesses six limbs (four arms two legs) the lower two of which are powerful and allow long leaps upon prey. And the two flexible antenna upon his head.

Backstory: Chak-Ta was born to desert plains, alongside his small clutch where they immediately set about finding a suitable water source and food supply, that would sustain them until they had fashioned suitable weaponry.

One day however, another nomadic group found them. they were elves or so it seemed, though not one of his clutch nor himself had seen those creatures before. They were in all intents and purposes, strangers and if aggressive they like the grazing animals would become prey. And while they both eyed each other, both elf and Thri-kreen neither making any move to attack or threaten the other. The elves were strange indeed, they didn't have exoskeletons nor compound eyes, or antenna. The relevant if uneasy peace wouldn't last, however.

However, one night, when both Chak-Ta and one of his clutch mates Kachk-Tik were away from the others hunting, they were ambushed by said elves. There was only two of them, and they were armed with little more than makeshift daggers...easy prey. With deft but sure swipes from claws and monstrous snaps of mandibles the elves were killed, and were to be dragged back to the "camp."

However its wasn't a pretty nor great sight of which they returned to...their clutch had been slaughtered, by the numerically superior elves. And their food stocks plundered. Both Thri-Kreen and elven bodies littered the floor, and the smell of strange blood was rife. Kacht-Tik and Chak-ta merely looked to one another, and moved on. Their clutch had died, and therefore served the use to the clutch as a whole.

Upon their travels however, they ran into a odd caravan like thing. It was pulled by what only could be a beat of burden, and seemed cramped almost. Unbeknownst to them however it was a slaver caravan and they were on the hunt themselves...

Both Kreen watched and waited, they didn't exactly know what the thing was, or why it was in their path. But it seemed complacent, however if it turned hostile it would be prey. What they didn't know was that the slavers inside and upon it, were looking for fresh slaves and any race be they half-giant or Halfling would suffice.

Moving with the uttermost urgency and savagery, the slavers disembarked from their transport and walked towards the two Kreen. It was the last mistake of two of them, as the Kreen used their legs to leap upon them ripping and tearing their flesh. Their attack was cutch short however, as they were surrounded by armed and unarmed slavers of differing races. As one the slavers charged at the Kreen, wresting them to the ground and binding their four hands.

Personality: Extremely patient and vigilant, Chak-Ta is a great stalker of prey and is dedicated to serving his clutch. He is very slow to trust and holds his only surviving clutch mate Kachk-Tik above all else however if he befriends another enough for them to become clutch mates then he will die for them. He loves hunting, he lives for it.

skills: Proficient with bows, expert in his people's own style of spear and he is specialized in using swords. he like all rangers knows how to live off the land.
Sarin
Name:Lobuu Dawnchaser

Race: Half-Elf

Gender: Male
Age: 36

Class: Thief/Assassin


Alignment: Chaotic Neutral

Appearance: Standing an average height with a ever so slightly thicker frame than most Half-Elves with long dark brown hair sliding over his shoulders.

Backstory: Lobuu was born near Tyr into the Skysinger tribe. He spent most of his life with his elven mother where he tended the herds but soon found that he would not ever be a true elf and accepted by his people he moved on from the tribe to live out his days. Lobbu had only been in the human cities for a week before he found himself stealing to survive. He was caught by a merchant and thought he would spend many years jailed until a stranger intervened and paid the merchant to forget the ordeal. From then on Lobuu was trained to be a thief and employ his talents in this area to eliminate targets for this stranger who would never reveal themself to Lobuu. Lobbu had eliminated many targets in his youth but it all went wrong when one night on an assassination attempt his victim fell from his quick hands to break a vase and alert the guards of the now deceased target. Lobbu was stuck in a hallway with no where to go he tried to fight them off and it worked for awhile but in the end he was caught whipped, flogged, and sold to a slave caravan.
Personality: Lobuu like many half-elves is quiet and seldom socializes with others he is insistant on pulling his weight and eager to please new friends.

Weapon Specialties: Lobbu is skilled very skilled with a dagger either thrown or brandished in hand (Specialized). Hand to Hand (Specialized).

Non-weapon Skills: Lobbu is one with the shadows shedding the comfort of the night only when necessary. He is capable of picking the locks of Tyr. Lobbu is knowledgeable of animals and their habits. He is adept in retrieving information from those who he deems foe.

Strengths/Weaknesses: He is quite good at finding his own way to do things but is not often the best company to keep. He is quite passive to those he meets and conforms to a group quite well. eager to prove he can pull his own weight in a group Lobbu`s willingness to endanger himself often lands himself in trouble.
Name: Delvron Wilmont
Race: Human
Gender: Male
Class: Preserver
Alignment: Neutral Good
Appearance: Delvron is rather frail compared to other humans and is relatively average on every other physical aspect of his being.

Backstory: Delvron was born to his human parents who discovered his affinity with magic early on and sent him away to live with his aunt who was very hard on him and had a general dislike for him because of his nature. Delvron uses his magic sparingly and dislikes any form of violence.

Personality: He is calm and collected as well as very patient. he dislikes fighting but seeks to undo any wrong doings.

Weapon Specialties: He knows how to defend himself using his magical affinity but refuses to react with magic unless absolutely necessary. He can use a dagger or a sword but is not particularly any good with them.

Non-Weapon Skills: He is a decent cook and enjoys the aroma of the food.

Strengths/weaknesses: Delvron has a strong moral compass and seeks to help the weak and poor but lacks a great Physical presence to his appearance and is often beaten thoroughly because of his weak appearance. Refraining from using magic in any case Delvron is often left with the hard choice of choosing his life over the use of his magic. His hesitation to save himself often ends up with him being beaten and robbed.
Name: Traako Fire Bow
Race: Elf
Gender: Male
Class: Ranger
Alignment: Lawful evil

Appearance: Standing 7 feet tall with a slightly hardy frame than the other elves Traako wears his hair in a pattern of wild spikes as his people are accustomed to. He bares a scar on his right calf from a raid.

Backstory:A skilled archer Traako was born into the Silt Stalker tribe and made a reasonable name for himself until he was wounded in a raid and unable to walk for three days. Being left by his tribe Traako was unable to rejoin his tribe. When all those who could muster the strength to flee the wilds had gone a Mull emerged from the caravan in which the Silt Stalker had simply left for it was obvious it contained nothing of immense value the Mull seemed inclined to simply leave the wounded Traako to die in the wilderness but stopped to bandage the wound and help Traako back to full health. A new respect for this creature fell upon Traako and they traveled the roads for sometime together but soon departed to find the destinies.

Personality: Traako like many Silt Stalkers loves to spill blood and quick to judge outsiders considering them beneath himself.

Weapon Skills: He is skilled in Archery (expert), the use of long Daggers (Specialized), And short Swords (Proficient).

Non-weapon Skills: He is a skilled hunter and knows how to acquire the means to survive in the wilderness.

Strength/weaknesses: He is self reliant but generally hostile to outsiders and generally finds himself conflicted between these two feelings when he can`t produce a means for his survival. He is not very cooperative with the outsiders and refuses to work with them unless absolutely necessary.
Name: Varimere
Race: Mul
Gender: Male
Class: Gladiator (Glatorial Slave)
Alignment: Lawful Neutral

Appearance: Varimere stands tall like his Human parentage with muscle rippling down his tanned body. He bares only small scars from a his time in the Arena.

Backstory: Varimere was born into slavery and immediately turned into a gladiator but was sold again when he began to not fulfill his owners expectations, granting quick and relatively painless deaths to his opponents. As he was being transported across the eastern stretches of Tyr when the caravan was attacked by Elven Raiders When most of the guards had been killed or left for dying by the Elven Raiders. Upon exiting his battered caravan Varimere discovered that one of them had been wounded on the right calf by a sword blow. Varimere kindly helped the Elf bandage the wound and helped the Elf back to full health. They traveled for a bit down the road after that but soon departed from each others company to discover their fates.

Personality: Varimere often seems slow but is merely in a deep thought he thinks things though extensively this often requires him to act a lot later or sometimes not at all contrasting others he meets.

Weapon Skills: Varimere is Skilled in sword (Specialized) and ax (Specialized) combat but will use his hands if he must (proficient).

Non-weapon Skills: Varimere knows nothing outside of the Arena and as a result has no need to learn anything but how to kill his foe.

Strengths/weaknesses: His lack of Exposure to the outside world has left Varimere with no real talents outside of the Arena finds himself needing to spend a large amount of time to get food and water. As well as dodge those who might sell him out to the Templars.
Took
Name: Agajaag.

Race: Half-Giant.

Class: Gladiator (professional gladiator sub-class).

Sex: Male.

Age: 42.

Alignment: Evil.

Weapon specialities: A mace and club are his preferred weapons though he can fight with a polearm (spear, impaler, halberd) if need be though he's not quite as skilled with them as maces and clubs plus he's excellent at hand-to-hand/grappling combat.

Personality: Agajaag is a fairly destructive and occasionally violent Half-Giant often seeming more like a full giant. Like many of his kin he isn't particularly charismatic due to his race though as a gladiator he has some minor fame. He is by all means the stereotypical dumb brute. He's frequently clumsy once almost killing an opponent by accident and forgetful of most things except for his training which he has a determined focus on and overall rather stupid.

Appearance: Agajaag stands at about 12'3 3/4 and weighs in at about 1950 pounds and a lot of mass to show it off. His head is fairly square-shaped with a broad jaw and brow and an under bite. His nose is fairly large though it's rather deformed as if it was struck with a lot of force by a blunt object. His eyes don't quite line up straight and one ear is missing a piece of it as if bitten off by a beast. His body is rippling with muscle and his hands and feet are quite large (this is not counting that he's a Half-Giant) and his head is completely bald in an attempt to imitate Muls whom he grew up knowing all his life.

Backstory: Agajaag, while not born a slave, was practically raised in the arena. Both his parents were gladiators in the city of Draj and he followed in their footsteps training with his parents when he could to become a gladiator and sometimes with Muls and Dwarves when he was afforded the opportunity.

When he was in his late twenties he officially joined the arena as a professional gladiator training tirelessly and was trained in Draj by the convict gladiator Atrocla and fellow Half-Giant professional gladiator the magnificent T'sor. He built up some small recognition in Draj mostly fighting against beasts and the occasional slave.

After a few years though he moved to the city of Urik to find a new sponsor after his previous one was arrested by Templars and soon found a sponsor in a merchant house and began fighting in the Urik arena and being trained by Gall the obtuse who perhaps wasn't the best trainer but Agajaag somewhat admired his mentor for his combat capabilities and his feat of being resurrected.

In Urik his fights were mostly the same though some of the beasts were tougher and he was pitted against more experienced convict and slave gladiators and he himself grew in experience from this making more use of hand-to-hand combat and grappling with his opponent which almost always gave him the upper hand due to his strength and durability.
Iogairn
Name: Conad Ban
Race: Human
Class: Bard
Alignment: Chaotic Good

Appearance: Standing just above average height, with green eyes and shaggy brown hair, he is neither good or bad looking. He looks fairly average, but their is a certain appeal and charm about him.

Weapon Skills- Specialized-Sword Proficient-Dagger

Backstory: Ban was born a slave to one of the nobles belong to a merchant house in Urik. He was raised next to the child of the merchant viewed much like a toy and plaything to keep the child occupied. He studied with him, played with him, and trained with him. He was treated well and even felt like family to the head of house and the boy he had grown up with, but as time went by differences became ever more apparent. Not being allowed to eat at the table sleeping outside in makeshift tent and other things.

One night, a passing storyteller was found near Urik, half dead. Conad went to him and helped the man to the well, where he poured water down the strange man's throat. As he was away from his duties, the mother of the family was looking for him.

Although she was angry for Conad being absent, she was pleased that the strange man was a storyteller; entertainment is scarce in Athis, after all. She takes him back to her husband where he provides the storyteller- going by the name of Harlis- enough to survive.

He then employs him, both to entertain the family, and to teach Conad his art. Over time, affection grew between them and after several years, Conad began to look upon Harlis as a father.

However, one night, Templars show up and take a hold of the bard. He is dragged outside and promptly executed. It turned out that the bard was a member of the veiled alliance.

Mistrust grew on the family's part, as the bard had taught Ban many things, and may have imparted some of his beliefs. He was never treated well after that, and resentment grew inside him. And then, in the night, a man approached him, asking for his help. This man was a member of the veiled alliance.

After the passing of the noblemen the veiled alliance brow beat him into spying for the good of slaves they said for the good of the people of Urik they needed to know the truth of what had happened.

He did this for a time, but he was always uncomfortable with it and still he continued for a time. Every so often they gave him a new objective and quietly he fulfilled them.

The Veiled alliance ceased to contact him and he felt relief, but within weeks new horrid news came. Kalak of Tyr was acting even more mad he began to pull people off the streets to enslave whispers of blood in the streets came to Urik and Ban's home. His once friend the now noble lord of the house began to make plans.

He was approached by the friend he had so long not truly known and he was approached with a look of regret in his friends eyes. "I need you to do something he said." As the conversation ended Ban found himself sold and heading to Tyr. He knew that the three wagons of the caravan and the size of them the amount of guards something was amiss, but quietly he had to resign to accept that he was part of whatever this was.

Personality: Cunning, charismatic and charming. His sense of humour tends to be sarcastic, leaning into dark territories. However, he has a temper which is generally considered to be avoided. While he does not act instinctively, he will wait until his anger can serve him, using it as a tool.
Epicface
Name: Ekkete.

Race: Elf.

Class: Druid.

Gender: Male

Age: 27.

Alignment: Neutral Good.

Weapon Specialties: Quarterstaves are his preferred weapon, but he is proficient with spears and longbows. He prefers to knock out those that are living, unless he is hunted, the foe are defilers, or it is to defend his allies.

Non-Weapon Skills: Back when he was in his tribe, he was trained by an older tribal druid. There he learned what it meant to be one, and he trained all he could to have the skills he needs. He was taught that all things have a right to live, and that the land is for all (but for those who exploit it). He trained in alchemy, and can make basic to intermediate potions. He also somewhat trained with a quarterstaff for a bit, mainly just so he could be good with a weapon. He has no qualms with thievery, especially if it's needed or if it's stealing from the corrupt. Spending so long in the wilderness, his senses are rather acute, mostly sight, smell, and hearing.

Personality: Ekkete has an innate distrust for everyone not from his tribe and not a druid, and has a hatred towards all Defilers. He can be persuasive when he needs to be, and tries to consider all sides of an argument before stating his opinion. He feels some slight pity on some of the animals that can't defend themselves at all, and sometimes defends them. This usually extends to people as well.

Appearance: Ekkete stands at about 7 feet tall, give or take an inch. He weighs about 190 pounds, and shares the lean and powerful appearance of all of his race. His eyes are amber and his rather short hair is very dark brown. His robes are generally brown, sometimes made lighter due to the sand that coats it. He has some small scars across his arms due to some aggressive wildlife down the road, and has a necklace of beads he wears proudly at all times. He keeps them no matter what, as it reminds him of his tribe. He has a tattoo on his right shoulder, a nine point star for the time he killed a defiler that intended to defile a small, prosperous land nearby the tribe at the time.

Backstory: Ekkete was born into the Swiftwing tribe. He tended the kanks, crodlu, and erdlu since an early age, and they seemed to follow what he told them to do without hesitation. This caught the attention of a druid from the tribe who had returned a few weeks earlier. He bode his time, then told Ekkete what it meant to be a druid, then finally asked if he would want to be one of them. Ekkete agreed. The druid was kind, and let him say goodbye to his parents, then they left to a mountainous region. After months of training, the ritual was preformed. Ekkete's spirit traveled and spoke to the elemental spirits. His training was over, his master left his Guarded Lands to him... and he was a Druid. He guarded the land for a month or two, then begun travelling. He was nearing a town when a group of people leading a caravan walked up to him, then the next thing he new he was awake, bound, lying down in a cage in the caravan.

Strengths: He is a skilled hunter and tracker, for even as a druid he was trained in the basics of survival in his tribe. He can climb almost anything fairly easily, being an elf as well as a druid. He is skilled at hiding from others in plain sight, simply due to the fact that druids are hunted down by the Sorcerer Kings. He can shapeshift into animals native to his Guarded Lands, can speak to most animals, and can talk to the plants in his Lands. He is somewhat stealthy, being an elf and having lived in the wild for quite some time, but not as much as others who are trained extensively in it.

Animal Forms- Tigone, Kank, Roc, Baazrag, and Jhakar.

Weaknesses: He is not very good at melee combat, fighters that are skilled in it can defeat him fairly easily if in straight martial combat, but his spells and shapesshifting are there to aid him. While he's persuasive, he isn't good at idle conversation (or really any idle thing), so that could potentially him look suspicious. He usually doesn't choose to kill, and while that's good for his conscious, people don't stay knocked out forever.
Name: Ekotnu (translation: Wild Beast Hunter).

Race: Elf.

Class: Gladiator, Reaver sub-type.

Gender: Male.

Age: 34.

Alignment: Chaotic Neutral.

Weapon Specialties: The long sword is his favored weapon, being an expert with it, and is even better if it was crafted by a member of his tribe, the Swiftwings. He is slightly lesser skilled with the whip, often using it to break (sometimes literally) his animals or to mess with his foes. Next up comes the club, using it when non-lethality is needed, such as when he needs to bring in animals for the arena. Finally, though he isn't much more skilled with it than any other weapon, comes the spear, using it often for hunting if the sword or his hunting pet doesn't do the job.

Non-Weapon Skills: Having fought in the arena some times, he has honed senses, speed, and strength. Being a reaver, and being one who nearly lives in the wild, he has great survival skills, perhaps surpassing even the ranger in some areas, though he does lack the affinity with animals found in druids and rangers. He is a great tracker, hunting being his primary job as a reaver, and knows many things about the wild beasts of Athas, including some monsters and the Kreen. He can also tame animals to be his companion, or hunting partner, but never tames a prey animal, also like other reavers. He has high stamina and is very athletic, as well as having a knowledge of traps and how to use them fairly effectively.

Personality: In short, Ekotnu generally stays in a 'don't care' attitude. He does retain the innate distrust common of his people, but he generally tries to not hate and not like anyone he meets, seeing as how they could die any minute. His personality shifts like the sand, sometimes being silent and watchful, other times being loud and boisterous, but above all, he is a utilitarian, thinking nothing of those he deems un-useful to his or his teams' cause.

Appearance: Ekotnu stands a few inches over 7 feet. He weighs around 200 pounds, and keeps a lean, rugged, muscular profile toned by his survival in both wild and arena. His eyes are a piercing green, shining through his usually covered face. His short hair is black and his clothing is generally brown in color, to help somewhat in blending in with the sands. He has a few scars, some on his legs, some on his arms, but he doesn't have any on his face, and he has some assorted colors of beads, mostly black.

Backstory: Ekotnu was born into the Swiftwing tribe. He was trained as a hunter and gatherer, and that was his primary job in the tribe. He put all his time into either training with a longsword or studying the animals in their habitat to help further his hunting skills. Eventually, as most elves do, he left his tribe and began to wander. He was wandering the desert, not knowing where he was exactly, when he heard loud cries. He ran to them and saw a small group of three fighting a massive Rust monster. Ekotnu ran to their assistance and helped them take it down, but was told not to kill it. After the beasts' capture, they told him what their profession was; a reaver. They told him what reavers were and what their job was, and Ekotnu was sold. He helped them a bit more, mostly just hauling the beast over to a nearby city, then before they reached it they went their separate ways. From that point on he traveled the land in search of powerful creatures, killing some, capturing others to sell to arenas, and fighting some in the arenas themselves.

Strengths: While he does dislike those that are useless, he is rather accepting of failure, unless it results in a terrible loss. He is rather calm, knowing that when in a rage, sense is dulled, and in a world where nearly any creature can kill you if you aren't paying attention, getting angry simply doesn't pay. He is skilled in combat, especially against animals, and almost always has a hunting pet he has trained or is training. Being an elf, he is quick and agile, and being trained in the arenas, he is toned and strong. He is, quite obviously, a very skilled hunter, knowing much knowledge of the beasts of Athas, and is decent with traps, but prefers to kill with blade, or, if needed, arrow. He is a survivor, as said before, being a great tracker on top of being a hunter by trade.

Weaknesses: Similarly to other reavers, his obsession with the hunt can lead to some conflict or, at the very least, dislike and distrust, somewhat like the dwarven 'focus'. As said earlier, anyone who he deems useless or at least not very useful, he sees as inferior and overall lesser. He simply cannot be idle, as being idle in the wilderness results in death, unless it is for a cause to help his own, always doing something to keep his mind off, or on, other things.
Miasmador
Name: Alie
Race: Half-Elf
Class: Ranger
Gender: Female
Age: 31
Alignment: Chaotic neutral

Weapon specialties: Her main weapon of choice is the longbow, being quite skilled in it (Expert). She would then use daggers (Specialised) as they are lighter and easier to carry, but if necessary she would use hand to hand (Proficient).

Non weapon skills: She is good at leather working and weapon making, also making shelter and finding food. She is less able to identify animals and plants though has a small knowledge of them, and doesn’t share the same ability to calm nor train animals that most rangers do. Despite this, she shares the love for nature that most of her class have.

Appearance: In height Alie is 6’5 with the usual build of a half-elf, ‘frail, but dexterous’. She has quite short dark brown hair, evidently badly cut with a blade, and weathered features giving her a slightly wild appearance that makes her look older than she actually is. She wears plain tan clothing, with occasional patches of leather where she’s had to repair her clothing, but it lets her move fast and silently.

Background: She was born in Draj to very poor parents, but it soon became apparent that she was unwanted. She was abandoned on the street but was taken as a slave by a family and worked there until she was twenty five. She was treated badly, but when the youngest son of the family was sent to Nibenay for reasons Alie didn’t know, she was one of the slaves to accompany the son to the other city. The road was dangerous and not long after they left the city the vulnerable caravan was set upon by marauders seeking theirs valuable products. Though the son and his more powerful men were killed, the slaves were given a choice to go back to Draj or join the marauders (the marauders were quite short of men after they had been set upon by another group, several of them had been killed). Alie chose to join the marauders because they offered a place to start, and was soon taught how to use weapons, and some survival skills. With no reason to stay in the group, she set out on her own at the age of twenty nine. She survived in the wild for a year and nine months, learning more skills and travelling with groups when she wanted to, but she had no objective.

On the tenth month she had just set up came when she was set upon by a group of slavers. She was unaware and surprised, so although she managed to give the first attacker a cut or a bruise she was soon on the ground and the world was black. The next thing she knew was that she was in a cage with her hands bound… and she was a slave again. Hope went out of her, until the other slaves escaped and she went with them, her capture was short lived…
Hobado
Name: Julrith

Age: 26

Race: Half-Elf

Alignment: Nuetral Good

Class: Fighter

Occupation: Hunter

Personality: Her mind races before she makes any decision, causing her to be hesitant, While her voice is not heard as much as others. Julrith is considered loyal, and obidient, while not knowing the meaning of pride. She may keep important thoughts herself.and is not considered to.be expressive. She can be considered introvert.

Appearance. Her elven blood gives her a slight advantage over other humans making her stand at the height of 5"8. She may not be as tall as the half-elves, but she is surely as quick. Her face is covered in dirt, while Her Hair is kept in a long pony tail that flows down her back. Which is considered to be a little messy. Her ears are at the size of an average human, but they resemble that of an Elf. Her lips are small, while she has a small overbite. Her eyes are grey, as it's resemble that of an almond. Her build is athletic and lean, due to her being a huntress. And her back shows signs of torture, with the scars that are concealed by her long unkept hair.

Bakcstory: Growing up in the city of Gulg, Julrith was the only child in her family. In some cases kids would be spoiled by their parents, but that wasn't the case for her. Learning how to hunt was important since her family. Often caught their own meals. She.would often make traps and to catch her prey since she was not fond of using a bow....

Weapon skills: (Proficient with Short Sword Proficient with the Rope and Dart) A simple short sword was used most her life for.self defense. If an enemy approached her aggressively A simple blade that is light weight, but bigger than a dagger would do the trick. As for an alternate weapon. She would use a rope dart. It is helpful when she is on a hunt whether it being animal, or even man.

(Expert Hand to Hand and grappling... due to size.) Her father taught her hand combat which makes her exceptional at it, since her father fought in the Arenas. It is something that she always works on to this day, just in case that time cones when she needs to fend for herself.

Non weapon.skills:
She often practices with Animal calls, which she not only uses it while hunting, but as a hobby as well. She also has a knack for carving.

Strengths: Her loyalty causes her to make acquaintances easier. It is not hard for her to find someone she can trust, but at the same time she always double checks on who is her friend and who is her foe. Her ability to adapt and survive on her own helps her on her journey, while being able to track and hunt her prey is a bonus.

Weaknesses: Her hesitation could be the death of her in battle. It is a challenge for her to commit to the kill.
This post was last modified: April 22nd 2014, 02:32 PM by MaxxRocker
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Post #130922
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After reading up on all the races and the setting itself, I must say it is very fascinating.
Of all the races I have seen, I'm leaning towards the Thri-kreen the "mantis men."


Vlos Hithern!
The Blood Coven!

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Post #131025
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I have only seen the thri-keen and i'm choosing 'em!


Death to Queen Ayrenn!
Down with the covenant!
Glory to the pact!

Xhuvara - Argonian guerrilla fighter and leader of the shadow fangs

Azhir - Redguard knight dedicated to the art of war
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Post #131030
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Cool. Though remember: Their 7ft bipedal Manti...


Vlos Hithern!
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The council of Arcanea!

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Post #131031
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Exactly! What's not to love?


Death to Queen Ayrenn!
Down with the covenant!
Glory to the pact!

Xhuvara - Argonian guerrilla fighter and leader of the shadow fangs

Azhir - Redguard knight dedicated to the art of war
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Post #131036
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I don't know, people are likely scared of you.
Oh and their REALLY hard to RP as due to their hive mind ;)


Vlos Hithern!
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The council of Arcanea!

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Post #131037
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This is pretty interesting...


Mer Over Man
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Post #131039
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BTW The races info can be found on some wiki...I didn't write down the name, just type in "Races of Athas"


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Post #131040
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Hmm interesting though I am sort of busy... but sort of interested I might join up if I am wanted to.


Founding Fires Project

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Post #131041
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Its going to be good Sarin, and rather well detailed.


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Post #131069
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As @MaxxRocker hasn't posted about the races yet, here's a site that gives details on the races...

http://eberronunlimited.wikidot.com/thri-kreen

Yes its currently on Thri-kreen, but there Is info on ALL of the races


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Post #131127
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I read through 'em all and I am thinking Half-Giant or dwarf


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Post #131128
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Cool. I must admit, I was tempted to be a dwarf, but the thri-Kreen's alien like appearance and personalities really interest me.


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Post #131132
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The Half Giant just seems like an interesting perspective but Dem Beards Do lol basically how I describe Dwarves. I think I am going to write out most of my lore on tesof and maybe start an Rp if people are interested. I am also tempted to make a website for it but I know where that will go lol


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Post #131135
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Lol.
Anyways in this RP, I agree a massive half-giant would be very interesting. However I like the more "weird" races, and to me the Kreen are awesome...part from the fact of their lucky to reach 35...


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