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Founding Fires: A New Journey (Discussion thread)


Started by Sarin strdr
Post #132141
Member

Likes Given: 24
Likes Received: 46
Faction & Race:
Daggerfall Covenant
Breton
I am going to start a new Rp that will be delving into the lore Series Founding Fires (which I am the creator of and is posted in Off topic) In which you the rpers will be able to journey as a group to the different parts of Quarin and experience the world first hand.

Intro
The Realm of Quarin is home to many wonderful sights and is open to travel and explore. Though the world is ripe with danger and never dull you shall be faced with great challenges and must rise to the occasion over-coming these obstacles. Should danger arise on the roads of Quarin those who can run do so without a second thought about it and those who are not fast enough to escape the danger must learn to fight or perish and surely be consumed by some form of beast. Your party has no real tasks but survive you will be able to choice what parts of Quarin you shall visit but do not think this will be easy.

The realm of Quarin is a particularly harsh one and death is a common occurrence should you fall to the elements expect none to bury you. For this Rp I ask that you have a few Back up characters and that you understand that in the world of Quarin every step you take could very well be your last. You will have control over your journey deciding what places you want to visit and how you handle a situation will be up to you the Rpers, though I will be injecting certain events as you go along as well as provide the excitement of an actual journey in Quarin (Eg. you decide to venture south to cross Silverstead. In doing so open yourselves to attacks from Wolfmen, Giants, Undead as well as the many bandits that surely are lying in wait.)
Keep your wits about you my friends.

Start
The group is part of a traveling caravan to start so if you would write something about how you got there via guard, trader, slave, or some other event prompting your being there.

The World Of Quarin
http://sarinstrdr.imgur.com/all/
Silverstead: The central most Contient of Quarin home to a very Diverse group of races.
Countries
1) Tower of Sorcery
A) Kinith Tower

2) Arthose
A) Grove Town
B) Arthose Port

3) Varnith
A) Varnith

4) Erthane
A) Rosethorn
B) Sentice
C) Cloves town
D) Rain
E) Border Town
F) New Erthane

5) Sitar Desert
A) Sitar
B) Kinsfolk

6) Isle Of Silence

7) Orsiafawn
A) Gromal Boll
B) Dirsothin

8) The Frosty Isle
A) Isle

9) Thormast
A) Thorbardin
B) Misty Vale

10) Qualimon
A) Bordertown
B) Watch Tower
C) Immortal Grove

11) Hanfroth
A) FallenStone

Rapaziel:
Countries
1) Borithan
A) Granthem-Berg
B) Manin

2) Foraine
A) Salein
B) Hamorin

3) Hindred
A) Seline
B) Maike

4)Hanomarin
A) Arma
B) Colose

Frostfell:
Countries
1) Ganthar
B) Ice Vale
B) Valen

2) Moraine
A) Moraine
B) Slake
C) Wor-en
D) Mandi-Har

Faringar:
Cities
A) Sarvina
B) Goodhelm
C) Gull-creeg
D) Taribin

Garim:
Countries
1) Livarn
A) Linarn
B) Manak

2) Rinain
A) Carmail
B) Tromstead
C) Dilmont


EverForests: The Everforests have never dared to be explored as the Un-lifting winter that covers the harsh tundra is far colder than even the inhabitants of Frostfell wish to stand.

Dead Isles: A series of Islands home to many monstrous creatures. Covered in a deep fog the Islands often cause sailors to wreck on the sharp rocks around the Islands forcing sailors to their horrible demise.

Belvada: A large Island that contains many resources for Colonization.

Southern Mountains: A vast mountain range that is rarely explored by the races.

Armose: A large Island that is prime for Colonization.

Races
Human: Kye in the tongue of the Erema the humans are a very young race who often makes rash decisions. They are dark haired and bearded with a moderate amount of muscle on their bodies. The human have many enemies as in past years they have treated the other races poorly and now suffer for it sitting at the bottom of the Racial Hierarchy prevalent in the Three Kings Empire. With no particular mastery of talents the humans are well rounded in all areas though have a knack for produce great leaders and acquiring money. 5`8-6`5 tall and weigh 190-290 pounds.

Orc: by far one of the ugliest races the Orc are a barbaric race that call the frozen island North of Silverstead home. The Orc are a muscular dark gray skinned race with patches of hair on their head and sharp jagged teeth. They were once known as the Malinmar the most beautiful of the races to walk Quarin but now are cursed to walk Quarin as savages who have little mercy and often kill for the fun of it. The Orc greatest strength is their lack of a soul due to a curse by the Erema though an Orc is born with a soul and the soul is removed in the womb the Orc`s magical journey is not over they soulless nature renders them immune to magic so they must be fought will bow or blade to be slain neither of which is safe. The Orc look up to the Malinmar in hopes of one day being able to feel the magic warm their blood and destroy their foe. 6`0-6`7 tall and weigh 250-320 pounds.

Malinmar: The original race of Quarin the Malinmar are the most beautiful race of Quarin with golden skin and long golden brown hair flowing freely down they slender shoulders all the races of Quarin admire the Malinmar`s beauty. The old race is the most gifted of the races and the founders of many of the finer arts in life. The race is a natural leader and responsible for the near destruction of the Elven races in the beginning before history. Their magical skill is a true marvel though due to their pride and actions against the elven races the Malinmar were cursed by the Erema who turned many Mailnmar to Orc though some managed to escape to Kalzaria and colonize only to return many year later to offer salvation to their Orc Brethren in hopes to restore them to their once proud state. The Malinmar may only now walk the lands of Quarin again confined to the borders of the Three Kings Empire they wait openly trade their goods with the other races. 6`3-7`0 tall and weigh 190-230 pounds.

Silent: Calsus Malsus in the tongue of the Erema the Silent are a short mute race that always hides their body in a thick fur coat and iron mask. their skin is pale and cold to the touch while they communicate through telepathy and are extremely hostile to the other races of Quarin. Well versed in the arts of Magic the Silent are a worthy adversary to the greatest of soldiers and have no problem sitting in isolation on their Isle of Silence which even the most brazen adventurers dare not tread. The race is not particularly strong or fast but make up for what they lack with a great understanding of their magical limitations and have created a weapon that funnels and amplifies their energies to get the maximum damage at the usage of their Soul force. 4`5-5`4 tall and weigh 120-170 pounds.

Dragon: Made by the Malinmar the Dragon were Gifted to the Erema as a peace offering but were later set free and have developed a nomadic lifestyle rarely crowding one area with more than a few small Dragons. The Dragon gifted with it`s wings and ability to breathe a varied assortment of breathe based weapons down on the lands of Quarin makes the dragon a creature of great terror to those who lack the means to kill it. Though a dragon may only have one breathe based attack which is reliant on the type of dragon the power all the same wreaks havoc on the peoples of Quarin. Dragons make a semi annual visit to the floating island above the bay of Erthane to meet their keepers the Kin who cater to the Dragons every whim. This only lasts about a week as the Dragons leave their hoarded Treasure for to long and must check on it periodically. 15`0-23`6 tall and weigh 15000-25000 pounds.

Wood elf: Kine in the tongue of the Erema the Wood elves live in the Centre of Quarin above the Soulforge and reap the benefits of having an immortal city. The wood elves are and exceptional quick and graceful race that are often light brown in hair colour and unable to grow facial hair. A race of great bowmen and gifted with an pool of unlimited stamina never tiring the Elves are a reasonably respected foe. The Elves life is one of preservation of the natural world as their forest is the oldest of all Quarin it`s large trees that surround the border are un-scalable due to their size. The elves have made their city of ivory simply calling it the Immortal grove and were severely hurt when the Three Kings turned their attention to creating their tower of Ivory in the center of the City. 6`3-7`2 tall and weigh 120-210 pounds.

Arcane elf: Dalen in the tongue of the Erema the Arcane Elf is similar to their Woodland cousins. The Arcane elf has a lighter skin tone and typically slower than the Wood Elves also lacking the unlimited stamina of their Woodland cousins the Arcane elves are have no real home though they do find themselves quartered in the Arcane tower quite often. Their natural magical affinity allows them to learn a great deal of magic in a short amount of time though they must still progress through the schools or Strengths of magic the same an Arcane elf is more likely to master the magics before another less talented race. 6`3-7`3 tall and weigh 120-210 pounds.

Wolfmen: Zareth in the tongue of the Erema the wolf like race stands like a man in to body of a wolf with hands structured of a man and appear to be a wolf`s they are quite the sight. Their strong muscles and pack mentality lead them across the lands of Silverstaed though they are most at home sharing the southern lands with the Omnice. The women's balance of agility, strength and razor sharp claws and teeth have attached a certain kind of fear to their howl. Not particularly friends with anyone their short tempers cause many disputes that always end in violence. The Wolfmen have a singular spiritual leader in a pack known as the shaman who leads the pack as a sort of King. 7`2-7`8 and weigh 700-750 pounds.

Vampire: Soles in the tongue of the Erema the vampire race looks similar to the humans though they skin tone is a slight more coppery and they are armed with poisonous sharp teeth and claws as well as being more nimble than the humans. They share a homeland with the Frost giants and are constantly at war with their neighbors in Frostfell. Since the Dwarven King has established an uneasy truce between the Frost Giants and Vampire they have stopped crossing each others borders and instead throw and shoot an assortment of weapons over the border at one another. 5`9-6`6 tall and weigh 190-290 pounds.

Goblin: Zeses Ylolen in the Tongue of the Erema the Goblin are a twisted race of Dwarves created by the Erema patron of Chaos. Their skin has become ashen and their culture forever changed though most of their appearance remains dwarven. The goblin are not a typically evil race though they are not particularly nice race either their dark origins leave the people of Quarin fearing them and the Goblins isolated without much of a home. The Goblin are much like the Dwarves though they must constantly compete with the Dwarves for mining space and are usually left with hard infertile lands the humans occupy and often are forced to leave as the Humans dislike the Goblins mining close to their cities. 4`5-5`7 tall and weigh 270-320 pounds.

Kender: Polus in Erema tongue the kender are the youngest and weakest of the races though this does not stop them from slipping your coin purse from your belt. They life quite comfortably with their friends the Zalex and tend to wander the lands of Quarin looking for adventure and new stories to share. The small races are quite often feared for what they might take from the people of Quarin but they always by "accident" of course, Kender spend most of their younger years in a wanderlust traveling this way and that commonly spending most of this stage in their lives in a jail cell in the towns though they never seem to mind and they are always let go after the night visit. Fearless in the face of danger and almost fatally so Kender have little understanding of the word fear and often stroll into places that would make any other their size turn and run. 3`5-4`9 tall and weigh 70-95 pounds.

Omnice: Frothgarin in Erema tongue the light gray skinned race is tall and quite muscular with dark hair and medium length beards. The Omnice are well renown for the strength of their armor and their mead. A race of alcoholics that require the booze to function as civil beings as without it they are blood thirst maniacs on a quest for booze. Their great size makes them formidable foe with many allies and few enemies. The Omnice are the race favored by Hanfroth the Erema from which the realm was "created" and all life given. They call the south country of Silverstead home and are rarely threatened by it`s inhabitants. 8`9-10`0 tall and weigh 700-1000 pounds.

Dwarf: Ylolen in the Tongue of the Erema the Dwarves are a particularly hardy race with thick dark hair and long beards. Their diverse culture resembles a cast system where Nobles lead over the warrior cast who make sure the servant casts do not disobey the Nobles and continue their work. An incredibly innovative Race the Dwarves are fond of crafting and mechanics like their cannons which protect their valley home from invaders. The Dwarves own northern Countries of Silverstead and rule over Frostfell where they frequently mine for mineral deposits which the refine and sell to increase their wealth. 4`5-5`7 tall and weigh 270-320 pounds.

Giant: Maltis in the tongue of the Erema the Giants are a semi peaceful race that calls the southern parts of Silverstead home. Their hair is often long and dark while they grow no facial hair and their bodies are not bulging with muscle though due to their size their muscles do not have to be very big to effectively accomplish their task. while they have no real form of Government they generally raid small settlements taking the settlers and locking them in large encampments where the devour them and use their bones to make ornaments like Windchims. Their Culture is a sort of close knit nomadic group that often live in groups of up to fifteen. Due to their enormous size the Gianrs are prey to little though are often a tasty snack for Dragons whom fly down and pluck them from the earth by their shoulders flying high up to drop the Giants to their death to be consumed later without a fight. Giants are often found nude or in clothes of sewn together furs and skins from whatever they might find. 15`2-16`5 tall and weigh 1000-3000 pounds.

Centurion: An old house of the Humans the Centurion are a race that is bound by a curse of the Erema that has corrupted their very nature forcing them to be fused to their dark bronze armor and due to this painful fusing the have turned their anger to the races of Quarin wielding their weapons they often raid Human towns though they are known to attack a varied number of targets. Their culture has been reduced to simple banditry as the have no longer the needs of their previous human bodies they are content with causing pain and suffering just as they feel every moment of their being. Reproducing through the use of Magic the Centurion have continued their endless assault on the races that they envy so dearly. 6`2-6`6`8 tall and weigh 270-300 pounds.

Undead: The race is a particularly ugly one resembling a multitude of races at a single time. It is rumored that the Undead were an experiment of dark magics in the southern marshes of Quarin they call home, though no one knows for sure whether or not the race is a result of twisted magic or some other darker means. Undead are armed with extremely potent poisons in their finger nails which they use to overwhelm a prey and tear apart. They do not move from their marsh homelands and seem to have a hive like mentality as one sees you be sure that many more will be upon you soon. Undead are a fierce foe who feel no pain and move at a slower pace than many races but make up for it with poison and overwhelming numbers. 5`3-6``2 tall and weigh 270-300 pounds.

Shapeshifters: Olthos in the Tongue of the Erema the Shapshifter are a race resembling Native Americans and possess the ability to change into three different forms of animals. The Shapesifters forms Consist of a Large Wolf, a large Bear, and a large Eagle. They have formed organized cities and look after each other taking no more than what they need from the forests of Garim in which they call home. They are lead by a single Chief who was elected by the people and then the tittle has been past from father to son after that. The Shapeshifter have no truces nor treaties with the Empire. Though they do not worship the Erema as gods they do not hunt down and murder the Worshipers like the Empire does so openly. 6`3-7`5 tall and weigh 250-300 pounds.

Frost Giants: Arcus Maltis in the tongue of the Erema the Frost Giant are seemingly made of ice and are smaller than their southern cousins though they are much more civil creatures. They live far north in Frostfell under the rule of The Dwarven King and at war with the Vampire. Their bodies are hardy and able to form weapons and tools for them to use. in combat or in other areas. The Frost Giants for obvious reasons dislike the use of fire coating themselves in a thick layer of ice and magic which has allowed them to make themselves into a great foe for upon touching a Frost Giant you are immediately frost bitten and are thus easier to kill and consume. The Frost Giants of the north hunt mostly with Ice spear they form of their bodies and run prey through a lungs or limb to slow them down before they catch it and beat it to death with their ice clubs. 12`0-13`5 tall and weigh 500-700 pounds.

Arvaada: The lizard like people of the Sitar Desert and Livarn the Arvaada are nomadic creatures that have evolved from a large desert lizard who still can be seen in the sands of Livarn today. They are naturally armed with claws and teeth as well as being rather tall for their muscle size the Arvaada are accustom to the deserts in which they live and bury themselves within the sand to kill intruders on their lands by feeling the vibrations of their footsteps and pulling them into the sand where their throats are slit and bodies often consumed by Arvaada only hours later. 6`5-8`2 tall and weigh 210-300 pounds.

Minotaur: Serksus in the tongue of the Erema the minotaur are a bull like race that stands like a man with hands that resemble a man`s and large horn that curve backward from the sides of their head in a semi circle before shooting out in diagonal lines forward from their faces. The Minotaur are natives to lands of Rapaziel and are a mostly sea fairing race whos strength is well respecting and feared. 6`1-8`2 tall and 210-380 pounds in weight.

Kin: Erema Salfus in the tongue of the Erema the kin are a short race descending from the Erema themselves. As the Kin are golden on colour and often taste of ale they are commonly treats for the Dragons which they tend to on a semi annual basis from they floating island over the Erthane bay in Silverstead. They are an immortal race who often is only killed as they have taken on the dangerous task of tending dragons. The Kin are very devoted to their task of tending to the dragons though they are also renowned makers of ale that on occasion has killed people from drinking a single glass of their fabled drink. 4`9-5`7 tall and weigh 200-250 pounds.

Trolls: Qualis in the tongue of the Erema the Troll are a mostly nocturnal race who has become used to the darkness and does not enjoy the rays of the sun. While no particular weakness to the sun the Trolls are more accustom to darkness and see far better in the dark. The trolls are a covered in darker hair and are armed with claws designed for tearing flesh and teeth designed for tearing and crushing their prey. Naturally armed with fair weapons Trolls do not confine themselves to the use of this natural weapon often striking at foe with weaponry they scavenge of caravans or Bandits. Trolls often live alone or in a same family like group in which only one troll hunts for the food and the others who are most often females spend their time reproducing and looking after the Children. Trolls Are not as good as the other races at speaking the common language and often mix up words creating the impression that they are a dull race though they are a not as dim witted as they may seem to outsiders often using tools just like the other races to do work simple materials. 5`9 tall and weight 600 pounds.

Manokarin: Balvus in the Tongue of the Erema the Manokarin are the most talented of all the races in the art of combat. A tall mountain folk looking somewhat similar to the humans of Silverstead but unmistakably unique. Born commonly with fair hair and bulging muscles the Manokarin have earned themselves the respect of the other war-waging races with their use of their Blood-rush ability that enhances the killing potential to great heights than most. A Manokarin`s worth is gauged in how well the can kill and thus their unique combat style is a beautiful sight that any of the races might stop to marvel at. 6`3-7`9 tall and weigh 210-325 pounds.

Kull: Rithos in the tongue of the Erema the Kull are an orcish looking race with large ram horns on their heads. Greenish gray in colour they are rather swift for their massive size moving at high speeds they smash into their foe with their horns to cause significant damage to their Target. The Kull are rather dim witted and often follow the command of their Shapeshifter masters. Kull society is very intertwined with their master`s to the point where Kull are often viewed as a mere slave race. Doing the heavy labour the Shapeshifters are not fit to do in their natural form the Kull have Attained little knowledge of anything else other than work. 6`5- 7`3 tall and weigh 200-600 pounds.

Shade: Nesthes in the tongue of the Erema the shade is a twisted race often producing some of the most cruel beings in the lands of Quarin. Their skin is rough and almost scale like skin that glows silver in colour. They are a slender race not known for brute strength but their magical affinity has allowed them to innovate dark magics that illude all but them. The founders of necromancy the Shade care little for the lives of others and often result in many peoples of Quarin to hate and fear the Shade. Shade are an immortal race that never ages upon full maturity and simply kills off the serfs when population increases far to high. The shade heal at an accelerated rate and have reflexes paralleling that of the Wood Elves. As the race highest in the hierarchy the Shade obey within their own culture a feudal system that prevents a Shade from moving up in power but leaves many places where a shade might lose everything. The Shade have the largest of all the cities in Quarin that often takes more than a day and a half to cross. Their wealth has grown and they now rest in the wealthiest nation of all Faringar. 6`3-7`5 tall and weigh 180-230 pounds.

Zalex: Arthess in the tongue of the Erema a realitively tall races the Zalex are the strongest of the races. Their skin is a dark black and their bones, nails, large Demonic horns, and eyes are a glowing blue colour. The Zalex harvest the bones of their ancestors to fashion their weapons and bring glory to them even after they have long since passed. The Zalex live with the much smaller Kender in the country of Foraine in Rapaziel. They are 6`30-7`9 tall and weigh anywhere from 900-3000 pounds.

PureBlood: a close relative to the Erema the Purebloods have been hunted to the brink of extinction due to their moral standings and overwhelming power. They are blood red in colour with a bon structure off their back that were once wings but now useless ornaments. The bear the same natural weapons many of the Races of Quarin do as well as a poisonous bite that causes the victim to become a thrall under the Pureblood`s control for thirty days before it dies. Purebloods have become little more than a legend to scare children who miss behave in their near extinct state though they mostly choice to spend their time unseen turning invisible when entering villages and cities. Purebloods often choice to dwell within caves where they are not harmed by society though on occasion they are found by those who choice to hunt the Evils in Quarin and killed. Though the Purebloods are quite strong and quick they are easy prey to silver weaponry that they have an extreme weakness to. 9`0-10`3 tall and weigh 450-600 pounds.

DragonHeart: The Dragonheart is a half Dragon race that seems human but has obvious Dragon-like features. Born of a Dragons magic this race has since grown to a now great and powerful race that is hard to pick out of a crowd and quite tough. They live long lives like that of their Dragon parentage and share the same breathe based powers that their parent Dragon has. They live in Rapaziel and are often peaceful keeping to themselves and hunting only game animals to survive while they have been sought as weapons in the past they are now left in their kingdom to live out their long lives in peace. 5`3-9`5 tall and weigh 190-500 pounds.

Moral Alignments
Pure Good- Dedicated to the rooting out of the Evils in Quarin the pure good morality is a selfless one trading their life for the betterment of others is a easy choice for them.

Good- Leaning closer to a neutral morality the Good make choices that often put themselves in danger but never bite off more than they can chew keeping their survival high in their values.

Neutral- Making few rash decisions the Neutral morality is not often concerned if something is good or evil they simply do as they see fit.

Evil- Leaning closer to a neutral morality the Evil make choices that do not risk anything that need not be lost always pursing power no matter what the cost.

Pure Evil- Dedicated to the pursuit of Power the Pure Evil morality will risk it all to gain more influence among others and increase their personal power sacrificing all morality for this cause they are prominent hunter of the Pure good morality.

The "Gods" and Titans
Erema
Hanfroth: The famed Creator of Quarin, patron of Runes, and king of the Erema Hanfroth favors the Omnice often choosing to appear as an Omnice to deal with the races of Quarin.

Kyros: The God patron to Death/ Torment and favoring the Shapeshifter he grants them great prowess in battle should they follow his teachings. In Marriage with Armina.

Morkonis: The patron to the Forge, and Fire Morkonis favors the Dwarf and has granted them great skill with many metals. In marriage with Navona.

Armina: The patron of Beauty and compassion Armina favors the appearance of the Wood Elf and is married to Kyros.

Olinar: The patron to the lesser races and rage Olinar favors the temper of the Wolfmen and appears often in the image. Olinar is deceased from the Titan War in the second Era and has all but been forgotten. Was married to Rinos.

Silmora: The patron to merchants Silmora favors the human nations and their ability to sell the goods of Quarin for a profit. Widow of Yilnar.

Navona: The patron to the magic and high society Navona favors the High Elves` magic and their ideal behavior. In marriag with Morkonis.

Sentia: The patron of warriors and strategists Setnia favors the Manokarin and their warrior ways. In marriage with Gar-Rosh.

Rinos: The patron to nature and peace Rinos favors the Giants ties to her area of Quarin. was married to Olinar before dying in the Titan wars.

Yilnar: The patron to Luck and thieves Yilnar favors the Kender`s great talent as a theif. Was married to Silmora but died in the Titan wars.

Gar-Rosh: The patron of Strength and Brutality Gar-Rosh favors the Kull`s great strength and destructive nature. In marriage with Sentia.

Titans
Lianar: Patron Titan of Chaos and a Erema in nature Lianar appears as a mist of Chaos his very appearance can drive men mad. Deceased since the Titan wars.

Nazar: Patron of revenge Nazar is the image of a twisted Erema appearing as a flaming Frost giant red in colour crushing enemies on the field of Battle. Deceased since the Titan Wars.

Pyraine: Patron of disease Pyraine appears and a Monster known as a Knighthood with thick fog of disease around him. Decease since the Titan wars.

Areivick: Patron of Order and neither Titan or God Areivick seized the throne of Thenia after the Titan wars but died many years later during the first Darkling invasion.

Factions and Gulids
Fighters Guild: mercenaries that show up to solve problems when the coin is worth their time.

Merchants Guild: a group committed to earn wealth collectively.

Arcane Society: A special home for mages to hone their talents and learn knew ones. Also a great place to find rare items.

High Clerics: A group committed to the worship of the "Gods" now confined to Garim or risk being Killed by the Three Kings master Assassins.

Iron hand: A group gifted to by the "gods" to hunt the non-believers out. Now but a fading memory fleeing at the side of the Empire.

Society: A group of well trained assassins the Society will kill anyone for the right coin.

Guardians of Silverstead: A group of Elite fighters sworn to protect Silverstead from danger. Now rendered useless by the might of The Three Kings.

Tarim: A guild of the best Fighters from all over Quarin. Now either retired in fear or part of the Royal Guard.

Dragon Riders: A group of Elite men and women chosen to ride dragons into battle. Now converted into the Royal guard.

ShadowSerpent: A group committed to hunting down monsters and the "Lesser races." Now wiped out.

Thieves Guild: An organized guild for thieves with access to special wares.

Sons Of Olinar: a group who hunts the shadowserpent to remove their values.

Ruiner Cults: declaring desperately that they are a race the ruiners are the group that has learned the use of the ruins to increase the strength in battle.

Reapers: A group of ten shapeshifters gifted with spectral abilities.

Three King Empire: The current power holder in Quarin the Three Kings are the strongest and wealthiest of the houses. They have done much in their 500 plus years at power Establishing a racial Hierarchy at which races where assigned positions in the Empire as well as the first judicial system.

Kyros clan: The current power holders in Garim the Shapeshifter leader is stubborn and often to willing to die in battle instead of lead his people into safety.

Skills

Sword: the use of bladed weapons falls under this skill

Axe: the use of wedged weapons falls under this skill

Mace: the use of Blunt force weapons falls under this skill.

Craft: the construction of Weapons, Armor, Jewelry, and clothing falls under this skill.

Armors: the use of Armor and Shields fall under this skill.

Magic: all magic falls under this skill.

Bows: The use of Archery falls under this skill.

Building: the construction of Buildings falls under this skill.

Speech: the Likeness of a person and the selling of wares falls under this skill.

Herblore: the use of Ingredients for potions and poisons falls under this skill.

Enchanting: Empowering objects with magic falls under this skill.

Hand to Hand: Combat without weapons falls under this skill.

Thrown: the use of Thrown weapons like throwing axes, knives and spears falls under this skill.

Dual: the efficiency with two weapons falls under this skill.

Stealth: the use of Lock picks, Pickpocketing, and Sneak fall under this skill.

Great Houses of Quarin

Numerial: The shade house that held the first shade empire. They now serve house Olvin in Faringar with a large wealth that is taxed by the Olvin`s.

Savrvini: The weakest and poorest of the Shade houses the Savrini watch over the slums of the great Shade city Sarvina.

Olvin: The Ruling Shade house the Olvin are a wealthy and powerful house who demand loyalty and run a large Gold mine.

Varic: Now slaves to the Amerial Family the House of Varic is content with their treatment but hate the Empire as most human do now a days.

Amerial: The wealthiest of all the Houses the Amerial family has paid for the favor of the three kings and as a result are free from slavery.

Deotrem: The first of the once great human houses to be reduced to slavery the Deotrem Family remembers the days of old when they were the ones with slaves and not the other way around their ambition exceed the other Human families as they will stop at nothing to be free. once more.

Welmont: The strongest of the Human Houses rode to meet the Three Kings when they invaded their homeland but fell in battle that day and no heir is known to exist.

Bartry: the House that helps tend the Three Kings People outside the Castle in New Erthane.

Velmond: The Velmond house was sent to Armose to colonies but no longer sends the Monthly reports they used to, the are presumed dead with a few Heirs living in Rapaziel.

Telbin: The Ruling Dwarven House the Telbin house has a vast wealth which they have acquired from there deep mines that reach far and wide under the soil.

Thornmere: An exiled House the Thornmere are a the tallest of the dwarves and the best fighters but where exiled when the Telbin house came to power. They moved on to the Everforests in the far north and haven`t been seen since.

Delvorn: the oppressed dwarven house serves House Telbin doing their dirty work for the scraps of the Telbin house.

Historic Figures
Shaldor Morfus
Shaldor Morfus was the founder of the Arcane society and the greatest magic user to ever live he is responsible for creating the Isle of the Arcane, The Tower of Kinith (if i am not mistaken in spelling), and then breaking siege to the Orcish invaders that attacked the Arcane Isle without need to regenerate his soul force.

Alexander Tarim
Alexander Tarim founded the old guild known as Tarim in honour of his name soon after the first great war. He died soon after it was created but left it in capable hands of the first Kyros and Kyros' arms brother. Alexander killed well into the hundred of thousand in the great war with his sword that has been seemingly lost to the ages.

Kyros I
Known as the father to the Shapeshifters Kyros was a great leader who lead his people to prosperity and victory on the battle field. It was him and Tarim who followed the Original hero's against the first Darkling invasion and who gave their lives to ultimately save Quarin.

Animals of Import
Sea Serpent: A sea faring snake like creature with the head of a shark it is known to sink even the largest ships by wrapping its long body around it and crushing the ship into nothing but rubble. they are usually about 1-2.5 km long and a kilometer wide at the largest as they weight 7000-12000 pounds.

Firebird: A large eagle like creature that lights itself ablaze when threatened and usually prey upon the smaller races and animals.

Ogre: A large rough skinned creature that is dark grey in colour and ranges from 10-12 feet tall and weighs 1200-3000 pounds.

Knighthood: roughly the size of a human the knighthood were once an order of knights who sought to defeat the Silent once and for all but failed and were corrupted with dark magic making them twice the warrior they once were and un-aging though their sacrifice was their free will and they are now nothing but puppets to whom ever my be skilled enough to control them.

Brutish: A race of corrupted Omnice the Brutish are twice as fast as a regular Omnice and as strong as three. They feel little pain and regularly ambush travelers as they are walking the roads of Quarin.

Griffins: A large creature with the wings of an eagle and the head of a lion the Griffin hunts with large talons and consumes it`s prey in pieces.

Cyclopes: A large one eyed creature with tanned skin and a seemingly endless hunger for the flesh of others. 11-13 feet tall and weigh 1500-2000 pounds.

Cursed: Human slaves to the Titans the Cursed bare the strongest runes on their flesh turning them to mere beasts in mind as the hunt relentlessly their enemies.

Almere: About the size of a horse the Almere camouflages itself to match it`s environment as it waits for an unsuspecting creature to cross it`s path before it runs them down with it`s large powerful legs and tear them apart with it`s large serrated beak of a nose, teeth and claws.

Crime
All crime in Quarin is handled by it`s respective government thought in the three kings Empire the general punishment is a lengthy period of time in the dark waste filled holes they call Dungeons. Murder is generally handled torture until death or thirteen hours which they rarely last. All kender are generally locked in a cell for a night on the condition that they disturb the other races with a theft. Outlaws are generally found where guards cannot be and in large groups that almost resemble their own society.
Class types in Quarin
All player will be able to use two classes as long as they are not from the same class type. this is only an option it does not have to be used.
Warrior
--------------------------------------------------
Spellsword: the use of Basic magic with prominent melee abilities.

Berserker: Lightly armored quick and dual wielding warrior

Knight: Heavy armored slow with one weapon

Champion: A well rounded fighter with all Weapons and Armors.

Magic
--------------------------------------------------
Battlemage: skilled mage with minimal use of melee weapons.

Arcane: A pure mage using only magic to their defense.

Tempest: Well skilled enchanters, warriors and healers.

Necromancer: Magic user who harvests the soul force of others to replenish their own sucking their foes life from their very body.

Other
---------------------------------------------------
Theif: Skilled in the art of stealth often used to pick locks or pockets.

Forgemaster: Well skilled in the art of craft forging weapons, armor as well as other trinkets of value

Merchant: Well skilled with people and selling wares.

Assassin: Master of the art of dealing Death without being heard the assassin is commonly hired to kill undesirables.

Beast: A mind gone mad over blood the beast tears through it`s foe leaving the body parts strewn about.

Naturalist: One who`s natural abilities are increased tenfold.

Shadow: With the ability to turn to a black fog the Shadow is a deadly foe in the night.

Magic
Magic is a precious thing in Quarin using it is a risk for the user must ration his Soul force energy so that they have time to regenerate Soul force. The use of all your Soul force will result in your magic abilities becoming in active and unusable for a period from one to thirty days depending on the amount of Soul force you have.

Materials
Wood: made of the trees of Quarin wood is a plentiful but hard to shape.

Rock: Rock is slightly harder to find than wood and harder to shape but much stronger.

Bone: Bone is readily available and easy to shape but breaks often.

Bronze: Bronze is the most plentiful ore and is much stronger than Rock but weighs more as well.

Iron: Iron is a harder ore to acquire and heavier than Bronze but is much stronger.

Steel: Requiring iron and coal Steel is both lighter and stronger than Iron.

Dwarven: magically imbued Bronze Dwarven metal is stronger and lighter than Steel.

Black Steel: Requiring Iron and Selvrin ores Black steel weighs more than normal steel but is much stronger.

Sandstone: The Elven ore which is much lighter than Steel and stronger than Dwarven but is limited.

Dragon: the flaming ore got it`s name for it is as hot as Dragon fire. It is extremely rare but stronger than Black steel and lighter than Dwarven.

God Steel: Made from the Blood of the God like Kin this metal is the rarest of all and stronger and lighter than any other material.

Lunarin: Stronger and lighter than black steel Lunarin ore can only be found and shaped in the Frost fire mountain in Frostfell.

Faringar Steel: All but gone in the third era Faringar Steel stinks with souls of thousands and cannot be shaped from its original form without the use of a Soul forge it is Stronger than Dragon and as light as wood.

Kalzarian: only Found in Kalzaria the ore it is hard to come by at a fair price but is worth it as it is as strong as Lunarin but as light as Dwarven.

Selvrin: the Key component to Black Steel Selvrin can only be found in tall mountains in moderate climates.

Diamond: An expensive Gem that can be sold to make profit but only is formed deep under ground.

Emerald: Formed higher up than Diamonds but is not as expensive.

Ruby: Formed closed to the Surface of the gems it is the least expensive.

Gold: Gold ore is rare to find in anything other than coin form.

Silver: Harder to find than Gold silver can be imbue with magic the easies but is not as strong as other metals.

Leather: can be made from tanned hides.

Hide: simply skinned off of anything and put to good use.

Coal: Found at the same depth as Emeralds Coal is more common than emeralds but is seldom used for anything other than Forging Steel.

Mounts
Horse: A moderately Hardy and fast mount horse are the cheapest and most common mod of transport excluding by foot.

Felm: With a gray and hard skin the Felm Resembles a lizard with short arms and strong and powerful legs it is the fastest of all the mounts but is unarmed and expensive.

Verg: A large wolf like mount with thick fur and sharp teeth and claws Verg are well armed but not as fast as the Felm though still quicker than a horse they are more expensive.


Character Template
Name:

Race:

Soul Force: (max is 5 and should only be used for a char that is a primary mage.)

Brief Appearance: (go to as much detail as you like)

Brief Backstory: (Go to as much detail as you like)

Class(es):

Morality:


Rules
Normal Rp rules will apply aka no god-moding, no taking control of other party members characters Without consent, etc. as well Rp posts must be very detailed with a lot of thought into them and cannot be only Dialogue posts. Be respectful to you fellow Rpers this is not something to fight about but enjoy as a group for the world requires that You cooperate with each other so you can survive. I don`t expect that you always be nice to one another but do not go over board.

Roster
Sarin: Jarymn
Name: Jarymn

Race: Giant

Soul Force: 2

Brief Appearance: The exceptionally large Giant stands 16`5 and weighs 3000 pounds. he has dark brown hair and green eyes. Clothes sewn of various hides and skins from deer, bear, Human, and Troll.

Brief Backstory: A lone Giant from the northern part of Varnith Jarymn has earned a reputation of ferocity from his numerous encounters with the Wood Elves of Qualimon as he calls the border lands between the two countries home. Jarymn was wandering the woods one day when he was ambushed by a band of slavers who captured him beat him regularly while he is chained. Jarymn is now being brought from Rosethorn out towards Arthose to be placed on a boat in which he will be sent to his new owner.

Class(es): Beast

Morality:neutral
Morin Oakenirons
Name:Morin Oakenirons

Race: Dwarf

Soul Force: 2

Brief Appearance: 5`7 and weighing 270 pounds Durin has dark black hair accompanied by a long beard. Morin is an exceptionally burly Dwarf.

Brief Backstory: Morin is from one of the lesser houses and moved from his home in Thormast to mine ores in Frostfell and then moved to sell his craft in the human cities. Morin was selling his wares in Rosethorn when he saw a traveling caravan heading towards Arthose. Joining the caravan he went forward to sell his goods to the vast adventurers who congregate in Arthose.

Class(es): Merchant and Forgemaster

Morality:Neutral
Urg-Garomnak
Name: Urg-Garomnak

Race: Orc

Soul Force: 0

Brief Appearance: 6`7 and weighing 380 pounds Urg-Garomnak is a very large Orc. Blind in one eye and the other is red in colour his hair consists of thin patches that hang on his head. His body is muscular and adored with many scars consisting of bites, claws, swords, axe, and arrows. He also has lumps on his body from strikes of a hammer or mace.

Brief Backstory: Urg-Garmnok was a raider near the Port of Arthose along with six other orc he wreaked havoc upon the lands destroying caravans, killing farmers and on occasion enter the Port city itself to do battle with the town guardsmen. Urg-Garomnak rode on the back of a great beast resembling a giant wolf with a thick messy coat of fur spearing the terrified people of Arthose in the backs as they ran from him or crushing there skulls with a club. Urg-Garomnak was soon captured by a large group of humans taken off guard he and his raiders were sold off to be used as prize fighters for the Human`s entertainment.

Class(es): Beast

Morality:neutral
Delbardin Thornmere
Name: Delbardin Thornmere

Race: Dwarf

Soul Force: 3

Appearance: 5`9 and weighing 360 pounds Delbardin is very muscular and bares a scar that glides from his forehead on the left side to mid-cheek. His hair is thick and black accompanied by a beard that rest just above his stomach. Much pain is evident in the eyes of Delbardin.

Bio: Delbardin is from a proud Dwarven house that was exiled to the Everforests because they disagreed with the Telbin House and were known to be their rival house. Delbardin landed on the shores of Thormast just after his twenty first birthday and went immediately to the Dwarven city in the mountains. When the city gates opened and he gazed upon his home he fell to his knees and tears fell from his eyes. He had not seen his home since the age of 7. Determined Delbardin seeks to restore his families honor and continue his bloodline.

Morality: Good

Class(es): Knight
Durgin
Name: Durgin "The Pale One"

Race: Omnice

Soul Force: 2

Brief Appearance: A large white-ish gray Omnice with thick black hair and medium length beard to match. He stands 9`8 and weighs 950 pounds with a long thick scar across the left side of his face. He body amount of scars that lay on his body tell a story of a hard life in the wilderness.

Brief Backstory: Durgin was Born outside of Omnice culture and security being reduced to a common labourer Durgin worked for seven years as a servant to a lord of the House Amerial until he had gained enough trust of the lord for the lord to allow him to serve him and three other guests. When the drinks had been served and the food consumed they all discovered they really needed to relieve themselves which grouped them close enough for Durgin to strike. He reached his arms as wide as he could and scooped the lords off the floor and squeezed with all his might until their bodies ran breathless and cold. Durgin made his escape soon after that and became a raider as many people In Quarin do when they are running low on cash and found he was rather good at it. Durgin has roamed Quarin ever since raiding small caravans and the like to pay for his lifestyle.

Class(es): Knight and Beast

Morality: Neutral
MaxxRocker: Teller Kindsort
Name: Teller Kindsort

Race: Kender

Soul Force: 5

Appearance: He is of average size for a kender ranging just in the middle though slightly slimmer than a few of his race. He has cool grayish-white hair tied into the traditional top knot of his people. He though rather old as most Kender has an eternally youthful demeanor and appearance. He has wise blue eyes with an ever glowing kind and welcoming look to them though in the night twinges of pain can be caught.

Backstory: In his youth Teller found a knack something few Kender do and all find fascinating and lovely the wonderful thing called magic. He was gifted with it rather expertly and he used it often while playing and exploring with the other young ones. He grew and as he did he found himself inclined to good works healing, charity, and many other things creating food and water. He wanted to help the world and he wanted everyone to have a chance. As time came for him to enter wanderlust he found himself like most kender enamored with the outside world. So he went and he traveled far and wide making friends wherever he went. Many of them came from backgrounds wide and different some good some in for little more than themselves and even those with a certain darkness to them and all the same he cared for them and all the same they came to care for him. Years went on and unlike many Kender he did not return some thought him lost, but in truth he had just found a new home and it was the rest of the world. Tragedy struck though as one of his friends was killed and even his magics could not heal the wound. He can't speak the persons name nor can he find himself able to recall the memories without great pain and as he looked to his other friends all beaten and bruised he knew and they all did he must return home it was time. He found solace their excitment in his old friends some now starting families and having little kenders of their own and there he settled. He taught and eventually became one of the respected Elders of the community. He always kept in touch with those old friends often inviting them to his small village for a stay and he always told them and his fellow kender someday he would have his second wander lust.

Morality-Good

Class- Tempest
Thrull the Mighty
Name: Thrull The Mighty (Other titles to be listed later)

Race: Minotaur

Age: 65

Soul Force: 2

Appearance: Thrull stands tall even for a Minotaur at 9' and his muscled body defined by a warriors leaves him heavier than most minotaur as well weighing 480 pounds. He is a massive and strong looking Minotaur. He has black fur that with age has grayed his beard showing the most signs of this though it has discolored all of his fur lessening the fierce look he once had and replacing it with a certain wisdom that could be attributed to an old warrior. Thrull braids his beard into three long strands and has a pronounced nose ring made of silver. He wears heavy armor as his preference and has a few personal sets he has acquired over the years. He uses whatever weapons he has available, but among his most valuable possession and when on real adventures he brings the maul of his ancestors a magnificent thing. It is a two handed incredibly heavy maul even for a Minotaur and it is beautifully crafted. He carries one noticeable scar on his face under his eye that looks like it was from a serious fire and one of his horns is broken in half though it seems it happened a long time ago.

Backstory: Thrull was born gifted in quite a few ways. He never abused them and even as he was full of himself there was always kindness in him. He was strange for Minotaur by many accounts, but it was all excused for his great size and strength and his great abilities as he learned to fight made many respect him if not fear to question him. At a young age he rose through the ranks and before long he found himself captain of ship. All was not well though his Father was displeased with the way Thrull was with who he was and he as an important leader among the Minotaur decided it was time he talked with his son about his course. They met on peaceful grounds, but Thrull could sense something wrong he had come alone and soon through the mist that surrounded the secluded graveyard he saw an ambush about to spring. He scowled at his father even if he was different he had honor he respected custom it was their way to follow tradition and his father broke that he had to pay the price of blood. Thrull buried his dagger deep into his father's neck and killed every traitor there. He came out even if he was good a sterner and colder with time it would fade slowly, but never leave him. Thrull left his people after this to clear his mind and met a few other wanderers in them he found great kinship and hope. He traveled with them for a long time before tragedy struck and one of them was killed driving a wedge between them. Teller his friend parted for home distraught over the event unable to deal with it and still unable to deal with it fully. The others who lived parted as well and he found himself called to fight in some conflict or war his people had gotten themselves into. He visited his old friends as often as he could and he kept in touch when it was permitted always hoping he would get the chance to share his last adventure with them at least the ones who made it far enough for it to be possible. The thought of the tragedy that happened never left him and he always carried that great scar with him never letting himself forget anything of them and all his travels with them.

Morality: Good (Will put himself at risk for others he cares for and die for them with no problem if need be and holds honor above all else)

Class: Champion/Naturalist
Alucardeo: Hark
Name: Hark

Race: Manokarin

Soul Force: 1

Brief Appearance: 7'8, emerald eyes, long black hair, pale skin, no facial hair.

Brief Backstory: Hark was an orphan of war, and spent his whole life travelling, never finding home anywhere. Eventually his money ran dry and he had to become a mercenary.(sorry, not too familiar with the lore, so not too sure what all could happen to him)

Class: Champion

Morality: Neutral
This post was last modified: July 29th 2014, 10:17 AM by Sarin strdr


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I'll try it.


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You know I am in to give it a shot.


The best government is a benevolent tyranny tempered by an occasional assassination-Voltaire
GM Vlos Hithern actively recruiting EP Guild Check us out!
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[ignore]
This post was last modified: January 8th 2014, 12:39 AM by Cairanmac1


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I'm interested.
Though I have one question: Can we play as ANY race from this lore? (With some obvious exceptions)


Vlos Hithern!
The Blood Coven!

Va Khaj Dar!
The council of Arcanea!

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NDA=Broken.
I would suggest deleting/editing those posts.


Vlos Hithern!
The Blood Coven!

Va Khaj Dar!
The council of Arcanea!

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I'd like it.


Long live the Pact, and Death to le Queen
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all of the races will be playable The group dynamic will decide on the morality of the group though so say you want to play a silent who are almost always pure Evils and the rest of the group is Pure good, Good, Or neutral your character would be harder to write into the group and I will start a roster, Refine and perhaps add more rules once I look over them again I will be posting Images instead of Writing intense descriptions so it will be up quicker than expected though this is a continuous Rp with plenty to explore and plenty of events that influence the world will be present. I will post Alignments for tomorrow.


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This post was last modified: January 24th 2014, 05:25 PM by Sarin strdr


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(January 7th 2014, 11:52 AM)ragnar-ice blood Wrote: NDA=Broken.
I would suggest deleting/editing those posts.

(January 7th 2014, 10:52 PM)Sarin strdr Wrote: The Land descriptions need to be finished and Noble houses need to be added and then the Rp can start though I am in no rush to get it started.

I have no idea why that's posted here, it's meant to be in the chicken? wtf?


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Can I be a Dragon Rider?


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(January 8th 2014, 12:38 AM)Cairanmac1 Wrote:
(January 7th 2014, 11:52 AM)ragnar-ice blood Wrote: NDA=Broken.
I would suggest deleting/editing those posts.

(January 7th 2014, 10:52 PM)Sarin strdr Wrote: The Land descriptions need to be finished and Noble houses need to be added and then the Rp can start though I am in no rush to get it started.

I have no idea why that's posted here, it's meant to be in the chicken? wtf?

It`s alright computers are messed up sometimes you interested in the Rp?

(January 8th 2014, 02:34 PM)RiDo'Ja Wrote: Can I be a Dragon Rider?

There can`t be many in the group two at the most with small dragons that aren`t matured (Atleast to start) but if you are going to be dedicated to the idea of it then yeah you can be one.

Also as a general statement to all if you want to get started on characters go ahead I would advise that at least one character be at the ready incase your character dies though.
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I would like to be a DragonHeart, Arcane Elf, Shapeshifter, or Malinmar for my Dragon Rider. I was thinking of being a Spellsword, Battlemage, or Tempest.


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(January 8th 2014, 05:47 PM)RiDo'Ja Wrote: I would like to be a DragonHeart, Arcane Elf, Shapeshifter, or Malinmar for my Dragon Rider. I was thinking of being a Spellsword, Battlemage, or Tempest.

I did not explain how magic regenerates in the Lore thread so I did it here Your magic is an asset as long as you do not use it all. Necromancers cannot regenerate magic at all but are able to draw magic from Others souls which leaves the target with little more than bones and flesh. It is your choice as to what race you want to play thought the DragonHeart`s breathe based powers are not reliant on Magic and they a naturally close to dragons. the class should be done after everything else when you include a dragon in your Char as the other factors will determine the best class for your Char.


As a general Note If anyone is unsure weather a race has a specific morality please ask. All the City names are up for your convenience.


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