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The Immortals Way
The Immortals Way

Quick Info
System : Xbox One
Faction : Daggerfall Covenant
Play-style : Hardcore
Focus : PvE, Roleplay
Time Zone : North America

Guild submitted by Availablecorpse.
Post #127680
About The Immortals Way
Main Content
THE IMMORTAL WAY

We are a north American group who are hardcore gamer who are crazy about Elder Scrolls we are using the Xbox one platform so if you are a xbox player this is the guild for you. We have chosen the Ebonheart Pact for are conquest we also are not having strict guide line on join are guild If have any question please send me a private message We are in to pvp/pve and also roleplaying . We are group who is just trying to have fun and enjoy the elder scrolls experience so if this guild sound like it something that fits your game play please join Thank You

Who we are

who are we the The Immortals Way is a Covenant thats made of vampires and werewolf , Humans the true children of the Daedra Gods Molag Bal and Hircine. The Immortals Way goal is to conquar Tameriel because it is are true birth right. we hear are father molag bal calls to us to destory and conquar all who stand in are way. It is time to make a stand are kind has been hunted and killed for sport and glory so lets show the mortals who are the chosen ones for they know death is forever but we have the gift of immortality. so my brother and sister embrace the shadows show your true form and use the gifts are fathers have given us because the soul of man belongs to us lets finally merge the of world of coldharbour together and have are enemy shaking with fear and they will remember the name that struck fear to are enemy The Immortal Way .

Ranks
Each curse will have it’s own set of ranks to achieve. you must be active in all pvp and pve or roleplaying to become qualify in the guilds ranking system the generals and the supreme elder or the


Vampire Guild Founder / The Supreme Elder
Human guild Founder/ supreme Commander
Werewolf guild Founder/ Supreme Alpha

The first highest ranked member of the Immortal way is the leader of any mission as long as he/she is present. His/her decisions and orders are final and cannot be changed by anyone – they can be altered by the Guild founder to fit a certain combat.
A new Supreme is appointed only when the old retires from service, is not available for a certain amount of time, or is voted down because of his incapability to lead by the Council. Chosen because they serve honorably and rise above the rest through determination, superior tactical decisions and leadership.


Human general / Lord General
Werewolf Generals / Lord Aphla
Vampire Generals/ Lord Legion

The Generals of the The Immortals Way carry the second highest rank in the covenant . They lead the The Immortals in the absence, and have all the authority and power of their superior. The Generals are also usually the chief advisers that the Infantry goes to for aid during the planning of larger operations.


Human Death Squad / Axe Hunter
Werewolf Death Squads/ Demon Hounds
Vampire Death squads/ Mistwalker

The Death Squad is a true warrior who has shown promise, knowledge, loyalty and engagement for a longer period of time. Becoming a Death Squad is a step towards increasing responsibility and mainly will be work closely with the infantry in order to assist any operation undergoing.


Human infantry / Sword Stalker Werewolf Infantry / Hircine hounds Vampire Infantry/ Nightstalkers



Infantry are regular members who have shown skill and dedication in combat, and have those received a promotion. While this promotion grants no power over other members of the Immortals Way, it is still given as a sign of having a dedicated soldier in their ranks.



Werewolf/ Newborn
Vampire/Newborn
Human newborn/Day Dweller

A new recruit has a certain amount of obligations. He/she is expected to participate in events, stay connected with officers or higher ranks, be engaged with the members and the forums.


Guide Lines

1. You will respect the The Immortal community and our alliance.
2. We will help one another in a time of need
3. One shall not give away guild secrets
4. Generals can make request to the supreme Elder for rules that are broking. Judgement will be dealt with by a vote .



Values

Dedicated community
Skilled & knowledgeable in PvE
Mature and respectful behavior towards roleplay
Member participation, initiatives and creativity
Warm & friendly atmosphere

Members

People get along with some better then others and there is nothing that can be done about that. However we expect our members to treat each other with respect. Disagreements will take place and is completely normal. All you have to do is to keep it on a mature level and treat your fellow member with respect.

Contribution

Being in a guild is not only about receiving; it should be just as much about giving. The guild depends on its members’ engagement and activity. There are several ways of contributing to the guild: holding events, big and small, being active in different positions in the guild, helping with issues such as questing and dungeon aid, coming up with ideas how to improve the guild and many other ways.

Council

A Council who consist of the twevle will to lead The Immortals along with a few chosen officers. We stand for no banner but our own. If you wish to PvP, PVE roleplaying you will fight alongside the brothers and sisters of your chosen Alliance

The Focus:

Having fun and camaraderie is, and will always remain our number one priority. We will raise the bar and make new friends one member at a time. We strive to be your family out in the wilds of our games. We will remain committed to each other as brothers and sisters in all our endeavors; be it in the Slaughter, Adventure, Crafting, or Socializing. Each is as equally important as the other.

so if you have question please me email me lesterjohnson36@yahoo.com thank you
The story Molang bal

His main desire is to harvest and consume the souls of mortals and to bring mortals souls into his sway by spreading seeds of strife and discord in the mortal realms. He holds much importance in Morrowind, where he is seen as the archenemy of Boethiah, the Daedric Prince of Plots.

Molag Bal resembles a large, bipedal hybrid of monkey and snake, and usually appears in a form adorned with horns, claws, and a long tail. His scaly appearance is matched by his demeanor, as this serpentine Daedric Prince is the master of corruption, and his entire realm of Coldharbour in Oblivion consists of nothing but death and destruction.
Like all the Daedric Princes, Molag Bal has no definite gender. Most often, however, he appears to his followers as male. Sigillah Parate mentions in her spiritual commentary that she belonged to a cult known as the "Witches of Molag Bal", where Molag Bal often appeared to its members in the guise of a mortal female

Molag Bal's plane of Oblivion is Coldharbour. The book The Doors of Oblivion says that his plane resembles a copy of Nirn, including the Imperial Palace, but desecrated and ruined. The ground is sludge, the sky is on fire, and the air is freezing.
History and legend

Morrowind He is the main source of the obstacles to the Dunmer (and preceding Chimer) people. In the
legends, Molag Bal always tries to upset the bloodlines of Houses or otherwise ruin Dunmeri 'purity'. He is also the god of rape and is said to be the father (along with Vivec, whom he seduced) of a population of mutant degenerates living in the Molag Amur region of Morrowind. This race may have been the first eventual vampires, a corruption of Vivec's ties to the Heart of Lorkhan transmitted to mortals. It is possible he assisted Jagar Tharn in his temporary procurement of the Imperial throne. He was also responsible for the destruction of a city at the end of the First Era.

First Era
In 1E 2920, Molag Bal, under the summon of King Dro'Zel of Senchal, destroyed the city of Gilverdale. All the inhabitants were killed in a bright red mist. This Daedric massacre forced Sotha Sil to make a journey to Coldharbour, dealing with some of the prominent Daedric Princes in order to avoid the fate of Gilverdale happening to other cities in Tamriel, as Morrowind was still fighting a war against Cyrodiil.
Hero of Daggerfall

The Hero of Daggerfall received the Mace of Molag Bal in exchange for eliminating a heretic mage or priest, respectively.
Champion of Cyrodiil

Molag Bal was summoned by the Champion of Cyrodiil. He wanted the Champion to corrupt Melus Petilius, by forcing him to kill with the Cursed Mace. The Champion was able to enrage Petilius causing him to grab the Cursed Mace and use it to kill the Champion. Right before the final blow, Molag Bal transported the Champion back to his shrine and, pleased with job well done, gave him the Mace of Molag Bal. The same weapon was given also by Molag Bal to the Hero of Daggerfall some decades earlier.

Vampirism
Creator and patron deity

The Dunmeri Temple's doctrine, Vampires of Vvardenfell, Volume II, states that The Daedric Prince Molag Bal is the father of vampires. It is recorded in his "Private Papers of Galur Rithari, Buoyant Armiger". Somehow, the Dunmeri Temple keeps this record from the world, for no clear reason.
Molag Bal as the father of Vampirism is also recorded in the book called "Opusculus Lamae Bal ta Mezzamortie." The book tells a story of Molag Bal, who in his hatred towards Arkay, corrupted the body of a Nedic female, Lamae Beolfag. Lamae later is known as Lamae Bal and she is also known as the Blood Matron and the First Vampire.
Pure-blood vampires are individuals who are granted vampirism directly from Molag Bal, the creator and patron deity of Vampires. It's process is somewhat similar to the creation of the first vampire, Lamae Beolfag. Mortals gain their vampirism through a ritual in which members of a family pledge themselves to Molag Bal. Females like Serana, and her mother Valerica, who survive the horrific ordeal are dubbed "Daughters of Coldharbour".
Galur Rithari, one of the Bouyant Armiger was cured of Vampirism by Molag Bal.

Evolution

The Vampires of Iliac Bay and Vvardenfell are easily recognized by the common folks, but this is not entirely true for Cyrodilic vampires. It's obvious the Cyrodiil vampires have different blood. They have three states of vampire form; this all depends on the time since feeding. When the Cyrodilic Vampires are well fed, they are rarely recognized by ordinary people and can even walk in daylight.

The Hircine

Hircine (in Daedric script, is the main antagonist in The Elder Scrolls III: Bloodmoon and the Daedric Prince whose spirit is the hunt; the sports of Daedra; the greatest game and the chase and sacrifice of mortals. He is known by the titles 'The Huntsman of The Princes', and 'The Father of Manbeasts'. The summoning date of Hircine is the 5th of Mid Year

Hircine the spirit of the hunt's past leads many to argue. He himself was never mentioned or heard of in the early histories of Nirn. Some scholars believe because of this that Hircine was not one the original Daedric Princes and is therefor a spawn or offshoot, similar to Malacath. However this is often shunned on account of Hircine creating Lycanthropes, and the disease existing well into the Merethic Era. Hircine also appears within the mortal realm once every thousand years; but not to destroy, like most but to enjoy a great hunt known as the Bloodmoon Prophecy.

Bloodmoon Prophecy

Hircine, as he appears during the Bloodmoon Prophecy.

The Bloodmoon Prophecy is a legend of the Skaal, a native group of Nords from Solstheim. It foretells the Hunt of Hircine, an event which happens every era when the Prince enters Mundus and releases his Hounds upon the land. The Hunt is proceeded by four signs. The first is the coming of the "Hounds", when werewolves appear on the island. The second is the "Fire from the Eye of Glass", a pillar of fire which appears on the surface of the frozen Lake Fjalding. The third is the "Tide of Woe", a horker massacre, the bodies of which then wash up all along the island's northern coast. The final sign is the namesake of the prophecy: the "Bloodmoon", when Secunda turns crimson from the blood of the Hunter's Prey. After the four signs is something called the "Hunter's Game", which varies from era to era. The game might involve the hunting of an entire tribe, or just one man. After the hunt, Hircine returns to his realm for another era. The most recent Bloodmoon Prophecy was in 3E 427. It took place within the Mortrag Glacier.

Popular opinion and Worship

Hircine is one of the more worshiped or, to a certain degree, accepted daedric prince. Though all daedra are completely shunned by mainstream Imperial society, he is often worshiped in greater numbers compared to other daedra, though he doesn't necessarily care for it. He is father to man beasts, and is thusly worshiped by all kinds of lyconthrop infected creates such as Werewolves, Wereboars, Werebears, Werecats, and Werecrocodiles. He respects and even praises these creatures if they accomplish something in the hunt, a rare quality for a Daedra. He is often looked as the most honored huntsman to walk any plane of existence, and as such is often looked up to by other hunters, fishers, and trappers.

Personality

Daedric Princes are almost always looked on as evil due to their destructive nature. While there is some truth in this, this does not apply to all princes. Some princes respect honor, fairness among their subjects, and are against unhonorable murder. Hircine can be looked on under this category. While it would be unfair to call him good, he is not evil in the traditional sense on account of his sportsmanship and respect among the prey and the hunter. He always gives his prey a chance, whether this is of pity or because of his love for a challenge is unknown. But what is known is he is not destructive like many of his Daedric brothers and sisters. With those he does not care for he is often neutral in his trades, unless the unknown man is the prey, then he will show no mercy.

Lycanthropes

Hircine is the patron and creator of the lycanthropic condition. Evidence of this is given when, during the Bloodmoon, Werewolves (also known as Hircine's Hounds) acted as the hunters while the inhabitants of the Solstheim were their prey. The individual that can defeat the hounds is honored and would receive favors by the Prince himself, and face Hircine's aspect in one-on-one combat. He is believed by devotees and Hircine himself to be honored to be the prey of the Prince, though very few have survived this battle.
One artifact can suppress the bloodlust suffered under the lycanthropic condition; Hircine's Ring. Sometime before the Warp in the West, this ring was reported resurfaced in the Iliac Bay. The ring makes the Lycanthrope wielder able to turn to beast form or back at will, and suppress the hunger. During the Bloodmoon in Solstheim, the enchantment somehow was changed. The ring can allow any person to turn to beast form at will but for Lycanthropes the Bloodlust is still there.

On a side note, the witches of the Glenmoril Wyrd Coven of High Rock are known to be worshippers of Hircine, and they will often perform a summoning for anyone that can pay their price. The witches are also able to cure anyone of Lycanthropy, an ability that is alluded to in the book.
The infected person, with the assistance of the witches, must perform a ritual called The Rite of the Wolf Giver. It is a complex ritual of dark magicka, requiring the sacrifice of both flesh and innocence. And certain ingredients, which are petals of a wolfsbane flower and one bunch of ripened belladonna berries, are needed by the witches
This post was last modified: January 21st 2014, 04:44 AM by Availablecorpse
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