Companions in an MMO??? Can someone please explain how this makes sense?

CSose
CSose
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I thought MMO's were for gaming with friends and making friends while gaming. Is that not how it's supposed to work?

Don't companions go against the whole point of an MMO? Can companions join guilds too? (ok, that last remark was just to be snarky, but come on, how do companions make any sense in an MMO?)
  • Ackwalan
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    They are combat pets you can dress up.
  • kathandira
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    CSose wrote: »
    I thought MMO's were for gaming with friends and making friends while gaming. Is that not how it's supposed to work?

    Don't companions go against the whole point of an MMO? Can companions join guilds too? (ok, that last remark was just to be snarky, but come on, how do companions make any sense in an MMO?)

    Go try out Swtor. They did it, and it works great.
    PS4-NA. Breton Templar Healer, Bosmer Stamplar, Breton Magplar, Orsimer StamDK, Dunmer MagDK, Khajiit StamNB, Dunmer MagNB, Argonian Warden Tank, Altmer Magsorc
  • Hurbster
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    I play a lot of SWToR and they make perfect sense. Will Zenimax go as deep as the companions in that game? Doubt it somehow, I mean there aee only 5 per character class in SWToR after all.
    Edited by Hurbster on February 4, 2021 3:05PM
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • Danikat
    Danikat
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    You know how sorcerers and wardens can summon a pet to help them fight? Companions are the same but they're people who will speak as well as fight rather than monsters or beasts, and they're available to everyone.

    We don't yet know how useful they will be, but I'll be very surprised if they're an appropriate substitute for another person. But it might be a slight help for people who struggle to solo things, to use at times when you can't get another person to come and help.

    Playing everything with friends is a nice idea, but I know I'm not the only one who often finds it impractical. My free time is erratic and difficult to predict so I can't commit to always being online at the same time to meet up with a regular group and it would be annoying to only get to play when I can be online at the same time as my friends or guild mates (especially since they'd end up way ahead of me and would have to concede to doubling back to things they've already done to help me).

    So most of the time I play solo, or with whoever happens to be around. If I'm online at the right time and a friend or my guild is putting a group together I'll join in but that means being prepared for doing things in a random order (I actually have a couple of characters who don't follow the storyline for exactly this reason) so it's nice I don't have to rely on that to progress through the story.

    I don't know yet if companions will make any difference - my warden isn't noticeably better at soloing stuff just because of the bear, so if companions are a similar level of strength/skill they won't make much difference, but it would be nice if I could use them to solo dungeons so I can plod through it reading everything, taking screenshots etc. without having to wait until I can get a group and then feel like I need to make sure I'm never slowing the group down.
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • Sju
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    Digital people > real life people.
  • AcadianPaladin
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    CSose wrote: »
    I thought MMO's were for gaming with friends and making friends while gaming. Is that not how it's supposed to work?

    Don't companions go against the whole point of an MMO? Can companions join guilds too? (ok, that last remark was just to be snarky, but come on, how do companions make any sense in an MMO?)

    I appreciate your point of view. Mine, however, is quite different. ESO is massive and it has lots of other players and it is online - hence it can be called an MMO. There is nothing requiring that the lots of players game together and make friends - that is simply one way of playing. Killing other players is another way. Playing solo is another way. For those large number of us who play solo, some of us like the idea of optional NPC companions because those companions stay in character all the time and their play schedule perfectly matches the play schedule of the players who use them.

    Many of us soloists play ESO simply because of its massive scale (Oblivion and Skyrim are not massive).

    There is plenty of room in this massive game for differing playstyles. There is no 'how it's supposed to work' - that is the beauty of this game. :)
    PC NA(no Steam), PvE, mostly solo
  • Kiralyn2000
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    kathandira wrote: »
    CSose wrote: »
    I thought MMO's were for gaming with friends and making friends while gaming. Is that not how it's supposed to work?

    Don't companions go against the whole point of an MMO? Can companions join guilds too? (ok, that last remark was just to be snarky, but come on, how do companions make any sense in an MMO?)

    Go try out Swtor. They did it, and it works great.

    I remember playing Sword of the New World (cheesy f2p Eastern grindathon) which had you fielding groups of three characters as your "character". That was interesting, too. Shame it was in a typical Eastern f2p grindathon.

    But, yeah - various MMOs over the years have done things like this. Not a lot, but it's not new either. /shrug

    Also
    CSose wrote: »
    I thought MMO's were for gaming with friends and making friends while gaming. Is that not how it's supposed to work?

    I must be terrible at this, because I haven't managed either of those things in 15+ years of MMO'ing.
    (A friend got me into WoW back in Vanilla, and then quit before we could do much together. And a different friend got me into this by showing the game to me, but is on a different platform and not playing anymore. IRL friend, both times.)

    I actively avoid people being on my in-game "friends" list, because I don't like the idea of people being able to track when I log in/out , and/or beg me to drop what I'm doing to help them (it always creeped me out when I'd help some random dude for a few minutes in WoW, and then they'd ask "can I friend you?" OMG NO! :o )
    Edited by Kiralyn2000 on February 4, 2021 3:39PM
  • Gilvoth
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    best decision eso ever made.
    there has been companions in all the mmo's i have played and there will be many more in the future of mmo's.
    the Best companions i had was in Dungeons and Dragons online MMO and it truely was awesome.
    one main reason is how horrible people treat eachother in group
    the bullying the insulting baiting and hate speaches in group and kicking people out for childish stuff.
    in addition to that if i need a healer i just summon my companion healer, or Tank, or DPS. instead of waiting for 3 days or weeks just to find the right helper.
    instead i just within a few seconds get the companion and life is sooo much better. if i want or need friends or social then its allways there but companions help me where the public cannot.
    Edited by Gilvoth on February 4, 2021 3:42PM
  • Mojmir
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    Dont care, as long as they dont infringe on my gameplay.
  • the1andonlyskwex
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    I don't really see how companions can provide any value without messing up what little balance open world content currently has. It seems like they'll either be completely useless and annoying, or make everything even easier than it already is (while feeling essential to do content as efficiently as possible).

    That said, I thought the companions in SWTOR were fine. I think the difference between designing them in from the beginning and tacking them on later is going to be huge though.
    Edited by the1andonlyskwex on February 4, 2021 6:17PM
  • VaranisArano
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    ESO won't be the only MMO to have them.

    But more importantly, ESO is part of the Elder Scrolls series, and companions help players who come from the singleplayer games wanting an experience that mirrors the other TES games bridge the gap between single player RPG and MMO endgame.

    Eventually, you hit the point where a companion just can't replace actual people...but in the meantime, it gives players a chance to get their feet wet in group content without having to start out as the sole newbie in a random dungeon group.
  • tohopka_eso
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    In everquest 2 you hire a Merc. Can do a lot except dungeons if I remember.
    The companions in SW:tor got a bit out of hand. Think when I stopped playing I was gathering companions from other classes and stuff.
    Ffxiv just has your bird for overland stuff.
  • Anilahation
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    CSose wrote: »
    I thought MMO's were for gaming with friends and making friends while gaming. Is that not how it's supposed to work?

    Don't companions go against the whole point of an MMO? Can companions join guilds too? (ok, that last remark was just to be snarky, but come on, how do companions make any sense in an MMO?)

    Star wars the old republic
  • karekiz
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    https://everquest.allakhazam.com/wiki/EQ:Mercenaries

    Everquest is more group heavy then ESO ever was and is. To complete an expansion base quest line you basically are forced into grouping. Yup. To quest you must work together. That still continues to this day as of last expansion <Released last novemberish>.

    So the REAL question is why does base questing NOT require grouping?
    Edited by karekiz on February 4, 2021 4:37PM
  • Goregrinder
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    You know Guild Wars 1 from 2005 and SWTOR from 2012? Just like that.
  • NeillMcAttack
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    They can sell them....
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  • Danikat
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    Just to add to the list of games which have them: Guild Wars 1 has two versions. Initially there were henchmen who have pre-determined equipment and skills and are recruited into your party on a one-off basis. You can of course recruit the same ones multiple times, but it depends on who's available in that area of the world.

    Later on they added heroes who are permanent unlocks for your character once you complete a quest to unlock them, so you can use the same ones everywhere and they have customisable skills and equipment as well as playing a bigger role in the story. Some missions require specific heroes because they play a part in the story directly.

    It makes sense in that game because all combat areas are instanced so you have no chance of a random stranger coming along when you're struggling with a boss, and everything is balanced around the maximum party size for the area (between 5 and 12). It's possible to solo many things with the right build, but it's harder and more restrictive on the viable builds than in most MMOs because you will be literally solo the entire time and the focus on horizontal progression means there's less opportunity to just out level or out-gear the content.
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • Maythor
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    I'm wondering if they will just cause collision issues, keep making them speak to you when you try to loot and of course be bugged like the existing combat pets and need to be resummoned to actually function :P
  • Scardan
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    I am really tired to explain that combat pets, bots and massive multiplayer online game genre does not contradict each other.
    Don't like it - don't use it.
    Let's be extremely precise in our use of terms.
  • VaranisArano
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    Maythor wrote: »
    I'm wondering if they will just cause collision issues, keep making them speak to you when you try to loot and of course be bugged like the existing combat pets and need to be resummoned to actually function :P

    Of course! Collision issues are traditional!
    1xvtGRb.jpg
  • Jaxious79
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    LOTRO (captain class) had companions long before swtor. SWTOR expanded on the companion system, there is no difference in a humanoid companion and creature companion.
  • Goregrinder
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    Jaxious79 wrote: »
    LOTRO (captain class) had companions long before swtor. SWTOR expanded on the companion system, there is no difference in a humanoid companion and creature companion.

    Yep LOTRO saw Guild Wars 1 and followed suit.
  • Nowa133
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    karekiz wrote: »
    https://everquest.allakhazam.com/wiki/EQ:Mercenaries

    Everquest is more group heavy then ESO ever was and is. To complete an expansion base quest line you basically are forced into grouping. Yup. To quest you must work together. That still continues to this day as of last expansion <Released last novemberish>.

    So the REAL question is why does base questing NOT require grouping?

    Because of the eso devs trying to cater to TES single player rpg fans, >.>.
  • Kiralyn2000
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    karekiz wrote: »
    https://everquest.allakhazam.com/wiki/EQ:Mercenaries

    Everquest is more group heavy then ESO ever was and is. To complete an expansion base quest line you basically are forced into grouping. Yup. To quest you must work together. That still continues to this day as of last expansion <Released last novemberish>.

    So the REAL question is why does base questing NOT require grouping?

    Because there's more than two MMOs out there nowadays, and they want more than a few 100k 'hardcore'/'grouping required to even breath' classic-EQ-style players.

    Nowa133 wrote: »

    Because of the eso devs trying to cater to TES single player rpg fans, >.>.

    That doesn't explain why every other 'mainstream' (and most smaller) MMOs these days also have lots of non-group content.
  • karekiz
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    @Kiralyn2000

    Sarcasm Miss.

    Click the link. Its showing even EQ has AI partners. It isn't some exclusive ESO thing that nobody else in the MMO gaming space does. Old and new games have adopted it.
    Edited by karekiz on February 4, 2021 5:38PM
  • Nowa133
    Nowa133
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    karekiz wrote: »
    https://everquest.allakhazam.com/wiki/EQ:Mercenaries

    Everquest is more group heavy then ESO ever was and is. To complete an expansion base quest line you basically are forced into grouping. Yup. To quest you must work together. That still continues to this day as of last expansion <Released last novemberish>.

    So the REAL question is why does base questing NOT require grouping?

    Because there's more than two MMOs out there nowadays, and they want more than a few 100k 'hardcore'/'grouping required to even breath' classic-EQ-style players.

    Nowa133 wrote: »

    Because of the eso devs trying to cater to TES single player rpg fans, >.>.

    That doesn't explain why every other 'mainstream' (and most smaller) MMOs these days also have lots of non-group content.

    Because most of the devs are trying to cater to teens of the past that don't have time to play anymore, but have the money now. The middleterm would be group cattered quests and singleplayer quests, but they simply don't care, i guess. (Or at least try to implement group quests, '-'".) A veteran overland would serve as well, since overland is faceroll easy. And do not incentivate the creation of groups - establishment of bonds with total strangers - which was the point of a MMO (socialize), some can disagree. Oh, and there's more important issues at the moment, like the terrible state of pvp and thieves guild main-quest bugs, preventing some to complete (forever holds your peace)
    Edited by Nowa133 on February 4, 2021 5:54PM
  • Mythreindeer
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    No one deserves to be alone.

    Unless they want to be.

    But maybe some people should be alone.
  • Kalik_Gold
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    Other MMO's already have this feature, to name a few:
    • SWTOR
    • Everquest
    • Everquest II
    • Guild Wars
    • Star Trek
    • WoW
    • Neverwinter
    Main Character:
    Ras Kalik a Redguard Templar, the Vestige

    PvP Pure-class:
    Goliath of Hammerfell a Redguard Dragonknight
    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: Subclassed or Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
    Voa a Priest of Sep a Redguard* Necromancer (Healer)
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Two-Big-Horns an Argonian Arcanist /Sorcerer
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Bates Vesuius of Dawnstar an Redguard** Dragonknight (Raid Damage) --- Name change needed

    PvE: Specialty
    Tyrus Septim an Imperial Sorcerer (Dungeon Damage)
    Tav'i at-Shinji a Redguard** Warden (Arenas)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Styx of Akatosh a Goblin*** Arcanist --- Race change needed
    Zenovia at-Tura a Redguard** Lycan Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used:
    *Breton
    **Imperial
    ***Argonian




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
  • Tandor
    Tandor
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    Kalik_Gold wrote: »
    Other MMO's already have this feature, to name a few:
    • SWTOR
    • Everquest
    • Everquest II
    • Guild Wars
    • Star Trek
    • WoW
    • Neverwinter

    LoTRO
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