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Character Build: Order of the Twin Serpents

Tags: #Character Build Knight  #Character Build Illusionist  #Rank:Legendary  #Race:Altmer 
  • July 2, 2014

    (Disclaimer: This is Vix's Build that was inexplicably deleted from the site.)

    “To serve a heavenly and a worldly throne; one can serve both loyally throughout their lives and still be condemned by both for serving another master. For more than five thousand years we've served the Firsthold, we've watched the Aedric Ascent and remember the words of blessed Auri-El and most revered Trinimac, we remember Veloth's spiteful curses and vile betrayal of Ancestors, and we remember the necromantic hordes on the blood soaked coasts of Uchival. For all that we are, we remember, even when others have forgotten. We are the Aldmer, disciples of the Wyrm.” ~Grand Master Mithrandes Avaenteil

    Premise

        I had been looking forward to Dragonborn with the promise of spears and spells for mounted combat, but both managed to fall apart. Still, I decided to keep with the core concept as it had taken me a lot of time (about 60 hours thus far), but I also grew attached to it. The basic theme can still work, something as the heavy counterpart to Henson's ever excellent Dragoon light cavalier. The idea is simple, present the heavy shock cavalry of the world in an interesting new light.  Likewise, this really is a 'followers' build, get some followers, pets, or someone else to aid you as you'll find some of the concepts are magnified as a team rather than just as an individual.  As an individual however, this focuses on damage, on aggression, and on those grand glorious charges that crash into an enemy and carve them to pieces. But it wouldn't be simply a warrior on horseback, it would be something more. So I present, the Cult of the Wyrm Gods, the grand cavalry of Firsthold, the Order of the Twin Serpents.

    Diciples of the Wyrm

        The Mer of Allensi on the Isle of Moridunon are amongst the most loyal servants to the great Kings of Firsthold. They exist as a separate monastic Order devoted to the first Kings of the Summerset Isle yet existing apart from the trappings of politics and the world. They are elevated by their own beliefs and set apart by the very same; the pariah servants of an ancient city. They are a monastic order with a long and glorious history resplendent with deeds of heroic gallantry and stubborn pride. Spurning prudence, ignoring caution, the Allensi way is not for the faint of heart.

        In five thousand years the Mer of that small village saw the rise and fall of the Merethic civilization, bearing witness to the earliest hardships inflicted upon the great cities, and they protected themselves and swore allegiance to their protectors and swore their devotion to the first of the Elven Kings to set foot on the continent. While many of the Altmer would form their own way, the Allensi order of warriors continued with their old Aldmeri ways. They followed the et'Ada spirits of their great ancestors, and revered others. But slowly, surely as the winds and the tides, they too drew up patrons as they saw the world around them begin to crumble. Even by the dawn of the first era, they had heard of their great father of Light, the being Auri-El's soul, Anui-El. They saw his great splendor in the most magnificent of aetherial beasts, a great serpent that raked across the sky bearing aloft the greatest of Kings in transcendent illumination to the great world beyond. Anui-El, called Akatosh in the tongue of those on the mainland, was this great illuminator. The Allensi Mer who saw it fell to their knees as they saw it, saying “Who is like the Wyrm? Who can make war upon the Wyrm?” And so they became the people of Anui-El called Akatosh, Disciples of the Wyrm.

        Their martial order grew, they sought out the great Dragons at the ends of Nirn and pledged themselves to their service on behalf of the great god Akatosh. But their path was fraught with perils, though they thrived in the great Northern lands in service to the dragons all along the Sea of Ghosts. It was even said it was for Absalom, one of their great chapter masters, that the blade Goldbrand was forged to serve as a protector to the Dragons. In exchange, the Dragons taught to the Mer the secrets of smithing and craftwork, bearing their image and inscribed with their sigils of loyalty to the dragons and to that of Firsthold.

        But all things changed when the necrotic horror of the Thrassian plague came upon the Summerset Isle. The Disciples of the Wyrm were afflicted with the terrible blight. Their skill at arms made irrelevant as they wasted away to withered husks. And they asked 'Why was this brought upon us?' Their great protector and savior came from a vision in the gloom, a pestilent Fell-Drake who brought plague, turmoil, and disaster which were all but unknown to the Altmer. So the Fell-Drake said:

    'Through disease you are numbered; through disease you have served me and survived. Your great master is my instrument, her soul is mine, for she overcame my tasks, and this pleases me. So speaks Peryite.'

        The Order once more changed; changed, taking up the name of their great Taskmaster who had given them a great seemingly insurmountable task. The doubtful had died or fled, the faithful remained all the more inspired by the presence of the great serpent. So the Order of the Twin Serpents was born.

    Nature of the Order

        Naturally, such a tradition spawns arrogance, and such arrogance breeds contempt. It's said that the Knights of Allensi wouldn't even bow their pennants and banners to the High King of Alinor, such was reserved for the King of Firsthold and their Gods alone. There's no shortage of enemies on every side for the dashing cavaliers of Firsthold: from the disciplined Colovians still smarting from the Great war, to the roguish Bosmeri rebels of Valenwood, Orcs seeking worthy challenges, Nords preaching human supremacy, and even the vengeful Altmer of Skywatch, there's no shortage of enemies for a Allensi cavalier. There's no need to show pity to an Altmer any more than showing mercy for a wild dog. Wherever a challenge is given, an Allensi is eager to accept.

        These challenges are principal to the understanding of the Order's religion. They represent what's called 'The Great Dichotomy'; the blessings and gifts of Akatosh the father of Time, and the tests of worthiness from Peryite the lord of Tasks. This Daedric worship is heretical and more in line with the Atmoran roots of the Nords. As such, puritanical Altmeri religious authorities take issue with the beliefs of the already overly proud knight Order. As a Allensi, pay no heed as you know what others have simply forgotten. Rather, display your great allegiances to the eternal et'Ada and their immortal offspring, the Dragons, with pride: display the gifts and tests of the Serpent Gods.

        Whether due to their religious nature or merely due to the antipathy of other Altmer, the Knights of Allensi readily accept all mer recruits that travel to Firsthold and complete the trials in becoming a Knight or the Order. Naturally, Altmer are the most common source of new members but Dunmer are a close second so long as they renounce Boethiah and the Velothi lie of the Psijic Endeavor. Bosmer too are accepted though they tend to be in lesser numbers, though they often show a great affinity for elven steeds. Other races may join though these tend to be special circumstances; though some notable persona such as the Breton King Edward of Daggerfall are in the charters as a Master of the Twin Serpents.

    Aspects of the Twin Serpents

        When the Allensi order selects candidates to becomes novices in their order, they judge them on several tenants that both represent and embody the trails and tasks of the illustrious Firsthold lineage. These trails take place in the Temple of the Wyrm not far from Firsthold, and include elements of many disciplines.

    One Handed: Specialization Sword

      As a martial Order, the Knights of the Twin Serpents act as warriors of the King of Firsthold as well as protector seneschals for their Cult. They are all required to have a basic understanding of hand-to-hand combat and officially use a blade to this end. The blades are to represent teeth and claws of a dragon, the ancient sword Goldbrand was rumored to have been an ancient heirloom or the order until it disappeared in an expedition to the mainland in the late first era.

        The skill itself is just the basis for the close combat abilities of the Order Knight. As much as I think swords are over-used, the usage of it as a symbolic weapon that requires a great amount of discipline and has many facets to its use makes it a good suitable weapon for consideration. It requires more finesse than a mace, yet has a better popular image than an axe which gives it a distinct advantage in some situations. Likewise, as an all around choice it's an effective weapon rather than focusing on heavily armored opponents like a blunt weapon or choosing to rely on a more nebulous formula for bleed damage. Likewise, the choice to include Goldbrand by name at least allows players their personal choice if they want to go for something like an Akaviri Blades style Katana, Falmer, Ancient Nord, or Carved nordic blade (Dragonborn), both of which would fit into the aesthetic in different ways.

    Perks: Lv. 25 (Armsmen 3/5, Bladesmen 1/3, Fighting Stance, Critical Charge)

    Lv. 40 ( Armsmen 5/5, Bladesmen 2/3, Fighting Stance, Critical Charge, Savage Strike)

    Illusion

        One of the greatest lessons taught by the Order comes from the Lord of Tasks himself. The mental afflictions and pains must be relinquished before a warrior can properly live up to their full potential. They realized this, and accepted this, yet the Order also recognized that many others had neglected or ignored this lesson. As such, they exploited this, overcoming the task of mental and emotional hardships and using it against other stronger opponents. The psychological effects that knights exude, regardless of affiliation, can not be understated. The sight and presence of heavy horsemen, clad in the most expensive armor act as shock to lesser soldiers who are so often broken and scattered by the charge of cavalry. The fear or awe that this can inspire in a friend or foe alike make the Order an effective battlefield presence even outside of their martial prowess.

        Illusion, it's gotten something of a resurgence of popularity lately and I've frankly always thought of it as my go to school of choice for magic. Put bluntly, I love Illusion. But I don't love it for being magic, I love it for being psychological effect that simply otherwise rarely take place in the game. So the image of casting a fear spell, mounting up, then rushing an on opponent as something of a hellish demonic knight riding down onto an unsuspecting bandit camp really made me smirk. Psychology traditionally decides far more battles than physical prowess did, kill a general, break a key unit, even just hint that an enemy is riding around the flanks or looting your baggage train was often enough to make even a well trained army break and run. For smaller groups this doesn't change, and all the key spells, Rally, Courage, Fear, and Fury work marvelously to bend with the sheer presence of the Order on the battlefield. Don't think of this Illusion aspect as magic, it is the sheer presence of your warrior on your opponent, working on animals as they chitter and claw over one another to flee, or to hold up a hand as a signal of potential peace to a few wary hold guards.  You may start off just affecting one or twp people, but soon enough you'll be controlling battles quite well, made all the better when you take companions and pets that benefit from your spells and make them all the more worthwhile..

    Perks: Lv. 25 ( Novice, Apprentice, Hypnotic Gaze)

    Lv. 40 (Novice, Apprentice, Adept, Hypnotic Gaze, Aspect of Terror, Animage, Kinded Mage)

    Block

        Defense isn't as important as it may seem, the shield has a far more offensive purpose. As a representation of a single great scale of the All-Wyrm it is protection, and a weapon. These are used to block the searing flames and stinging arrows, making the elves of the order immune from the bite of physical threats. Once in close though, the shield is as a dragon's scale, sharp and vicious, capable of inflicting enormous gashing cuts with sharpened edges as they are used as a secondary weapon above all else.

        Again, block might seem to be going too archetypical, but really the usefulness of this was area control. A shield's primary purpose is two fold, it has perks such as elemental protection which protect from frustrating magical restrictions such as Ice's speed reduction; the second of which is that the shield itself is incredibly useful for its ability to stagger an opponent. When combined with an off hand it creates an effective way to stop the attack and regain the momentum if you've somehow managed to lose it. Shield bashing itself is an incredibly quick attack responsively compared to something like a sword sword's critical which might stagger an opponent as well. It also factors into the religious relics point of view in that the twin Deities can both be partially represented by shields, Auri-El and thus Anui-El has their shield in Dawnguard while Peryite's Spellbreaker is available in Skyrim. I'll say it right now, Spellbreaker is fantastic as it's wards will nullify those pesky 'frost' movement related problems.  This presents the ability to simply set up a shrine with these two artifacts as well as a Hearthfire implemented shrine of Akatosh to complete your full religious responsibilities.

    Perks: Lv. 25 (Shield Wall 2/5, Deflect Arrows, Power Bash, Deadly Bash)

    Lv. 40 (Shield Wall 2/5, Deflect Arrows, Elemental Protection, Block Runner, Power Bash, Deadly Bash, Disarming Bash)

    Heavy Armor

        When it comes to armor, the Allensi are known for being extravagant and arraying themselves with the finest equipment with etchings and wrought in the fashion of the dragons they so revere. This hardened plate sees them through the greatest of harm, letting a member of the order shrug off arrows and turn aside sword blows with ease. Much as a serpent is protected without thought, this heavy armor is supposed to be a second skin to the knights who live with it subconsciously.

        Heavy Armor was the easy choice. I know Mer tend to favor lighter seeming armor but honestly as part of the shock cavalry role this was absolutely imperative. More than any other skill this is the one that reflects the utility of the role itself and more over, it captures the aesthetic of the cult itself. With use of Daedric and Dragon based armors it fits together seamlessly, providing an enormous amount of protection, and reduces any staggering which keeps you on the offensive especially at more challenging difficulties.

    Perks: Lv. 25 (Juggernaut 2/5, Well Fitted)

    Lv. 40 (Juggernaut 4/5, Well Fitted)

    Smithing

        Thankfully the Order create weapons and armor for themselves, mitigating the cost substantially and ensuring that no smiths would create faults that could be used to exploit hidden vulnerabilitis.  Every surface must be sealed, warded, and tested in magical flames in order for official seals or craftsmen marks to be applied to the plate. These armors are inevitably the thickest and most protective which allow the Order a degree of protection from almost every source.

    Smithing 'oh great... another one' you might say, and I'd generally agree with you if it weren't for the nature of a monastic order as a self reliant entity. Likewise, it opens up the symbolic dragon arms and armor that really epitomizes the Chapter Masters of the Order of Twin Serpents. It has nothing to do with the actual of the armor, but rather what it unlocks through its use. Now, luckily you're also going to be on your way to creating and establishing a chapter of the Order of the Twin Serpents in Skyrim which means you'll need followers and you'll need armor. With Hearthfire for Xbox and PC just remember you have armories to fill to properly establish your Chapter Houses. Through that alone I managed to get to 100 skill by level 35 without any grinding whatsoever. From building materials to suits of high quality armor and weapons, I never felt I had to do any more than I had to just to get a small sized group off the ground. Why trust local Nords to make you equipment and why trust antiquated equipment when you could easily make it yourself. It also keeps Armor from being outdated which means you can stay in the proper aesthetic for longer without feeling you just need to put on that ebony helmet to get +5 to your armor class. You'll hit the 567 Armor cap soon enough in conjunction with the Lord stone so it's not worth worry about too much.

    Perks: Lv. 25 ( Steel, Dwarven, Orc)

    Lv. 40 (Steel, Dwarven, Orc, Ebony, Daedric, Dragon)

    Enchanting

        In their travels to the far corners of the world, the elves of Allensi witnessed many great works of art, styles of garb, and most importantly methods of crafting. The greatest came from the Dragons in the North in the region now in High Rock and bordering Skyrim. These Dragons taught the elves, pledged in service to them, the secrets of the deepest forges in repelling fire and appearing in the image of their spiritual masters. These lessons made their way back to Moridunon and resided with the order, becoming instrumental though visibly different from the clean lines of the elves around them and subsequently much darker in appearance.

        This one I'll admit you could do without, but I still rather like it for one reason, the usage for the knights is fairly narrow in aesthetic to reinforce the natural attributes that they're supposed to have. I stopped early in the Enchanting perk tree and didn't bother with it for quite some time just by giving my armor Fire Resistance and a bit of a boost to Illusion. The reason was they fit as gifts granted to Dragon Forged armor, Dragon fire being known in lore to melt even magically enchanted equipment. Thus having this combined with a 'fire walk' for new recruits (simple walk there over a fire pit) gave a small degree of ritualism that seemed fitting of the Dragon Motif. My original concept was merely an adaptation of Game's Workshop's High Elf Dragon Princes who were entirely immune to fire, but it 'spiraled' away from there and turned into the Order that you see (Ironically for any warhammer affectionados out there, turning into the exact opposite aesthetically by adopting a Dark Elf look which metaphorically I thought appropriately symbolized the Allensi philosophical dichotomy).

    Perks: Lv. 25 (Enchanter 3/5, Fire Enchanter)

    Lv. 40 (Enchanter 3/5, Fire Enchanter)

    Stones

        As a member of the cult, they do pray to their gods and are granted the favor of Aetherius for it. Thus, their guardian constellation in the firmament is that of the great Lord. His graces and powers greatly protect and serve the Allensi knights.

        While the Lord stone suits the high prestige and vocation of the Order, the second obvious choice would be the Steed stone to ensure that you're not slowed during the charge as it mitigates any reduced speed. Likewise it also drops armor weights and increases carry weight, though with a high stamina as is recommended it's less useful to them than other types of warriors.

    Characteristics

    The proper candidate for the Order must be sound of mind and body, able to make long treks and stay on horseback for great periods of time. Likewise, they must be conditioned in their armor and able to fight with the utmost intensity for moderate periods of time. They must be hardy, able to withstand many different climates and temperatures to be always at the ready for the rallying call of the King. All tests for physical and metal constitution will be done on inspection at the Order House a half league north from Allensi.

        Recommended Race: Altmer. Simple reason, the Order primarily recruits from Moridunon in the Summerset Isles making the Altmer the natural choice. Mechanically though, with the perks in Illusion your Magicka increase at the start will see you through for a lot of the game without expending stats.

    Stat ratio: Magicka 1/ Health 3/ Stamina 5


    Methods of the Order:

    Splendor of Allensi

    “You see Noviate, you don't need reins to guide a horses, all of the control is done with your knees and your weight. Just like jumping rails in the vineyard, trust your horse as it's doing most of the work. Now, you see, sweep your blade out and down, keep it there and level towards your opponent. Let the blade and the horse carry it right through your opponent.. There's no need for wild swings, you might lop off your horses ear or spook it with an errant ember. How do you ever expect to use a lance when you can't even show a proper display with a blade? Now, again!”

        Do what cavalry do best, close with your opponents, make them quake and run, then cut them to pieces as they try to flee. To give your mounts added survivability, cast courage and its greater equivalents on them while adding Calm to ensure they don't decide to charge off if you have to dismount for any reason. This can be rectified by a fury spell if they are attacked in the process while giving them additional health and stamina.

        You may be heavy cavalry, but your mount is still the weakest link in your team. When you attack an enemy, don't stick around to take damage, bull through them, slash and hit them and ride by before they get a good chance to attack. Use your power attacks to stagger them and get out of reach. If you stick around you'll have the same problem as cavalry historically, you'll get bogged down, dismounted, and soon you'll be a cavalier minus their horse which makes you no better than any common footman. Use your speed to your advantage, dictate your fights by choosing them on your terms. If that means hitting them hard and disengaging, then hitting them from another direction on a direct charge, so be it, it's better than standing around letting your mount take the hits and tossing you to the ground which may seem suitably inglorious, but was actually the historical problem with heavy cavalry. Take a queue from history, hit hard and fast, break off, and re-engage if they're still standing. Feel free to cast a few spells and 'rest' as it were too. You have the mobility to afford that nicety, and if you have Dawnguard, Arvok becomes a good source for a recurrent steed.

    Cast Down your Arms

    “As the hammer is to the ingot, so too is the ingot to the hammer. The hammer may be made to shape the ingot into something worthwhile but it requires heat and time. Without the proper preparation, the hammer might very well break as well. The moral to the story is that you are a test to your opponent just as much as your opponent is to you. If you die then you ascend in glory. If they die, then perhaps they'll do the same. Either way, it's Peryite's will, death is just the beginning and not the end.”

       You can use this on any opponent and it works well if you're near the limit of your stamina or health against a particularly tough foe. Use a disarm bash (though the disarm shout naturally works better) then cast calm, collect their weapon and let yourself catch your second wind. After you regenerate, cut them down. It has nothing to do with being evil, it's about being devious enough to lure an opponent into a trap and take advantage of their mental weakness and fear.

    Song of the Champion

        While it's your choice whether or not you proceed with the Main quest, fighting dragons, gaining shouts, and becoming not only the Chapter Master but the Champion of your order. The main quest and Dragonborn's perspective quest really to add quite a bit to the Dragon theme so it's a simple expansion on the basic conceptual build of the Order of the Twin Serpents as it pertains to the main quest.

    Conflict

        As a whole, a Dragonborn belonging to the Order of the Twin Serpents will see conflict in Skyrim as the inborn gift of divinity: they grow more powerful through the gifts of their Gods, through trial and light, everything works from a philosophical point of view. It's not hard to justify conflict with the Thalmor, the heretical worship can't be tolerated when it may destabilize everything. Likewise, servants to Alinor mean very little to the servants of Firsthold so fighting against Mer, even authority figures like the Thalmor really isn't an issue.

        Likewise, the Imperial vs. Stormcloak civil war isn't much of a problem either. The Imperials have been your opponents through the whole of the Great War, you've fought them before and you've seen their tattered standards hanging in hallowed halls with great blades of illustrious legates placed on pedestals in the sanctuary of Valor. Fighting them again in Skyrim is just a continuation of the same, the fight of the great Red Dragon, the gallant and worthy Red Legions against you if you join the local Stormcloaks is merely the war resplendent in your veins. If you side with the Imperials against the Stormcloaks, then it's merely a matter of natural order as Peryite would insist. The Imperials were crushed and beaten, all know of their White Gold Concordat. The Dominion has won, the task overcome, and now on to another great beast in the ear of Markarth. Don't worry about religious Dogma, the notion of Talos, the Dominion itself has sided with the Imperials and where the Kings of Firsthold lead you will follow to glory. Scythe down the Talosine cultists, mercilessly slaughter their camps, crush them underhoof and raze the rebel resistance in Skyrim to the ground and once more restore order to Skyrim.

        The Blades killing Dragons don't even qualify as the nature of the Dragons are the children and great obstacles put in place by the Twin Serpents. As such, while maintaining the 'All Dragons Must Die' philosophy the Blades espouse isn't necessary, their aid as potential allies represents the Peryite aspect of the Dragonborn's choice. Siding with the Greybeards is working for the harmonic rout and is the Akatoshian side being revealed. Take some amount of comfort in that any side you chose to side with is the right choice for the Order.

    Dragons

        Dragons are the ultimate test, carving them up, displaying their skins and bones as armor and trophies is the highest religious experience for an Order Knight and one that is relived in epics in the great halls of Allensi for centuries to come. Revel in it, kill them, subjugate them, everything here is by the will of the Gods and the more powerful you become, the more powerful the kinship grows with a number of the Dragons. The closer the Dragonborn becomes to the illuminated Auri-el and thus transcendent through the same path as Anuri-El. With the Dragon riding in Skyrim, it represents something close to ascendance, a connection with the soul entirely pure and transcendent. This is illumination, the enlightenment, the dogma of the Order itself.

    Shouts

        It's no secret that shouts unlock an enormous amount of opportunity While any number of these may be used conceptually, all are achievements and represent effort to the Order, a number of these simply fit the character better.

        Call Dragon as well as Dragonrend, Fire Breath, and Summon Dunhevir (Dawnguard) all represent an intrinsic link to their draconian patrons. In this way it's something of the channeling and kinship being rebuilt from the Order's former days in the north under the reins of the Dragon rulers. Now it's become more of a partnership but the links and respect still remain. Fire Breath works better than Ice Formsimply due to the nature of the Order's experience with dragon breath as it related to early albeit seminal lessons regarding smithing and enchanting. Thus it seems like a more natural progression as a link to the past to use fire rather than future development in exploring ice.

        On the other hand, Disarm, Dismay, Elemental Fury, and Marked for Death are all aspects of a greater ability in the martial discipline. Each of these is as much related to the inner growth of the Order Knight than a few words on a word wall. Dismay represent a great deal of presence in the form a growing sense of exposure to the people of Skyrim. Soon, opponents will catch wind of the dark armored riders and the thunderous battle-cry of what seems like an unstoppable foe will have spread. In the case of the others, these are outstanding martial disciplines. The Elemental Fury shout shows the relentless, merciless brutality yet the well placed and practiced swings of a master swordsmen truly in their element. Disarm is much the same, a flick of the wrist, a mighty roar, a single twist of a blade point can easily sent a weapon spinning from your enemies grasp or merely dropping their weapon to scramble away from you in terror (particularly nice when casting fear on them as well. No chance they'll be picking up their weapons any time soon with that). Marked for Death illustrates the great patience and practice of an intelligent warrior over an instinctive warrior. Their strikes are calculated, timed; only done after studying an opponents body language and movement. Marked for Deathis spawned not from magic, but from knowledge as the Knight slices through tendons and sinews unprotected by joints in armor, or otherwise masterfully picking out the weakest points in defective plates or deflected armor traps to focus force into one small point. This comes from a consummate knowledge of forging as well as battle and mathematics all combined into a single deadly skill.

    Conclusion

        I always hoped that Dragonborn would bring the cavalier more tools to work with but it seems that's just not the case. There's still a lot of potential in builds, but really a knight of the Order of the Twin Serpent is a heavy warrior that emphasizes something closer to psychology through the use of Illusion. In a somewhat frustrating way, it could and should have already been better implemented in Skyrim but it never was so we're left with stop-gaps. Nevertheless, while this might not be some fantastic never before thought of concept, I had a lot of fun with it and it did seem nigh on criminal not to put it up even if it's nothing more than a role-player's guide to another heavy warrior. So thanks for the time.

    ~Vix

  • Member
    July 2, 2014
    Plagiarisms!!! Haha just kiddin, Rune. Thanks for the re-post. These builds were too good not to live in CB :)
  • Member
    July 2, 2014
    Now all we need is Narms and that one other famous guy who left the Blog, he posted some good vamp builds. One involved an Orc that used Auriel's Shield and Bow.
  • Member
    July 2, 2014
    Whose gonna repost The Grahnoraan?
  • Member
    July 2, 2014

    Yes, NARMS' builds would be great.

  • Member
    July 2, 2014
    I found them on another site. NobodyBeast has a link to them on his page.
  • Member
    July 2, 2014

    Excellent. The other thing is only, if builders would want us to repost their stuff, especially if they left in anger.

  • July 2, 2014

    While it is nice to have Vix's builds back on the site, I am most pleased that Vix's lore articles were restored. The lore section would look like a wasteland without them.

  • Member
    January 15, 2015

    Hmm, an awesome Aldmeri based build, a quote based off one from the Bible, and a build by Vix, how has this build not regained its legendary status? 

  • January 15, 2015

    Long live the LoreMaster!