Hosts:
Josh
Woolymammoth
Darkom95
Lord Dren
(Final OP draft done by Woolymammoth) (Everyone did a lot. Thanks.) (Most of Timeline done by Darkom95)
Of Blood and Quill...
The Daedra rampaged through much of Tamriel, leaving a swath of destruction and death in what is now being called "The Oblivion Crisis". The Crisis left Cyrodiil without an Emperor, and many of the other countries have felt its effects as well. The political atmosphere is becoming more and more heated, as many nations are torn asunder, while others form bonds stronger than ever. The Elder Council, their country threatened by rebel groups to the south and what remained of the Daedric army to the north, convened in great meeting, its sole purpose to decide who amongst them would become the next Emperor of Cyrodiil.
After much deliberation, the council finally decided on one charming and experienced man, an Imperial by the name of Zeno Suronnius. His dashing smile and encouraging words gave the people hope, but more than that his actions have revived a dying country. After the heartbreaking and mysterious disappearance of the Champion, the citizens of Cyrodiil have finally found someone they can rally behind.
Meanwhile, the other nations of Tamriel watch with wary eyes at this new ruler, many voiding what were once strong alliances. But while the people of Cyrodiil rejoice in the streets, many other countries find themselves once again split into multiple independent city states, some eager at the chance of war. Others, such as the great province of Morrowind, are also dealing with new leaders, the Nerevarine who slaughtered the gods putting himself toe to toe with King Helseth.
Now it is up to the great and powerful, will they peacefully form their lands back into a shining utopia, or will they gather their forces, and prepare for an all out war? Tensions are running high, and the slightest uproar could send all of Tamriel tumbling back into the dark depths of Oblivion. Will you navigate your forces to victory, or fall prey to your foe's growing conquest? The fate of the world rests within blood and quill?
4E 1- The Oblivion crisis, along with the death of the Emperor and his sons, leaves the throne open. Zeno Suronnius, an Imperial noble and influential member of the Elder Council, is voted in by the Council, a single vote ahead of Ocato.
After the end of the Septim line, many of the Empire's treaties and agreements either became void or the countries stopped heeding them. Notably, the Elves and Beast countries broke free from Imperial control in the chaos following the Daedra attacks. High Rock and Hammerfell are still more or less with the Empire, but they are not sure if they can trust the new Emperor. Skyrim is fairly neutral, announcing that they are breaking the alliance between the two countries, though they might reform it if the new Emperor seems trustworthy.
The Daedra attacks have also more or less stranded many of the city states that make up the countries of Tamriel, notably those of Skyrim and High Rock. Most of the leaders are eager to regain contact with their former allies, but some have taken the opportunity to rebel against their country's rule. Such cities as Winterhold, Daggerfall, and Ald'Ruhn.
4E 2- Emperor Zeno Suronnius' first order of business is to put down several rebellions within the country that had started as a result of the Oblivion Crisis and later enacts a set of radical new laws, which take almost all power from the Elder Council and city officials, giving him supreme command of Cyrodiil. He makes an official alliance with the government of Morrowind and their new leader, Imperial Nerevarine Baenius, whom he had helped put into power in the first place. The Dunmer of Morrowind are not pleased with their new human leader, but the Nerevarine has made a deal with King Helseth after killing the entire tribunal. They now co-rule the country, with the Great Houses still taking up much of the interior business. The slave trade gains more support in Morrowind, many laws restricting its practice removed by the new leadership.
Much of House Indoril commited ritual suicide after the deaths of the Tribunal, and the few survivors hold little real power anymore.
In more local news, a large caravan of elven immigrants were brutally killed by a band of roving mercenaries, much to the shock and horror of the nearby citizens of Anvil and northern Valenwood. Multiple rumors were spread about the nature of the mercenaries, including one that stated it came from high political authority trying to stop the Bosmer from entering the country.
4E 4- Emperor Zeno Suronnius creates an elite branch of the Imperial Guard, the Dragon's Claw, which he uses as bodyguards and representatives in other cities and countries.
Skyrim's economy is on the verge of collapse, with a severe increase in crime rates and poverty due to the recent Daedra attacks and deepening feelings of independence within the city states. Hrothgar and Whiterun have completely broken away, and are under control of Jsashe, self proclaimed priestess of Lorkhan.
The native tribes of the Black Marsh, under increased threat of slavery, have begun guerilla raids on bordering towns and Dunmer slaving parties.
High Rock is more divided than ever, Wayrest, Daggerfall, and Orsinium declaring their own sovereign countries. The other city states are more or less in a loose confederation, but most of the country's military power lies in those three cities.
Hammerfell, on the other hand, has grown even more loyal to King Lhotun, their powerful Ra Gada warriors benefitting as mercenaries from the nearby wars.
The leader of Valenwood was found dead one morning, the assassin responsible still on the run from the authorities. The country's single mindedness that the leader controlled has devolved into chaos, the various tribes entering skirmishes for land and resources. The tribal leaders have sent word of a tribal council, which shall convene shortly, perhaps to elect a new leader.
The new Mane of Elsweyr was crowned, the old ruler retiring for a life of luxury in the southern coast. The new Mane has made many promises for a greater standard of living and more political power for the country by an increased military. He has also pushed technological research, trying to keep up with the advanced government of Cyrodiil and the technology of the elves.
4E 5- The emperor discovers a way to power Dwemer airships, giving him much military power. The nations already watching closely begin to fear this sudden military eclipse. More money begins to be put into the military. More men are trained, and training is improved. Equipment is produced more and to a better standard. More ships are produced in the navy.
After successive training, the legion figures out how to use the airships to a great and skillful extent. Tensions in Morrowind run high.
4E 6- The emperor declares a slave law, and that Nedes are superior to the other races. He begins to open concentration camps, capturing Elves and Beast humanoids (Khajiit, Argonians, Imga), excluding Dunmer. The Redguards are not enslaved, but are prejudiced greatly. Most Redguard have the chance to flee, and so they do, most of them going back to their native province.
The news spreads fast. Armies rise up across the land, and many Elves and Beast make it out of Imperial Control. All provinces break from the Empire with the exceptions of Morrowind and Skyrim. Skyrim is at bay with Hammerfell and High Rock. Cyrodil is pressed on many of its borders, and Morrowind is a pile of chaos, the great houses now turning on the Nevaraine.
A new group arises after the blades split in half. This group is supposedly called "the freedom fighters" and is thought to be lead by a man of the Septim line.
Ocato flees to Alinor
Citizens begin to call this "The world war". The armies of man, mer and beast rise up. Great conflict approaches the depths of Tamriel. Armies have been readied...the fate of Tamriel rests in blood and quill...
Your darkest hour never comes in the night...you can sleep with a sword...but when will you wake up and fight?
Sign Up Sheet
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Rules
1. No spamming, trolling, or flaming
2. No character control/killing (Unless given specific permission by the rp staff)
3. No uber/god-mod/omnipotent characters
4. Make sure each post is lengthy as well as descriptive
5. Watch for spelling, grammar, punctuation errors within each of your posts, or the posts of your fellow members
6. Try not to post one-liners. If you can't think of anything other than a few sentences, just wait until you can think of something lengthy to post.
7. The Rp staff calls the shots. Better yet, any decision/changes in the story, will be run by Josh first.
8. If you have reason to believe you're being treated unfairly, report it to a moderator. Open disputes within the rp will not be tolerated
9. OOC pvssyr will not be used excessively.
10. If you'd like to criticise someone who's spelling or grammar isn't as sharp as your own, please do so via PM.
11. I'll have a discussion thread open on a different site to organize actions throughout the rp.12. Remember to have fun and be polite!
(Rules provided by Lord Dren. Any questions or concerns, please PM me.)
CHARACTER SHEETS
THE EMPIRE
Josh
Name: Zeno Suronnius
Nickname: Emperor
Race: Imperial
Age: 50
Gender: Male
Birthsign: The Warrior
General Appearance: This (face only)
Scars/Tattoo's/Misc: N/A
Personality: Zeno is the Emperor of Tamriel, but not one of the good ones. He is ruthless, mean, cold blooded, it is said that he has not heart. But that is only to those who are not apart of his alliance like the, Khajiits, Orcs, Altmer, Bosmer, and Argonian.
Class: Emperor
Class Description: As Emperor he has the power to get who ever he wants executed in the blink of an eye. As Emperor anyone who defies him Imperial or not will be killed on sight, unless they some how over power his many bodyguards.
Major Skills: Speechcraft, Heavy Armor, Blunt, Blade
Faction: The Empire
Rank: EMPEROR
Troop Size: 66,000 (NOT INCLUDING THE INDIVIDUAL CITIES AND THEIR OWN ARMIES)
Foot Soilders- These are your basic soilders, they fight on the ground and make an impact in the battle. They are in the armor in the pic and carry Silver Longswords and Legion shields tied to their arm. They carry the pike as their primary weapon.
Archers- Archers are not that different from the foot soldiers, but have different armor and use different weapons (bows). They may also mount Horses if it is necessary.They are in the armor in pic and carry Silver Arrows, Silver Bow and a Silver Shortsword.
Calvary - The Calvary is basically a foot soldier on a horse. They wear the legion armor shown in the picture, and their horses wear mail. They each bear a Silver bow and arrows along with a silver longsword. They are skilled in both archery and close combat, being legion cavalry.
Every Legion is run by a Dragon Claw Elite who acts as the captain of his legion. These Dragon Claw elites are dressed in Dragon Claw armor which is like Imperial Dragon Armor just instead of the gold outlining it is red.
IMPERIAL CITY LEGIONS
Battlemages:
First Legion - The Emperor's first Legion is entirely made up of Imperial Battlemages (The Battlemages have the armor in the pic and carry what ever weapons they can, and use there magic too) . Contains 6,000.
Legions:
Second Legion - This Legion is made up of, 3,000 Foot Soilders, 2,000 Calvary, and 1,000 Archers.
Third Legion - This Legion is made up of 3,000 Calvary, 2,000 Archers, 1,000 Foot Soilders
Fourth Legion - 4,000 Foot Soldiers, 1,000 Archers, 1,000 Calvary
Fifth Legion - 3,000 Archers, 3,000 Calvary
Sixth Legion - 3,000 Foot Soldiers, 3,000 Calvary
THE ANVIL LEGION
Seventh Legion - 3000 footmen, 1,500 archers, 1,500 cavalry
THE CHORROL LEGION
Eighth Legion - 3000 footmen, 2000 cavalry. 1,000 archers
THE LEYAWIN LEGION
Ninth Legion - 2000 Footmen, 2000 cavalry, 2000 archers
THE CHEYDINHALL LEGION
Tenth Legion - 2,000 footmen, 3,000 cavalry, 1,000 archers
THE BRUMA LEGION
Eleventh Legion - 4,000 footmen, 1,000 cavalry, 1,000 archers
Total Foot Soldiers: 26,000, all split up between different Legions.
Total Archers: 14,500, all split up like the Foot Soilders.
Total Calvary: 19,500, split up like the Arches and Foot Soilders.
Total Battle Mages: 6,000. As the Battlemages are there own Legion, and a powerfull one at that.
Total Dragon Claw Legion Captains: 11, one for each Legion.
Seige Weapons:
150 - Scorpios (shoot your basic giant arrows)
50 - Balistas (Shoot even bigger arrows)
20 - Onagers (Throws small rocks that cause alot of damage)
10 - Trebuchets (Throws HUGE Rocks cappable of TONS of damage)
10,000 - Workers (they occupy and repair these weapons)
Navy:
80 Very Light Sloops with 2 Scorpios on each
40 Light Sloops with 4 Scorpios on each
20 Medium Sloops with 6 Scorpios on each
10 Large Vessels with 8 Scorpios on each
5 Very Large Gallions with 10 Scorpios on each
3 Supreme Fleet Ships with 12 Scorpios on each
1 Carrack With 20 Scorpios
10 Carracks with Fire Spitting Cannons
Other Weapons:
3 Dwemer Airships that have Scorpios and drops Dwemer Charges, carries twenty.
Special Soldiers:
The Assassins (300), the Emperor's assassins are not really "assassins" they just share the qualities of the Assassins, they have the same skills. The Assassins are not used as men in the fight, they act as spies, and people to do stealth missions. They are in a Black Leather Armor and carry daggers, and shortwords.
The Dragons Claw (250), the Dragon Claw are an elite order of Imperials that act as the Emperors personal body guards and are in a Imperial Dragon armor variant that is black and red. They carry red bladed swords
The Blades (25), you know what the blades are.
Location of Residence: Imperial City
Armor: Emperor's Robes
Weapon(s): N/A
Darkom95
Name: Nerevarine Baenius
Age: 43
Race: Imperial
Gender: Male
Sign: The Lord
Mentality: Greedy and conceited, he believes the world is in his grasp. He cares little for the plights of the people, using martial law to keep his subjects in order. However, he is considered by many to be one of the brightest military minds of his time, and a powerful warrior. Despite his seemingly atrocious personality, he is very charming, and has made many former enemies his subjects with nothing but words.
Location: Vivec
Armor: He can always be seen wearing the famous Wraithguard on his left hand, but other than that he wears no armor
Weapons: It is said he owns the legendary artifacts of Keening and Sunder, as well as the blades of Trueflame and Hopesfire. However, he is never seen with these in public, and it is assumed they are locked up somewhere
Miscellaneous: He is known to have captured the souls of Vivec and Almalexia within Azura's Star, but has never been seen with the soulgem. Rumor has it that it is located in the same vault as his other artifacts. He can, however, be found wearing the ring of Moon and Star, as well as the Ring of Azura.
History: Raised an orphan, Baenius quickly took to a life of crime. After caught in a nobleman's home in the Imperial City, he was sentenced to ten years in prison. After three years of mind numbing confinement, he was shipped to Morrowind, as per Emperor Septim's instructions. There he met Caius Cosades, joining the Blades and fulfilling what he thought were his Emperor's intentions. He ended the Blight, and made quite a name for himself within the taverns of Vvardenfell. However, his purpose in Morrowind was not fulfilled, and he quickly found himself wrapped up in ancient prophecies and the clashes of the gods.
With the help of Daedric Prince Azura and the collective of the Ashlanders, he fulfilled the prophecies of the Ash tribes and was named Nerevarine. With his past life's ring, he convinced the three Great Houses to name him Hortator.
His power realized, he went about collecting the tools of Kagrenac and defeating the evil god Dagoth Ur, ending the sixth house and fulfilling the prophecies, becoming champion of both the Ashlanders and Azura.
But he was not satisfied with his new power, he craved more. He wanted control of Morrowind, and to do that two obstacles stood in his way: the Tribunal and King Helseth. And so he went, with Kagrenac's tools in hand and Azura's Star at the ready, to the temple of Lord Vivec, now mortal. He slew the elf, once god, and took his soul for his own use.
His first goal accomplished, the Nerevarine went to the mainland, to strike a deal with King Helseth. He promised him he could take care of the rest of the Tribunal, and not come after the King, in exchange for control of Vvardenfell. The King, under the magic and threats of the Nerevarine, reluctantly agrees, informing the Imperial of the location of the rest of the Tribunal.
Not finding Almalexia within her temple, he goes to the clockwork city of Sotha Sil. There, he finds the mad god dead, Almalexia standing over him. He then proceeds to kill the last member of the Tribunal, trapping her as well within Azura's Star.
His first goal complete, he puts his plan to take out the Dunmer king into motion, going to Tear to form an alliance with House Dres, promising them the return of slavery in exchange for full support. The leader of the Great House agrees, and the Nerevarine quickly continues on his journey.
He travels to Cyrodiil, where the new Emperor has just been crowned. There he strikes up yet another deal, the magic of the ring of Moon and Star just as useful as it was in the past. He promises Morrowind's full support to the Empire, if Zeno assists him in his coup.
Now he sits on a throne in the mighty city of Vivec, plotting his war, and working to convert the people to his religion.
Friends and allies:
Vanus Varinius- Commander of the Legion in Morrowind
The Ashkhaans
Emperor Zeno Suronnius
Gaius Julius- Commander of the Dragon's Claw
Army:
Seeing as how just about all the Great Houses and the majority of the population of Morrowind hate him for killing the Tribunal and being an Imperial, the Nerevarine has little support among the population to build an army. Thus he is reliant on the gold coming in from the East Empire Company and the Vvardenfell treasury to buy himself an army. That and the remains of House Indoril, who support him with the absence of Almsivi, and their beliefs in Lord Indoril Nerevar.
5000 Mercenary soldiers- These warriors for sale are fairly skilled, but have poor equipment and morale.
1000 Remaining Indoril- These are the elite remnants of the now fallen House. They follow the command of Indoril Nerevar reborn, and serve both as guards and a shock troop. They have forsaken their old armor, and with it their allegiance to the Tribunal, in favor of bonemold armor and steel weapons.
500 Supporting Workers- Basic helpers that follow the army and perform menial tasks, such as cooking and supplies.
Zalphon
Name: Kalara Broodikus
Race: Dunmer
Gender: Female (Originally Male)
Age: Twenty-Seven
Birthsign: The Lady
Alignment: Lawful Good
Class: Blade
Rank: Grand Spymaster
Class Description: Imperial Spy for the Empire, serving as his advisor.
Skills: Speechcraft, Longblade, Destruction, Heavy Armor, Restoration
Eye Color: Red
Hair Color: Black
Hair Length: To his/her shoulders
Skin Color: Gray
Special Appearance: None
Armor/Clothing: Wears a Black Hood covering his/her hair. A black scarf covering his/her mouth and face. A Black Shirt. A Black Skirt that goes all the way down to his/her feet. Black Boots. Black Gloves. Black Robe on top of it. Black Belt.
Weapon: Ebony Longsword at his belt
Food/Water: Bottle of Cyrodiilic Brandy, Loaf of Bread, Jar of Scrib Jelly.
Misc.: Journal, Spellbook, Quill, Ink, five-thousand septims.
Biography: Born in Morrowind. Kalarn was a wealthy young man in Balmora. His parents treated him well, they gave him about one-hundred drakes a month in spending money. Finally Kalarn grew older and told his father, "I won't join the Imperial Legion." His father was enraged. He kicked his son out of the family and banished him from his home.
Kalarn tried to manage in Vivec, St. Ohms District, but times were harsh. The Emperor was in Vivec when an assassin came, the assassin nearly took his life, but Kalarn saved him. Then he was inducted into the Blades. As a Blade he was dedicated, honorable, and worthy. He stayed with Caius learning from him.
After years passed, he rose in rank. Then Uriel was assassinated. He was in depression for days. Kalarn went to the Shivering Isles, only to be cursed by Sheogorath to have his six changed permenantly and race at random. She found her current clothing and wore it always. She joined Emperor Zino's forces and became his advisor. A Blade, an advisor, a hero, she would restart the blades... Eventually...
THE KINGDOM OF SENTINEL
Woolymammoth45
I need to get the Lutemonster Image from Person From Anticlere. That will come tomorrow. More detail on the ships will also come.
Name: Subotai Sahara
Race: Ra Gada (Redguard)
Age: 38
Gender: Male
Birthsign: The Ritual
General Appearance: Subotai is made of a stocky body, which is beginning to weaken now that he begins to grow out of his young prime. He wears his hair short, being buzzed. His eyes are brown, along with his hair black, as most Ra Gada are. His face is quite rounded, looking muscular. His weight is measured at 210, and his height 6'0. Even with his physical body beginning to wear down, his true power relies in his knowledge.
Mentality: Subotai is very calm, often thinking decisions over, thinking of every possible outcome. He can often make decisions quickly, thinking of ways to solve problems. He has a way of thinking outside of the box. He considers an overall political and general plan to be more important than battlefield tactics. He is an honorable man, and treats his man like children. His men are disciplined, seeming to have a determined look in their eyes. He believes that one can do what he attempts, but there are times when you must retreat. He takes into the factor that the winner of a battle does not always lose less troops. His men respect him as his King does. Now with an evil emperor on the throne, he seeks to establish a just rule and then the cruelty done to others. He is for all that is right, and none that is wrong. He sees unorthodox tactics for the right purpose to be right. Justice must serve justice, and the freedom all men and mer long for must be restored to the empire.
Location of Residence: Sentinel (although he is always with his army?)
Armor: This man wears steel plate over mail (A full set of armor), the steel engraved with Sentinel's banner, a red star. His armor exposes few weak spots, but his faction does not like to use expensive equipment, him also willing to sacrifice. This way, they could spend more to feed the army. He does not usually wear a helmet, maximizing his battlefield vision.
Weapon(s): Subotai carries a longsword of steel and silver. The weapon is built with the sturdiness of steel, along with the silver to maximize its effect on otherworldly creatures. He usually does not have to use his weapon. Most of his "action" is commanding his soldiers.
Misc. Items: Subotai rides a brown mount, who he calls Bear-hand. The mount was originally given to him by a Nordic-Solitudian seaman. The steed is a large war-horse, muscled with speed. The mount has been with him since it was a small pony, and now loves its master with affection.
Bio: Subotai grew up in Sentinel, his father being a high ranking officer in the King's army. His father participated in the War of Betony, commanding many of Sentinel's troops, then being slain. The King planned for his commander's son, who was filled with military schooling, to be brought up as an officer. From there, Subotai took the special opportunity of being schooled with the personal commanders of Sentinel. Eventually, it came time that his schooling was done. From there, he was finally ready to become head general. Then he would gain the rest of experience through advisors?but something unexpected came. The oblivion crises struck Tamriel like a lightning bolt. The Gates of hell opened across the country, tearing through the countryside, rippling through the sharp coastlands of the Illiac. A large gate opened up outside of the great city, but the army of Sentinel was too strong. The warriors rippled through the daedra as they came out, even outnumbering them. Soon Ansei accomplished the task of entering the gate and taking the sigil stone. From there, veterans were made, and experience was brought upon the soldiers of Sentinel, as well as the organized militia. T army of Sentinel was now a true army. Before the crises ended, sons were trained of the knowledge of war. Veterans stayed in the army and taught others. Sentinel was ready for the chaos to come after there was no heir left to the throne?others were less fortunate?
Officers:
Mehmet Kantras III: Mehmet is a Redguard, second in command of the Sentinel army. His skin is tan as usual, his eyes also being brown. He has no hair, being born with a strange disease that leaves the victim bald. This has no physical drawback, and Mehmet stands at 5'10, 190, being quick-footed. He rides a horse in battle, often commanding cavalry.
Ramaka Konsara: Ramaka is head of the restored order of Diagna, and the Ansei unit of Sentinel. He wears his black hair in dreadlocks. His skin is tanner than usual, and his body is very muscular. He stands at 6'1, 230, being a large muscular man.
Troops: (The army of Sentinel) (15,070)
Ra Gadian Infantry of Sentinel (6,000): Basic infantry, wearing iron plate, with some of the wealthier men having mail behind it. Others have leather and cloth. These men bear Iron pikes, and use iron broadswords as their side-arm. They also carry a small round shield, which is strapped to their arm.
Ra Gadian Crossbowmen (2,000): These men are RaGadian crossbowmen. They are not the most skilled type, being coated in leather and a thin iron mail. They carry a pavise around in the battlefield. Even though not skilled archers like the Bretons or Bosmer, they are capable of hitting a target from 200 meters away, and are not to be underestimated. 1000 of them are armed with heavy-armor piercing bolts, while the other half are armed with light bolts and repeating crossbows (which shoot 3 at a time.)
Ra Gadian Light Cavalry (3,000) : These men are coated in leather, riding on unarmored horses. There horses are deadly fast, and these men carry bows. With their archer skill naturally below average, these men still ride the quick Ra Gadian horses of the west. There strength is not in combat, but in speed. Here, they can attack the enemy, outrunning them.
The Heavy Cavalry of Sentinel (3,000): These men ride horses coated in heavy mail, and bear broadswords along with iron spears. These men are also armored in full mail and an Iron briastplate and greaves. They are heavy, riding warhorses capable of tearing through any unarmored or non-tight formation.
Knights of the Western Sun (1,000): These Knights are coated in steel plate armor head to toe over glorious mail! These men ride the heaviest horses in the land, they are the glorious knights of Sentinel! They bear steel swords, and are the most fearsome of troops (can me dismounted).
Guards of the Rising Sun (50): These men wear strong steel armor, bearing swords and spears. They are the most skilled warriors in Hammerfell (besides the Ansei of course?), acting as a bodyguard unit for the commander(s).
The Order of Diagna (Ansei) (20): These Ansei are coated in redish steel armor, which is often enchanted to make the warriors stronger. They are the restored order of Diagna. They serve as an elite unit of soldiers and guards for the Army of Sentinel.
Siege Equipment
Engineers (1700): Workers that man the siege weapons.
Bombard Cannons (10): Cannons that are loaded at a rate of once an hour. They are the Ra Gadian's deadly weapon of Gunpowder. They are each manned by 15 men.
Scorpios (30): Scorpios manned my 3 men each.
Trebuchets (10): Large trebuchets, featuring rubber around the throwing pocket. It is able to hurl burning stone up to a kilometer.
The other men are used for digging trenches, setting things up etc.
Other Weapons of Nature
Lutemonster (5) ( http://www.tamriel-rebuilt.org/forum/files/lutemonster_173.jpg ): Large monsters that stand on all fours. When sitting down, they look like large hills, their backs bumpy. Many of the soldiers ride them.
Navy of Sentinel (More detail to come)
50 Light Sloops: Light Ships bearing two cannons, made of wood.
25 Medium Sloops: Medium ships bearing four cannons, made of wood.
10 Large Sloops: Large Slips bearing 6 cannons, made of wood.
5 Admiral Ships: Very large ships manning 8 cannons.
The Sahmet: The largest ship and head one, bearing 10 cannons on both sides.
THE KINGDOM OF WAYREST
BladeMaster07
Name: Queen Elysana
Nickname: Wolf Queen
Race: Breton
Age: 47
Gender: Female
Birthsign: The Lord
General Appearance: Tall and slender, she is a fine example of "noble beauty" with long, flowing, dirty blonde hair perfectly framing her face and emerald green eyes that seem to sparkle in any light. Her skin is smooth and creamy white, with a mouth of perfect white teeth and thin but red lips.
She stands tall at 6 feet, but her slender body weighs no more than 130 pounds. Even though she nears 50, her beauty is maintained, though she has lately begun to show signs of aging.
Scars/Tattoo's/Misc: None
Personality: Depending on who she is dealing with, she can be a kind and gentle woman, with a kind demeanor but when she needs to be, she is ruthless and a hard debater, never backing down. She cares for her people and Queendom and she also trusts few people, especially her own children who she knows would put a knife in her back if they had the chance to take her throne.
Class: Queen
Class Description: Basically the outright leader of a land area, she must be sharp minded and poison-tongued to ensure her peoples well being as well as her own.
Major Skills: Speechcraft, Politics, Geography, Debating, Mathematics.
Faction: Queendom of Wayrest
Rank: Queen
Troop Size: See Army Sheet
Location of Residence: Castle Wayrest
Armor: None. Dozens of lavish dresses of fine silks.
Weapon(s): None
Misc. Items: Many rings, earring, necklaces, lockets, ect.
Bio: Born to nobility, as the daughter of the King and Queen Eadwyre and Carolyna respectively, she and her step brother Helseth were heirs to the throne of Wayrest.
When her parents died, she was in a direct power struggle for teh throne of Wayrest with Helseth, and finally takes the throne, banishing Helseth from Wayrest. As she saught to exoand Wayrests power, the event known as the Dragon Break occurred and she found herself being assaulted from all sides, though she eventually came out the better with Wayrest the only one of three powers in High Rock.
As she helped weather the Daedric Crisis, her power and influence grew further, though Orsinium and Daggerfall still refused to make a joint Kingdom, preferring to remain independent to the Queen.
As the new Emperor was crowned, things began to unravel in High Rock as the Queendom she had once held so firmly began to wither as the smaller kingdoms began to break off. Though she was furious, and wanted to make an example of them, her greatest foes, Daggerfall and Orsinium threatened to attack her back if she sent her armies on a campaign. By the 4th year, High Rock had become three kingdoms, with Wayrest weakened considerably by the desertion of many vassal states and her inability to bring them back under her control as she seeks new means to reagin control in the shattered province.
Secondary Characters:
General Ferarilie Northwode (Breton Male, 29 Years Old): An average sized (5'9",185 pounds), broad shouldered man with pale and basically unblemished skin. A handsome man by most accounts, his eyes are almond shaped and deep brown, and has prominent dimples as well as a perfect smile.
As he nears 30 years old, his is in co-leadership of the armies of Wayrest and is well known for being seen coming out of the Queen's bedroom in the morning. He is cocky and arrogant, and constantly displays his skill at horseback riding, swordsmanship and archery for all to see.
Though he is in co-leadership, he is the sole Cavalry commander, given the position by Elysana herself but not without merit if one see's his riding skills.
General Faric Yeomcroft (Breton Male, 48 Years Old): A tall and slender man (6'1", 170 pounds), he is well tanned, looking more like a Ra'Gada than a Breton, the rumor is still going around about his Redguard heritage, though it is not true. His face has a few scars and is wrinkled, with exotic eyes, which look more like a Ra'Gada than a Breton, and are light brown and calculating.
He is a somber and quiet man when not in battle, and retains a calm demeanor throughout any encounter, which is rather disarming when he and his counter-part (Ferarilie) argue. He is the other co-leader of Wayrests army, and the Grandmaster of the Order of the Rose, the Knights being the only group of cavalry not under Ferarilie's command, he is also the siege engineer and Infantry commander.
His relationship with Elysana is tense at best, and though they never outright argue, if you listen to them speak, subtle insults and sarcasm are thrown and many subjects of the Court whisper about a past sixual relationship, though none know if it is indeed true....
Timothy Ashcroft (Breton Male, 56 Years Old): A tall, pale and incredibly skinny man (6'2", 150 pounds), he is the spitting image of what a mage should be. He is also very eccentric and giddym showing more energy as a 56 year old than most 30 year old might show. His face is heavily wrinkled and his nose is long and bulbous, with wide green eyes set above it.
He seems to have a wide variety of colorful and flamboyant robes, ranging from deep blues to bright pinks to light shades of purple, and his hair is thin, white and messy.
He leads the Order of the Purple Flame, a mages university type group that also supplies war mages and battlemages to Elysana during times of war. Timothy himself is a proficient war mage and when he was younger he was a battlemage, though swinging a sword is taxing to his declining health. But should you become a target for him on the battlefield, he has mastered destruction and alteration and can wreck havoc on tight blocks of enemy soldiers.
Vienne (Breton Female, Age 17): Being the Queen's only daughter, she is the only heir to the throne and everybody calls her the spitting image of Elysana, with long golden hair, shining emerald eyes and a "perfect" slender body.
However, her mannerisms and mind are exactly like her mother; cunning and treacherous, she knows her mother doesn't trust her and she has many plans swirling around her mind. She is snotty but understanding as well and has "roughed it" a few times in the slums in Wayrest just to put her mother to shame in front of her Court and is surprisingly efficient with a small, modified crossbow that is fired with one hand (almost like a pistol) that she can hide on a holster strapped to her thigh.
This makes her like her mother, but it is also what separates them from being totally alike.
Troops:
Army of Wayrest (12,700):
Phalanx Pikemen (4,500): Forming the bulk of Wayrests infantry, they operate in the phalanx for maximum effectiveness. They favor the longer sarissa over the standard pike, as it is 21 feet long, with metal tips on both the front and on the back (for digging into the ground for support). This means that their sheilds are smaller and must be strapped to their forearms so they can hold their long weapons with both hands to thrust more accurately. They also have short swords as secondary weapons.
They wear iron lamellar cuirasses (quality varies according to social status), and short leather geaves and pauldrons, along with leather boots, giving the bulk of their protection on top. They also wear close-faced conical hemlets that wrap nearly wrap around the entire their own cuirasses (weapons are provided, as are helmets, boots, greaves and pauldrons)
They are divided up into 50 battalions of 140 soldiers, which includes one standard bearer (with the symbol of Wayrest and the battalion number) on it) in the back right, one battalion caption on the front right, one trumpeteer on the back left and then the rest of the men.
They are highly trained, so that if a man slips or dies or for whatever reason is unable to hold his spot, they can move accordingly to fill the gaps and prevent a collapse of the entire block and are also well trained at maneuvering (for a phalanx).
Longbowmen (2,500): Regarded as the most deadly when organized archers in Tamriel, these men are trained rigourously for ranged combat. Able to rain missles on their enemies from great ranges and at about seven or eight arrows a minutes to conserve strength and reduce fatigue.
Armored in simple leather lamellar cuirasses and cloth pants and boots, they are meant to be mobile but with some protection against enemy missles. Some may carry a short blade or a dagger, but these must be provided by themselves (as with their cuirasses) so not all may have them.
Given cloth quivers of roughly thirty arrows, split in half with broad tips and bodkin tips, they must run back to the baggage train if they should run out of arrows.
They are also drawn from all sections of society, and are genrally split up into 20 battalions of 200 men, with the stabdrd bearer, captain and trumpeteer in same formation as the pikemen.
Order of the Rose (1,500): The Knightly Order of Wayrest, founded by the late King Eadwyre, the father of Elysana and are the guards of her Court as well as a elite section of cavalry in the army. Suited up in half plate armor, with plate cuirasses and mail huaberks underneath, as well as greaves, boots and pauldrons of iron and steel and full visored helmets, they are tanks but not as heavy as most knights are.
Armed with the 14 foot long xyston (lance) they can make an incredible charge into enemy formations, effective at breaking up tight packs of spearless infantry and other cavalry. They also wield deadly maces and large kite shields for protection. Being so heavy, and armed with a long lance, they are most effective when charging but vulnerable from lighter cavalry when fleeing.
Their horses are armored as well, covered in studded leather armor for moderate protection from glancing blows and to some degree, missles.
They are usually only drawn from the upper class of society, who can afford riding lessons, as well as their own armor and weapons, plus they must be well spoken and able to read and write proficiently as they act as the High guards in the Court of Wayrest.
Medium Cavalry (2,500): The non-elite cavalry of Wayrest, these men act as a more mobile group of horseman for Wayrest, able to run down quick skirmishers and routing units as well as stand up in melee fighting unsupported for a short while. They wear a variety of armors (depending on the social status of the individual soldier) but it tends ot be either iron lamellar or chain hauberks, with scale mail thrown in as well and even a half plate cuirass of iron. The rest of ther gear is basic hard leathers, and iron helmets similar to the Pikemens.
They are armed with the same 14 foot long xyston as the Knights, but instead of maces, they have basic iron short swords for their melee weapons. They also carry rounded pelte shields made of wood and reinforced with iron bands.
A solid supporting unit of cavalry, these men are drawn from any class of society as long as you can provide armor and know how to ride proficiently.
They are normally split up into 32 battalions of 100 men in each, with a standard bearer, captain and trumpeteer.
Prodromoi (1,200): Light horseman, who have mastered the art of riding and throwing javelins at their enemies. They wear no armor at all, only cloth tunics and leather boots, but they carry large pelte shields of wood for missle protection.
They carry four or five 6 foot long throwing javelins of wood with iron tips, one in the throwing hand and the other held in the shield hand. They ride quick, light horses with good stamina, and are able to charge in, unleash a hail of spears on the enemy and retreat. THeir main strength being that they cannot be caught by the enemy cavalry as they ride fast unencumbered horses, and due to their movement, it is difficult for enemy missles to target them. They also have short swords for melee as in a desperate situation, they can stand and fight until heavier support can be brought in.
They are usually separated into 20 battalions of 80 men, but unlike most battalions of men, they carry no standard and trumpeteer.
Battle Mages (200): The most elite branch of the army, and not even recognized as part of the official military! These men have mastered both magick and mundane, wielding weapon and magick together in a deadly weave. They don heavy chain hauberks and greaves, with leather boots and no helmet, allowing them mobility and protection. They mostly use war axes or hammers or maces and use medium sized round shields of iron.
They utalize the arts of destruction and alteration to destroy their enemies and protect themselves at the same time. They are used sparingly, sometimes never seeing battle at all, but when they are used they are able to turn the tide of a battle if its in a stalemate. They are separted into 4 groups of 50 men, with only a captain in each battalion and no banner or trumpeteer.
War Mages (300): Instead of heavyily armored warriors, these men stay behind the main lines and cast their area of destruction spells on enemy lines. They wear only their robes in combat but many will have magickal protection on them.
They have mastered destruction and alteration magicks and can also dabble in some illusion magick, depending on the mages experience, to create havoc and confusion of the battlefield.
Elite Birthday
Name (Lore friendly): Leonne Erarde
Nickname: None; Leonne
Race: Breton
Age: 31
Gender: Male
Birthsign: Warrior
General Appearance: Leonne is rather tall, which can be said as odd for his race. He has dark brown hair, sometimes mistaken as black, which is generally straight save for a few curls and imperfections. His dark hair goes down to about his eyes. His eyes are a bright green, however they are not often seen open. His lounged personality usually shuts off the world from his green eyes, but nevertheless, they are green. He has an elongated face, with unusually perfect and symmetrical features. His tall body is reinforced by a strong and toned muscular physique, and an average height-to-weight ratio.
Like every other person in Tamriel, Leonne does not wear the same exact thing every single day. His appearance changes with his mood and the seasons, but patterns of his dressing can be identified. He can be often seen wearing his favorite white cloak. Because of it's position, it is pretty worn and torn up, but it is still his favorite thing to wear. Leonne likes black pants, although he can be seen wearing a preponderance amount of things.
Scars/Tattoo's/Misc: In his family line, the Erardes, the males always have a tatoo of a small dragon on their back. In his case, Leonne's is located in the back of his top-left shoulder.
Personality: Leonne has an odd personality. Some have wrongly accused him of multi-personalities, but that person would then be laughed out of town. Leonne has two opposing yet complementing tones to his personality. He is a quiet and lazy person, yet he is determined. With this comes an aura of terseness which hangs about him unwillingly. Whilst these two tones of his personality might contradict eacho ther, they actually accentuate each other. He, when motivated, which is not often, pursuits whatever interests his mind, which is usually of some importance. However, when not motivated, he is a lazy, sleepy person who's favorite activity is procrastination.
Class: Erarde Spellsword
Class Description: Common in the Erarde Clan, which is his family, is the warrior who posses a unique grasp of the arcane arts, and also posses the talent with a sword. This class is extremely difficult to master, and causes haughtiness within himself. The spellsword uses magic and agility to win his battles, not pure strength. The Erarde have created this unique class because of it's improvisational use of magic swordsmanship. The creator of this class also created a unique blend of intertwining swordsmanship and magical abilities, to which the class has improved over the years.
Major Skills: Swordsmanship, Agility, Destruction, Enchanting, Spellcraft
Faction: The Republic of Illiac
Rank: Lieutenant
Troop Size:
10 Erarde Spellsword [Class explained above]
70 Breton Battlemages -- Bretic Battlemages, what more can I say? Usually blue robes intertwined with Iron or Steel armor. Usually staffs or battleaxes for weapons.
Location of Residence: A grand villa in Wayrest
Armor: A full suit of Ebony (Classy smile.gif )
Weapon(s): Fine Steel Sword, Enchanted with Magicka Veins, which let Erarde users channel magicka through their sword.
Misc. Items: A necklace bearing the symbol of Akatosh
Bio: Leonne Erarde was born into the wealthy and well recognized family of the Erardes. The family is uniquely fond of fighting and magic, which they have adopted, improved, and molded over the years. Leonne was born part of that family, and baptized in it's heavy belief in the gods and fighting. Leonne lived in an extended family, where he trained with many of his brothers and cousins. Whilst the noblewomen would help the serfs or were out trading, the men would stay home and usually fight.
Leonne was no difference. He loved the way of the Erarde Spellsword, and showed a strong potential in that very class. As Leonne progressed in life and fighting, he became an excellent swordsman and mage, creating a devastating Erarde Spellsword. Leonne, when of proper age, with a lot of his other family members, joined the army. Leonne, being an exceptional commander, rose through the ranks, and was eventually promoted to a commander. However, Leonne expressed himself as uncomfortable leading such a large force, and so he was given a smaller squad. While he takes orders from commanders, generals and the like, he still posses a strong military sway over those who govern them.
THE ALIGNMENT OF ALINOR
Name: Auriel Monathir
Nickname: N/A
Race: Altmer
Age: 133
Gender: Female
Birthsign: The Mage
General Appearance: Auriel holds true to her Altmer born physical traits. She's typically tall and slender, with a long face and deep cheeks with high cheek bones. Her eyes are dark steel with traces of a light sky blue. She has thin lips and thick shoulder length hair commonly kept in a neat little weave. her skin is a bit darker than that of her yellowy brethren. Thin fingers and arms with an athletic build
Scars/Tattoo's/Misc: N/A
Personality: Auriel has a normally kind and gentle spirit, although truly dedicated to her work. She will find the better in any situation, good or bad, yet knows when it's time to put manners aside and get the job done.
Class: Sorceress/Elemental Mystic
Class Description: Well practiced in the arts of manipulating natural elements, such as fire, water, earth, etc... She is also an expert in the use of mysticism, alteration, destruction, conjuration, and restoration.
Faction: The Palm (Western Elven Alliance)
Rank: Master Wizard
Troop Size: 12,000
Location of Residence: Alinor, Summerset Isles
Armour: Grey Cloaks with leather armoring underneath, save the gauntlets and helm
Weapon(s): Steel shortsword she has moderate skill using
Misc. Items: N/A
Bio: Auiel was born and raised in the city of Shimmerene, to parents of nobility. As most Altmer children do, Auriel took up the studying of the arcane, becoming a powerful mystic in due time. She's see combat, having fended off Sload attacks on Skywatch and civil conflicts with a cult of revolunist Altmer calling themselves the Beautiful. After the death of the daughter of the King of Shimmerene, Auriel formed a guild for roaming mages and battlemages she named The Palm. Having adopted The Palm into both the naval fleet and militia of the Summerset Isles, Auriel's militia combined with that of the Isles has concocted a formidable force. Civil distress spli the Isles into three groups. The rebellious young who wish for social change in the Isles, the Psijic Order, and the young who wish to reinvent the Isles into following the Order. Auriel has made it her life's service to keep the Isles from scattering to the winds.
Troop Description
500 Spell-slingers, Basic journeyman wizards
500 Battlemages, Half being paladins
100 Naval ships equipped with mystics- 20 carrier vessels(elven troops), 20 destroyer vessels, 20 cargo vessels, 20 ships for the goblin/beast forces, 5 vessels for diplomatic travels, 5 vessels for import/export non-combatant purposes, 10 surplus vessels
500 Spellswords, The wizards with practiced skills in stealth
1500- Gheatus troops (men formed by the earth)
1000 Goblin footsoldiers
4000 Goblin Veterans (Seasoned Goblins of war)
2000 Orc militia
900 troll fighters
500 workers
Two Sunbirds (Flying vessels, flight sustained by magic. 250 crewman per Sunbird)
All forces commanded by The Palm-(Exlcuding naval. Although in a time of war exceptions can be made)
THE ASHKANS
GallowGlass
Name: Ashina Zelaku
Nickname: N/A
Race: Dunmeri Ashlander
Age: 120
Gender: Female
Birthsign: The Warrior
General Appearance: Picture 1, Picture 2, Picture 3
Scars/Tattoo's/Misc: She uses tattoos of ritualistic war paint, but is not the greatest supporter of the practice, and as a result the only markings that can be seen are the red claws on her hands.
Personality: She is an inspirational leader that her soldiers can relate to. She does not stand on ceremony unless speaking with foreigners, and does not pretend that she is above the accessible pleasures. She is far more expedient than her ancestral creed dictates, and although she presents what are sometimes antagonistic views to her Ashlanders and her enemies she is always able to justify her actions, or else allows her position to cast doubt on any claims made against her. An ambitious firebrand, she lets her cultured Ashland birth give her well-founded self-respect which is then conveyed to her associates, and although she is an authoritarian leader who is willing to use her powers if necessary, she will also ask her tribesmen for advice, if she is confident that they will take her advice in return.
She sees her fanatical beliefs and the ability to use her physical appearance whenever she wants to as traditional Dunmer traits, and considers them to be essential parts of her personality, and her worship of Boethiah and Mephala, with Azura providing her with the knowledge of when trying to sleep with soldiers and Imperial diplomats is appropriate!
However, she is also ruthless, and there are few things she will not attempt to gain victory, from assassination, to bribery, and public execution. Her logic is that evil is relative; she thinks that it takes a few hundred civilians killed before a few hundred others are freed from Imperial rule, and most of their possessions.
She is also racist, and sees Imperials, Bretons, and Nords as guilty until proven innocent. The beast races are invalid, although she is often reluctant to execute Khajiit, as they are the creations of Azura. Other elves are only used to serve the ends of the Dunmer, in her opinion, as they continue to worship gods who took part in the destruction of elven power, and do not deserve to share in any power the elves are able to claim.
Class: Ashkhan
Class Description: The traditional leaders of Ashland tribes, skilled with words, weapons, and another special skill of their own choice, often dictated by the reputation of their tribe, or the wealth of their parents. They are proud, but they are also realists who know that they are not always the most important people in the world; that's something that they need to change.
Major Skills: Blade, Marksman, Conjuration, Destruction, Light Armour
Faction: Zelaku Tribe
Rank: Ashkhan
Troop Size: How many can we have? Another RP I joined allowed me to have about twenty thousand, so I'll use that here, unless someone says it's too big.
Location of Residence: She has decorated many places as she wants, such as Castle Domrose, to the northeast of Chorrol, which is where she spends most of her time. However, when her army is on campaign, or when she needs to take part in a large raid, then she travels with her soldiers, and will claim the largest house in any village she captures for herself and her bodyguards.
Armour: Pit Cuirass, Dwarven Greaves, Pit Boots
Weapon(s): Ebony Shortsword
Misc. Items: She always takes a few poisons with her, and a shawl to conceal her identity. Other than that, she doesn't take much, only jewellery and perfume.
Bio: Born in the Ashlands, she became involved in a power struggle as her father crippled himself and the tribe in paying off debts to the Zainab, who had already taken a considerable amount in raids, and the rewards of being sponsored by House Hlaalu. Her sister, Sakira, was a priestess of Boethiah, and so did nothing as Clanholder Nirabi and Gulakhan Assamma-Idan attempted to gain political power in the tribe, and over the young Ashina by teaching her their own ways and enforcing their own views. Assamma-Idan taught her how to fight a war, and Nirabi taught her what to do and why, and the two of them made a brilliant military genius of the young girl, who quickly won back lost land and some of her tribe's lost prestige in raids and ambushes, often against the Ashland code of honour, which left many of the Zainab tribe's best officers slain in the wilderness. Her seduction of the Zainab ashkhan, which resulted in his murder by Sakira, Nirabi, and Assamma-Idan, who had been waiting for him, gained her much power amongst the tribesmen. She at once became the de facto leader of the Zelaku, although the Zainab appealed to House Hlaalu. The two staged a coup in the Zelaku camp, which saw the ashkhan, many of his officers, and most of the tribe murdered. Ashina, however, had been warned of the attack by Azura, who made the young Dunmer her priestess before allowing her to lead the rest of the tribe away from the camp, which she burned. The Hlaalu and their supporters were burned, and a Zainab raid was ambushed in its camp as it, without having done any fighting, celebrated victory. However, Ashina had no choice but to leave the Ashlanders, and, with her scouts claiming that the Morag Tong were in pursuit along with House Hlaalu militiamen, she left Morrowind. In Cyrodiil, she began a guerrilla war, but the two sides battled to a draw which left much of the north of the province impoverished. However, she herself escaped, and now seeks a way back to her native Ashlands so she can relight old flames and begin her war again.
This is Ashina's army:
Name of troops:
Officers:
Nirabi Shashmasamsi: She is not an official advisor, but Clanholder Nirabi is a powerful figure within the tribe, whose experience and courage have gained her many friends amongst the more open-minded soldiers. However, she is involved in a feud with Gulakhan Assamma-Idan, and disagrees with him on almost everything, whether or not it's relevant to the tribe's success. An experienced representative and scout, she does not support his tactics of brutality and destruction. Why should Ashlanders be forced to take the comforts of civilisation from Imperials? It will destroy their ancient civilisation! Why should they waste time executing prisoners, when they could be practising? Why should Nirabi's soldiers have to do it?
Assamma-Idan: The most respected of Ashina's advisors, he always uses the benefits of Ashland society and the barbarism of Imperials to defend his tactics. If the Ashlanders take the things of value, it will force the Imperials to recognise the benefits of hard work and worship of the Daedra. He has had a feud with Nirabi since they attempted to split the tribe into two groups, when they thought it would fall, and both of them have tried to convince the ashkhan to support their opinions.
Zelaku Tribesmen (3000): These soldiers are simply armed tribesmen capable of the fanatic excesses required of them, and they stand by the ancient Ashland proverb of 'here in our Ashlanders and our wild places, they are no match for us.' They are experienced, but untrained and undisciplined, guerrilla fighters who make good use of rough terrain to get the best of professional soldiers, but who should not be expected to hold their ground on an open battlefield except when supporting heavier infantry. Many of them are experienced hunters, having provided food for their families rather than contributing to the tribe's supplies, and as a result are skilled users of their powerful eastern compound bows. Lightly armoured with chitin weapons.
Zelaku Hunters (3000): These are Ashina's best hunters, who often go out hunting just as they did in the Ashlands, and are capable of fighting Cyrodiil's creatures in melee after showering them with arrows. They are the officers of the tribe, and do not depend on rough terrain, although it is a significant advantage. They are considerably stronger than the Zelaku Tribesmen, and just as athletic, and with their light armour they can outrun almost anything on the battlefield. Wearing whatever can be mined from Red Mountain, and wielding chitin weapons.
Zelaku Kogovvarden (900): The heavy infantry of the Ashlanders, including everything from the defenders of the camp to the ceremonial guard of the ashkhan. They are shock infantry, wielding claymores, battleaxes, and powerful illusion and destruction magic. When in combat, some among them are the equivalent of town guards, whilst others are a match for the Imperial Legion. They are often equipped with armour and weapons created from materials mined by the tribesmen, and thus have superior equipment to even their professional enemies. Wearing and wielding weapons made out of whatever can be mined from Red Mountain, and sometimes Dwarven armour.
Zelaku Warriors (2500): The soldiers of the tribe, experienced in raiding over long distances either in the wilderness of the Ashlands or the streets of a Great House settlement. They are fast and cunning warriors, trained to fight for individual glory rather than as a unit. Although outdated, this is still an effective system of fighting, and whilst it is true that many of these soldiers are undisciplined many have been surprised by their fanaticism and brutality, and to be surprised by such a ruthless opponent is to be slain on the battlefield. Wearing chitin and glass armour.
Nordic Slaves (500): Any of these men and women still has Nordic skill in combat, further enhanced by their anger at the beatings and torture they are often subjected to and their slaver's use of illusion magic and powerful potions when unleashing them on the battlefield. Some may be employed as assassins, to blend in amongst the enemy's soldiers before they cut them down in their camp. They may be unarmoured, and possibly unarmed, but the sight of them will make weaker soldiers flee, and they may slow down an enemy or batter them before being forced to flee. Wearing cheap leather or chitin, and fighting with whatever they can find.
Redoran Mercenaries (1000): The Redoran who fought the Nordic invasion have now given their swords to the only united army that Morrowind has - that of Ashina Zelaku. Elite warriors, although not often trusted by Ashina and her Ashlanders for their worship of the 'false gods,' they have traditional Dunmer equipment and professional morale made into fanaticism by their clan loyalties and religious beliefs. Wearing traditional Redoran heavy armour, including tower shields, and wielding steel weapons.
Foyada Galley (50 x 10): These ships are traditional sailing craft seen at many port towns in Vvardenfell, and can be changed into warships should it be required. They are light enough for their crews to take them long distances over land, and small enough to avoid being seen by patrols, and to sail on rivers. Often employed for reconnaissance, their raiding parties can surprise camps, patrols, and settlements to confuse the defenders and take back a lot of slaves, food, and weapons. The crews are equipped with chitin and leather armour and weapons.
Cliff Racer (50): Having taken a small number of them from Morrowind, Ashina's air force quickly became larger, and now she has over fifty of these animals in her armies. They are useful for attacking supply lines, and, if they are employed, for bringing down Imperial airships. They are armoured in leather, but don't really need weapons, and wouldn't be able to use them anyway.
Rockets (3): Artillery that fire a barrage of rockets at the enemy, they take a long time to reload and are not the best shots, but they can take out many enemy soldiers, and inexperienced enemy soldiers often flee the battlefield because of the smoke and noise. They can also be used to shield Ashina's army from vision.
THE FREEDOM FIGHTERS (OR THE NEW EMPIRE)
WoolyMammoth45
Achilles Santon
Ansidius Santon
Atravius Avias
JonasVault
Name (Lore friendly): Varyon Andres
Nickname: Varyon or The Serpent (by enemies)
Race: Dunmer
Age: 103 (looks in late-20's)
Gender: Male
Birthsign: The Serpent
General Appearance: 6'3", Athletic Muscular build, Coal Black Hair in long Braids and Locks, a sharp goatee on his chin. His skin is somehow slightly darker than the average Dunmer.
Scars/Tattoo's/Misc: Serpentine Tattoos stretch all over his chest and back, down his arms, and his face is marked by the sign he was born under.
Personality: Overall he is a friendly character to those he calls friend, which is few and far between. To those who know little of him, he is a dull and brooding character, intimidating when in diplomatic meetings.
Class: Guerrilla
Class Description: Expert in shifty tactics and ambush, the guerrilla is sneaky warrior. Directing their troops in a manner that can surprise the enemy and hopefully in doing this, win the battle.
Major Skills: Medium Armor, Stealth, Blades, Tactics, Survival.
Faction: Freedom Fighters (out of hate for the Emperor)
Rank: General
Troop Size: 3,650 Troops
-Sidiai (Light Infantry) 1,000 - Armed in simple armor such as chain and some Chitin Armor, usually favoring long-swords and Kite Shields.
-Hadiai (Heavy Infantry) 1,000 - Much Heavier infantry, wearing Bonemold and and Steel, favoring Claymores, Axes, and Spears carried with Tower Shields.
-Serpents' Teeth (Medium Archers) 900 - Archers from the Ashlands, opposing Imperial rule, even if their Nerevarine is an Imperial. Wearing Thick Leather armors and heavy chain hauberks, these archers are armed with Longbows and short swords as well as hand-axes.
The Basilisks - (Heavy Ranged Cavalry) 600 - Riding armored horses, wearing Bonemold and Steel, these heavy cavalry fight at a range with large crossbows. The bolts are made to be longer so they may be lit on fire.
The Fire-Spitters - 50 - Large long ranged Ballistas that fire large projectiles that explode on impact, the projectiles range from flaming bolts to bolts tipped with pots of burning oil. Great against infantry as well as ships and other large enemies.
Drakes' Scales - (Personal Guard) 100 - Wearing traditional Ordinator armor with Serpent-like personal touches to their briastplates and Pauldrons, these armed guards carry any weapon they favor. They die for their leader.
Location of Residence: Dune, Elsweyr. A large Berber-like structure acts as his fortress, his men in large camps all around it. The main structure itself is just outside Dune, but the Khajiit have taken a liking to the Dunmer, so they consider Varyon a resident.
Armor: http://media.photobucket.com/image/Ordinat...orWallpaper.jpg Full Ordinator Armor with a long ornate Blue Silk Skirt and Cloak with Daedric Symbols (ceremonial and traditional)
Weapon(s): A Scimitar with a mithril blade and Ebony crossguard. A Bonemold Shield with his Insignia Imprinted on it.
Misc. Items: A flask of Greef and an amulet that was given to him by his great-grandsire before his execution by the the Emperor's men.
Bio: Varyon was born to a noble family of the Great House Hlaalu. Politics and diplomats were making deals at his families' villa almost every week. This gave him chances to learn about politics and diplomatic ways. When he was 28, he joined the ranks of his fathers' Regiment that served House Hlaalu. This gave him a great chance to learn tactics and fighting skills.
As the years flew by, he was promoted to House Father, at the age of 50, still quite young for a Dunmer. he lead expeditions into Blackmarsh and the fringes of Elsweyr, where he learned the art of guerrilla warfare from observing the Argonians and even learning from them.
He returned many years later, from fighting in Blackmarsh, to learn that the Nerevarine had been discovered, Dagoth Ur destroyed, and the Houses as well as the Ashlanders supported him. He was an Imperial, this outraged Varyon, he had always despised what the Imperials had done to Morrowind.
He was even more upset when he found his great-grandsire, Nerendras Derenim, was to be executed for speaking against the houses. Varyon could no longer take it, so he rallied together his men, ones who he knew would die for him, and he slaughtered all of those who supported this new Nerevarine. The ones he could find anyways.
He then set about recruiting an army, this took years. And as stability in the Empire was becoming frayed, the Oblivion Crisis over, but now a tyrant was declared Emperor. Varyon could stand it no longer. So he took his army and headed south the province of Elsweyr.
There he made peace arrangements with the Khajiit, and he set up a small fortress near the city of Dune, in the smaller city of Verkarth. There is where he heard about the Freedom Fighters, standing against the Empire.
He joined, and vowed to end Imperial corruption once and for all.
Ringman
Name: Isaac phalos
Nickname: people call him his last name phalos
Race: imperial
Age: 28
Gender: male
Birthsign: the warrior
General Appearance: muscular, 6,4, scary to a normal person,
Scars/Tattoo's/Misc: a scar across his right eye witch made the pigment disappear and across his mouth
Personality: not easily intimidated, sad, smart, mean
Class: wanderer
Class Description: A man whole has been forsaken by his piers and is very good and light armor and long sword
Major Skills: long swords, light armor, acrobatics, lock pick, destruction
Faction: freedom fighters (I know he is a imperial
Rank: (can I just say he a member)
Troop Size:(For army or militia characters only)
Location of Residence: freedom fighters base (other then that he is a wanderer)
Armor: Black glass armor, cloak with hood that covers mouth and his right eye.
Weapon(s):silver long sword
Misc. Items:
Bio Isaac was born to the legion and joined them at a young age. Ever sense he was in the legion he has been a great solider and has been trained to be a killer and to be loyal to the legion. He has always been against the beast war and hated what the new emperor has done.
One day he was highly recommended for the dragon claw soldiers but he turned them down for their racism against the beast races, when Isaac turned them down the emperor was outraged he commanded the leader of the dragon claw to gather him and his family to white gold tower and hade Isaacs whole family killed by the hands of the dragon claw leader.
They cut Isaac right eye and made four cuts across his mouth and threw him into the forest to the east of the city they suspected he wouldn't last long. While he was in the forest Isaac was captured by the freedom fighters knowing he was once legion and took them back to there base to execute him. When they brought him there a roaming legion troop about five of them found the base but Isaac got out of his restraint and killed all the legion with his hands in rage. After Isaac killed the legion members the freedom fighter found him screaming to kill the emperor. He freedom fighters brought Isaac inside and he told him his story they let him join there ranks but some didn't like it but he was one of them and wanted his revenge?
Legendary Lewis
Name: Khaled
Nickname: None
Race: Argonian
Age: 29
Gender: Male
Birthsign: Moonshadow
General Appearance: Khaled is a tall and muscular Argonian. He was short spikes on his head and wears leather boots, curiass, greaves and gloves.
Scars/Tattoo's/Misc: Has a scar running through his left eye and a large tribal tattoo all over his back.
Personality: Generally, Khaled is a cheerful man. He makes friends easily and is a kind person. Though when it comes to battle, he is ruthless and cunning; he'd kill anyone who crosses him.
Class: Soldier
Class Description: The average soldier.
Major Skills: Blunt, light armour, armourer, athletics and conjuration.
Faction: Freedom Fighters(?)
Rank: General
Troop Size: 50 tribelmen at his side, ready to die for the cause and armed to the teeth.
Location of Residence: Chorrol, Cyrodiil.
Armor: Leather curiass, greaves, boots and gloves. He can also bound items when neccessary.
Weapon(s): Daedric war axe.
Misc. Items: None
Bio: Khaled's father was the leader of the Argonian tribe- Arkosh. He grew up a fighter, training and fighting his whole life. One day his father died, leaving Arkosh under his merciless command. Khaled lead them well - in the few years under his leadership they wiped out four rival tribes. When Emperor Zeno came to the throne, he sent men to take down his tribe. He fought them off, but lost many soldiers in the epic battle. Now he and his men have joined the Freedom Fighters; as he was one of the first to join and brought along so many men, he was promoted to general.
THE MORROWIND MAGES GUILD
The Comedian
Name (Lore friendly): Alcott Chevalier
Nickname: Chev (pronounced Shevv)
Race: Breton
Age: 53
Gender: Male
Birthsign: The Mage
General Appearance: Pale skin, brown curly hair, green eyes. He stands at an average 5"11', and weighs roughly 160lbs
Scars/Tattoo's/Misc: A crown tattooed around his thumb. A scar going down the side of his face, shaped like a forked bolt of lightning; it was caused from a lightning spell that struck his face.
Class: Mage
Class Description: A man dedicated to ending Necromancy, and studying the arts of Magic. He summons monsters from the plane of Oblivion to aid him in battle.
Major Skills: Conjuration, Alchemy, Melee, Archery, Fletching
Faction: Morrowind Mage's Guild (NE Empire)
Rank: Wizard
Location of Residence: Bruma Mage's Guild.
Armor: A regular Blue Robe. Alcott refuses to wear magical clothing.
Weapon(s): Wizard's Staff, Ebony Bow
Misc. Items: 30 Fire Arrows
Biography: Born in by the God Vivec's arms in time of crisis, Alcott was blessed with a strong ability in magic. His Magicka is stronger than most people's in Tamriel, all though his weakness if just as great.
Growing up, he was raised by Vivec himself. Though Vivec was just as strict as any other teacher would be, Alcott kept fighting for his goal, refusing to get help by Vivec's powers. For unknown reasons, Vivec found Alcott to be like a son to him.
Through his teenage years, he grew in the ranks of the Mage's Guild, secluding himself for long periods of time for the sole purpose of study and practice. At the age of 46, he was offered to be the Archmage's assistant, but he refused and stayed the rank of Wizard.
Now, he fights against two things. The Emperor, and above all, Necromancers.
THE KINGDOM OF DAGGERFALL
Person From Anticlere
Name: King Wilhelm
Nickname: Wilhelm Daggerfallian, Wilhelm the Bastard
Race: Breton
Age: 29
Gender: Male
Birthsign: The Atronach
General Appearance: Still not past his prime, Wilhelm is rather handsome. Standing at 5'9 feet, he's not extraordinarily tall; neither would he appear to be very strong, though looks are deceiving. Having received the usual education of a knight, the king is can more than hold his own in battle, and though his slightly frail body wouldn't suggest it, he can endure enough blows to have outlasted a Nord in a bar brawl (an episode of his life that he doesn't boast about, naturally). Despite not being a court-dweller, his skin retains the usual Bretic paleness.
Wilhelm's face is gaunt and may appear slightly melancholic. His mid-sized eyes are dim blue in colour, being sometimes slightly disturbing, as they may appear completely lifeless in the proper light. His nose is quite small and slightly snub; couple with thin, pale lips it gives him that 'nobility' look. The face is framed by lush, mid-neck length dark brown hair that is always kept in check and pretty straight (although one can see that, if they could have their way, the king would have quite curly hair).
Scars/Tattoo's/Misc: A pretty nasty sword wound on his left hand, a remnant of his days outside the court of Daggerfall.
Personality: Mistrustful, almost paranoid, Wilhelm rarely shares his plans with anyone, save perhaps his closest circle of advisors in more extreme cases. Having spent a portion of his life as a wanderer, he views all the completely blue-blooded kings and queens of High Rock with a bit of disgust ? they all grew up in the safety of their courts and none of them had to go through what he did to become rulers, after all. He's also very protective of his position on the throne, putting any plots of regicide that he can discover to a swift and usually very cruel end. For this his nobility fear and dislike him; however, they also grudgingly respect him as a capable leader and someone they need to pull through the rough times ahead.
Class: King
Class Description: A blue-blooded ruler of a land; in Wilhelm's case, not entirely blue-blooded, rather won by sticking to the policy 'any means to an end'. He's no idealist ? he's in this to leave a mark in the pages of history, not to better protect his people. Of course, they don't have to know that.
Major Skills: Swordsmanship, mounted combat, unarmed combat, politics, administration
Location of Residence: Daggerfall
Armor: A suit of http://www.aurorahistoryboutique.com/products/A000019_L.jpg, trimmed with silver to reflect his higher social status.
Weapon(s): http://www.medieval-weaponry.co.uk/acatalog/AW5728M-bastard-sword.jpg
Biography: Wilhelm is the illegitimate son of King Gothryd, obvious from the fact he is a Breton while Aubk'i was a Ra Gada. Despite his status and the natural dislike Aubk'i displayed towards him, Wilhelm was raised in the court from his youth, being trained the skills of a knight and, somewhat in secret, of a king.
This happy life of his continued until Gothryd's death, circa 3E 421. At the time Wilhelm was already a man, having been knighted two years prior to his father's demise. Having no wish to see Aubk'i and her supporters come to power he spread a rumour that it was the queen who was responsible for the king's demise. He became the leader of a pro-Bretic faction of Daggerfall, which had swayed the regent, Keeper of the Royal Seal Reynald du Blois, to their side as well. However in the end Aubk'i threatened to reveal Wilhelm's status as an illegitimate heir to the throne to the public, forcing him to flee first the court, then Daggerfall; circa 3E 423, he crossed the border to Anticlere, officially beginning the episode of his life.
Spending ten years in exile, Wilhelm returned to Daggerfall once more in 3E 433. He wasn't alone, however, having gained the backing of Anticlere and Shalgora. As fate would have it, the Oblivion Crisis hit that year; in the ensuing chaos Wilhelm claimed the throne for himself, revealing to the public his status as an illegitimate heir himself and gaining the favour of the masses by claiming he knew what it meant to be a poor. He proved to have a firm hand, guiding Daggerfall through the end of the Oblivion Crisis. Aubk'i was exiled, however to avoid insulting Sentinel she and her supporters were allowed to leave for Sentinel with all the honours of a queen.
At the dawn of the Fourth Era, Daggerfall found itself with a new king. Wilhelm wasted no time in trying to counter Wayrest's growing power; he threatened to attack with Orsinium when Elysana wanted to make an example of the seceding realms of High Rock. As one of the three most powerful monarchs of High Rock, he could see that it was all or nothing now ? either he bested Elysana and Orsinium once and for all, or Daggerfall would become a footnote in history, and he along with it.
Other Characters: Samuel Bridwell, Grandmaster of the Knights of the Dragon, Master of the Royal Horse- 28 years old, Breton male. Son of Lord Bridwell, the famous hero of the War of Betony, Samuel inherited his father's courage and love for the horse. As Daggerfall's Master of the Royal Horse he is charged with not only supervising the stables of the king and his retinue and the royal stud farms of Daggerfall; he also has tight connections with the army's cavalry. The fact that he's also the Grandmaster of the Knights of the Dragon makes him even more important and easily one of the most influential people in Daggerfall's court. Though he is rather mistrustful of Wilhelm, Samuel serves him and keeps reminding himself that Wilhelm is Gothryd's heir, no matter who his mother was.
Gaston de Tourelle, Marshal of the Realm- 32 years old, Breton male. Anticlerian of birth, he's viewed as inferior by the court of Daggerfall; the Marshal returns the favour by being arrogant to about every noble of Daggerfall he's ever spotted. As the Marshal of the Realm he's the supreme authority over the army of Daggerfall, overruled only by the king when it comes to command. For that reason Wilhelm made sure his marshal was someone he could trust; indeed, Gaston is Wilhelm's own man, brought back from the king's exile. Knowing Wilhelm's character quite well, Gaston is cautious of making any move that would make him suspect in the king's eyes; from time to time, however, he will attempt to exert his influence over the king as his friend and attempt to bend the king's decisions slightly in favour of Anticlere.
Reynald du Blois, Keeper of the Royal Seal- 42 years old, Breton male. A traditionalist noble, he represents the interests of Daggerfall's nobility most of the time as compared to the mostly neutral Samuel and Gaston, who supports Wilhelm almost unquestionably and opposes the nobility most of the time. As the Keeper of the Royal Seal he holds one of the traditional four highest offices of Daggerfall; his duties aren't merely keeping the Royal Seal safe, but also making many of the minor decisions that the king should not be bothered with and acting as a regent if the king should be away on campaign or an interregnum should occur. Though he tends to conflict with Wilhelm quite a lot, as the 'Bastard King' tends to do things his way, Reynald considers himself immune to whatever the king may plot for his Keeper. The reason for this is that he has the support of many of the major nobles of Daggerfall, at least those that Wilhelm hasn't swayed to his side (who are few, however powerful).
Faction Sheet
Faction: The Kingdom of Daggerfall
Rank: Wilhelm Daggerfallian- King
Samuel Bridwell- Grandmaster of the Knights of the Dragon, Master of the Royal Horse
Gaston de Tourelle- Marshall of the Realm
Reynald du Blois- Keeper of the Seal
Economy: The Kingdom of Daggerfall relies mostly on agriculture, as all the realms of High Rock tend to. Currently it is in a passing stage between serfdom and tenant farming; around a third of the estates of Daggerfall remain inhabited by serfs, while the rest have been rented out to the peasantry, making them semi-free. Three-field crop rotation is a universally accepted practice. Animal husbandry remains in the shade of agriculture, although stud farms are quite common in the king's or larger nobles' estates, being where the famous Bretic warhorses come from. Cows are the most popular animal to grow, while the most frequently grown culture is wheat. Trade is heaviest with Anticlere, Camlorn and Sentinel. A very popular export is Daggerfallian wine, which comes from the north of Daggerfall.
The Army of Daggerfall (14320)
Knights of the Dragon (500)- The personal bodyguard of the Daggerfall's royal family, the king first and foremost, they are the best warriors in the realm, the best Daggerfall has to offer. Their mastery of arms matches and surpasses that of most other knights; unlike many other knights, however, they are also quite capable spellcasters, most specializing in the school of destruction. In battle they march either with the marshal or, if present, the king, under the banner of a dragon's head; their warcry is the name of the current king. Their armour, unlike that of normal knights, is standardised; all of them wear http://media.photobucket.com/image/gothic%20plate/Nephtys/Medieval%20European%20Armour/RAMSG_11.jpg, however that is only what's visible on the top ? beneath it they wear chainmail shirts which reach mid-thigh, and beneath that ? padded cloth, reaching to their knees. They also use wooden heater shields covered with steel on the 'good side', where the same dragon's head can be found. Their primary weapons are one-handed lances, around 4 meters in length, with steel maces for use in close combat.
Knights of Betony (3500)- The most numerous and lowest order of the feudal nobility of Daggerfall, knights are this kingdom's speciality, so to speak. Excellent warriors trained from youth, they were granted fiefs in return for war service; from those fiefs they are to produce enough income to purchase their weapons. Hailing from Daggerfall, these knights invariably ride the heavy Bretic warhorses, who are bred all throughout Daggerfall; these horses are famous for their endurance and strength, as well as contributing quite some weight to the knights' charge. All the knights wear padded cloth armour for cheap protection against blunt weapons; it descends to the knee. Those who cannot afford partial or full plate (around a fifth) wear chainmail hauberks, steel half-greaves and a steel plate protection at least on their lance arm, along with a heater shield. Most (three fifths), however, can afford at least a plate briastplate (though around three fourths of those rich enough to afford plate chest armour wear full cuirasses); however they still wear hauberks to protect their legs better, and wear plate boots and full armour on at least their lance arm, frequently on both arms, also using the popular heater shield. Around a fifth of the knights can afford full plate armour, wearing chainmail shirts that extent only mid-thigh, relying more on greaves for leg protection; they, too, use heater shields. The primary weapon of all knights is the lance, 4 meters in length; the most popular weapon for combat after the charge is the bastard sword, with the mace also being quite popular.
Betonic Men-at-Arms (6000)- Comprised of mainly of mercenaries and some tenant farmers drafted to war by their lords, these men form the mainstay of Daggerfall's infantry. They're not new to the battlefield; the mercenaries (comprising three fifths of the whole unit) have fought in many wars so common in High Rock between the small baronies and lordships, before being lured to the service of Daggerfall by the good pay. Their equipment is quite old fashioned, as it mostly consists of things found on dead bodies after battles; however it is by no means obsolete. Many use large kite shields, sized around two thirds of a man, with rounded tops and pointed bottoms; some who were luckier have heater shields. The majority of them wear padded cloth gambesons, reaching to their knees and chainmail shirts reaching only to elbows and waist; the veterans, however (around a fourth of the unit) have chainmail hauberks over their gambesons, reaching to knees and elbows, while a few even have steel gauntlets, mostly quite worn ones but still good hand protection. Most have iron caps or simple pot helmets for protection, with a few having burgonets with falling buffes (visors drawn up rather than lowered). Their primary weapons are spears, 4.5 meters in shaft length; most carry maces for close combat.
Betonic Longbowmen (4000)- As well as being famous for their knights, Bretons make great bowmen, being particularly famous for the longbow units. The most skilled are able to fire up to twenty aimed shots per minute (although the Bretons of Betony tend to make somewhat worse bowmen, falling in with somewhere around fifteen aimed shots per minute), though in truth most tend to stick to six per minute to avoid exhaustion, with a range of around 200 meters. They're quite lightly armoured, given that their armour is uniform; leather caps, studded leather vests, padded cloth gambesons, knee-high thick leather boots make up their protection. They have quiver with around thirty arrows ? ten broadheads and twenty bodkins and axes for sidearms. They've also received some training in how to quickly set down stakes and dig a trench, nearly doubling as the army engineers.
Direnni Magi (20)- Altmer mages who served the Direnni elves but were lured over to Daggerfall's cause. Though their numbers are small, their skill is unquestionable. They are defensive mages primarily, skilled in Alteration and Mysticism. They can do things comparable to the feats of Nibenese Battlemages, who are said to be able to change the direction of the wind in naval battles and prevent enemy ships from fleeing that way; through joint effort, the Direnni can turn the direction of the wind, for example make it blow into the faces of the enemy. They are also capable of casting defensive spells over a certain position and can ? again, through joint effort ? maintain, say, a shield spell over a set position (however not move it); the weaker the spell, the larger the area over which they can spread it. Skills such as that make them a very valuable tool for Daggerfall's army, even if they do need to be protected by other troops from physical damage.
Bretic Magi (300)- The magi of Daggerfall tend to focus more on the defensive arts of magick; these men are an example of that. Capable mages focusing on Mysticism and Illusion, they can be a tremendously useful tool in battle, making groups of troops ? or even generals ? see what is not there, or not see what is there. Only a few of them are true masters of their arts, however all of them can be considered skilled mages individually and outstanding together, demonstrating the Bretic affinity for magick.
THE VALENWOOD RESISTANCE
Sannes Vallen
Name: Vaenil Cearres
Nickname: Usually just called "The Ranger"
Race:Bosmer
Age: 36(looks little older than 19)
Gender: Male
Birthsign: The ritual.
General Appearance: Short, thin, with sharp, defined features and a pale, almost silvery skin tone. His hair is a deep orange, and he wears it loose and natural, allways matted with twigs and leaves. He has severe, ice-blue eyes, so intent that he sometimes appears crazed. Despite his small stature, he is actually quite strong and agile.
Scars/Tattoo's/Misc: Varied tattoos of green, thorned vines covering his torso and arms.
Personality: Vaenil is cousin to the high prince of vallenwood, and is a dedicated guerilla fighter, leading the countries rangers fearlessly into situations that appear as certain death. He is quite cocky, holding the belief that his gods(The primordials) will not allow him to die until he has done all he can to protect his country. He worships the primordial pantheon of gods residing in the deepper astral planes, because unlike the nine they truly communicate with him through his shamans.
Class:Ranger/Second prince
Class Description: Third in line to vallenwoods throne, behind his cousin Sannes and his father, Vaenil is the highest ranking miltary authority that stull takes part in actual combat, leading his group of guerilla rangers and militia.
Major Skills: Short Blade, Block, Sneak, Marksman, Acrobatics
Faction: Vallenwood Rangers
Rank: Second Prince/Ranger commandant
Troop Size:300(700 including militia)
Archers:150.Bosmeri archers wield oaken longbows, each with a quiver of 50 barrows, and wear green dyed leather tunics and breeches. Each one wears a silver pauldron over his or her right shouder to show that they walk with the rangers. For close quarters they wield curved elven shortswords.
Rangers:100.Bosmeri rangers wear lightweight mithril chain mail, and forest green cloaks resembling their leaders. Their helmets are crafted to look like mithril versions of their leaders, set with fake antlers. They wield mithril shortswords,carry oaken shortbows and quivers of twenty arrows each. They are unerringly loyal to their leader.
Shamans:10.Bosmeri shamasns wear no armor and carry no weapons, but they can call upon bosmeri wildmagic and the primordial gods, summoning the astral embodyments of woodland beasts such as stags, bears, and wilves. They can also manipulate trees and underbrush, reshaping plants into traps or fortifications from which archers can fire.
Healers:15. Healers main purpose on the battlefield id to heal aand protect soldies with wards and magica shields. They practice both restoration magic and traditional medicine.
Cavalrymen:25.Bosmeri cavalrymen ride wild horses bareback and wirl long poleaxes and lances, with shortbows for ranged fighting. They are devestating to enemies, charging from the brush then dissapearing back into the forests to strike again at a later time.
Vallenwood Militia:Up to 400.The militia is made up of bosmeri villagers and soldiers loaned by the ruling family. They rarely wear much armor besides steel chainmail for the soldiers, and usually wield shortswords, poleaxes, pikes, or war axes and shields. Some militiamen are also archers, who wield oaken shortbows and arrows.
Location of Residence: None, he moves from camp to camp with his battalion.
Armor:Finely crafted mithril armor consisting of overlapping leaf-shaped plates about the diamiter of a quarter each, covering his torso, waist, arms, and legs. He lears no gloves, and no boots of any kind, leaving his hands and feet free for agile movement. His helet is a unique family heirloom, crafted to look loike there are lanterns protruding from his forehead. The helmet is crafted of greenish metal, and is of primordial aedic origin. It allows him to communicate with wildlife and call forward an astral stag, an enbodyment of the primordial Aedra Cervus Animus. Over his armor, he wears a light green hooded cloak imprinted to look like thick foliage.
Weapon(s):A curve-bladed shortsword that is an heirloom of the royal family. It is also of promordial aedric origin, crafted of the same greenish metal and inscribed with the words "Life be at end for those who do not heed the forests." The weapon acts as if it had a life of its own, making its weilder act as a beastial killing machine when fighting those who wish to destroy nature. Healso carries a finely carved bow of silver willow, inlaid with effigies of leaves and vines, and a quiver of thirty arrows that he wears at his side.
First Post:(woolymammoth)
The Emperor sat upon his platform, located in front of the Imperial City. A supposed "big-speech" was ready, but then something hit Tamriel that would have a lasting impact forever...
"I hereby decree that Nedes are sumpreme over all races...It is time for us to show that to these blasted rebels who do not trust the empire...all elves apart from the Dunmer race and all beasts will now be inslaved..."
The emperor's voice kept pumping as if nothing was wrong. Fooled Imperials cheered, but others looked upon it with a different view...
1 month later...
Armies across the land prepare for the unknown...
It is war...