A Province Divided

Post » Sat Nov 23, 2013 8:03 pm

WORD FROM THE GM, http://www.gamesas.com/user/694898-yes-man-ftw/

I owe literally 99% of this OP to Person From Anticlere. Massive respect to him. Anyhow, this is a political RP taking place during the Interregnum. Factions are made almost exclusively by the community (meaning you). The RP uses the Cyrodill portrayed in the Pocket Guide to the Empire, not as it was portrayed in Oblivion.

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A PROVINCE DIVIDED

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2E 437

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Dead is the glitter of White-Gold; quiet sits the throne that was sundered. And the bones of Old Cyrod groan with war once again.

Twenty and seven number the years since the flash of the blade that laid the mighty Potentate low - and with it, what tentative peace was it that held fell deeds at bay. Turmoil now consumes Tamriel, the dreams of a slumbering empire all too easily forgotten. Those not yet caught in this rising tide of blood retreat inwards, huddling in fear round the warmth of their hearths. Cyrodiil, the Seat of Sundered Kings, tears itself apart in a mockery of that age of heroes that is long since past; and all that is left of the glories that were are carrion birds, picking away at a corpse.

Late grows the hour. Ill omens spread across the land as wildfire - yet none are left wise enough to pay them heed. The winds howl with the voices of those long dead; ghosts bleed into the land from their ancestral haunts; frenzied moths flock round hallowed places, smothering all who dare come near. The land calls for saviours.

Too many answer.

Bloodthirsty warlords marshal their forces, old vendettas breathed back into life and claims older still remembered. Drawn by the glittering jewels of a powerless crown, they march upon one another - brother against sister, daughter against father. The plough lies forgotten in the Colovian West as axes are turned from forest to Man; foul sorceries fester in the East, the red waters of the Niben Herself tainted with fear.

Late is the hour; but perhaps, not too late. Twilight may draw over Cyrodiil - but it is ever twilight that held the doom of the Heartland within it. There are yet some who would stand tall above all others, and it is with them that hope must rest; hope that they may yet come to fear the bloodtide, and stem it before it rises above their heads. Summoned by a quiet whisper of reason and peace, the greatest of the Cyrodilic carrion-lords assemble at their land's ancient heart - the Once and Future Capital of the World, the Imperial City.

It remains to be seen if their footsteps echo with the promise of salvation, or if this is the march of souls set on war.

RULES

1. No OP Actions or Characters.

2. Treat everyone with respect (Out of character at least)

3. Try to state if you are going to be absent or not

4. No OP Actions or Characters. (I cannot stress this enough)

5. Enjoy the RP

CHARACTER SHEET TEMPLATE

Character

Spoiler

Name:

Age:

Race:

Gender:

Birthsign:

Occupation:

Skills:

Appearance:

Personality:

Clothing/Armour:

Weapons:

Misc. Items:

Allegiance:

Background:

Faction

Spoiler

Name:

Territorial Extent:

Governance: A brief run-down of how things are organized. Are you a warlord ruling openly through terror and force, relying on your most trusted lieutenants, or are you (masquerading as?) a long-established provincial elite, reining Cyrodill's ancient bureaucratic apparatuses in for your own purposes?

Economy: Anything that makes your faction stand out against the primarily agricultural economic tapestry of Cyrodill at large? Remember, exceptions are only so because not everyone is an outstanding different little star unto themselves, and rare resources are just that - rare.

Military: The nitty-gritty of your fighting men and women. Who are they, where do they come from, how do they fight - and, most importantly, why do they fight as they do?

Brief History: Give us a glimpse of the most important things; who, where, when and why. We don't need to hear every little nuance in your faction's lifespan - or, rather, we don't want you to tell us about them, we want you to show them, and their impact on the present, through your RPing. This is just for reference.

USEFUL REFERENCES

Spoiler

http://www.imperial-library.info/content/pocket-guide-empire-first-edition-cyrodiil - your number one go-to reference for Cyrodiilic culture and society at this point; however, you should treat the information within cautiously, and allow room for pro-Imperial propaganda.

The Remanada, http://www.imperial-library.info/content/remanada-chapter-1-sancre-tor-and-birth-reman and http://www.imperial-library.info/content/remanada-chapter-2-chevalier-renald-blade-pig - a very good example of Second Era Cyrodiilic mythical thought, this is a good launching pad for developing your own ideas about Colovian and Nibenese cultures both. As well, it should give you a nice feel for the atmosphere of the Interregnum.

http://uesp.net/wiki/Lore:2920,_Morning_Star_%28v1%29 - popular work of fiction from the Third Era, narrating the events that precede our RP by several hundred years, but are, all the same, good to know about. A fun read, if nothing else.

http://www.gamesas.com/topic/1226932-on-silk/ - while not a canon work of lore and thus of disputable use to our purposes, I would argue this is well-constructed, imaginative and consistent enough with available established material to serve as an excellent companion to official lore. If nothing else, it can certainly serve as spiritual inspiration for our own expansion of Nibenese culture and economy.

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Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Sun Nov 24, 2013 2:43 am

THE CAST

ANVIL - http://www.gamesas.com/user/868889-lebiro/

Spoiler
Name: The Kingdom of Anvil

Territorial Extent: most of modern County Anvil, most notably the city of Anvil and the outpost of Crowhaven. Naturally, this affords the Kingdom an enviable degree of influence in the Abecean Sea.

Governance: Catulus Olo, of the illustrious House of Olo (or rather, the totally unknown house of the illustrious Bendu Olo) rules Anvil as sovereign king. With the help of his famous ancestor's name, and an only occasionally broken chain of Olo kings, Catulus has had some success in retaining the appearance of a functional city state. At least, he has no serious internal rivals (not since the last one took a long bath in the Abecean) and things tend to run, if not with stability, with continuity. Catulus likes to lead from the front, but in cases where it is hard to tell which front is the furthest in front, he will delegate additional fronts to his trusted lieutenants based on their respective competences.

Economy: Most of Anvil's lands are dedicated to agriculture or mining (though Anvil's lands fall short of the mineral rich heart of the Gold Coast), but in the grand scheme of things the land economy is of little importance. Anvil, as Cyrodiil's great western port, draws most of its wealth and power from sea trade, privateering and other naval enterprises.

Military: The men of Colovia have always been strong fighting stock, and Anvil's army relies on a small backbone of professional (if none too well-equipped) soldiers, fighting for wealth and their king. Supplementing these fur-and-leather-clad frontiersmen are Ra'ga mercenaries (fighting for wealth but not their king) and occasionally armed and ornery peasant levies (fighting for their king but not wealth), when a cause can be presented sympatheticically enough to rouse their patriotic self-preservationist rage. Anvil's professional army consists of lightly armoured swordsmen, capable of covering ground easily in defense, and striking surgically when necessary. These are backed up by a considerable contingent of reliable longbowmen who from high ground or high walls are a formidable defense.

More importantly, of course, Anvil boasts one of the West's better navies (though much declined since the days of the All Flags). Comprised, again of a professional core (the captains of these ships essentially comprising Anvil's minor nobility) bolstered by mercenaries and privateers who would rather sail for Anvil and a fair pay than face off against those who do.

Brief History: the Kingdom of Anvil has been ruled off and on (though on balance, more on) by the local Olo family since the late First Era. By far its most noteworthy scion was brave King Bendu, who led the All Flags navy against the Sload of Thras and consequently took credit for ending the Thrassian Plague, resulting in a rise in Colovian power and the eventual War of Righteousness with the Alessians. A vital Abecean port, control of Anvil has always been a desirable goal for the sailors and pirates of the type found at the subterranean roots of the Olo family tree. With this as a motivation, and the sea trade as a means, Anvil has steadily fortified itself over the years into a formidable coastal stronghold, preferring this consolidationation to landwards expansion, the only exception being the conquest of Crowhaven as another eye on the sea, and on the north.

Spoiler
Name: Catulus Olo

Age: 47

Race: Imperial (Colovian)

Gender: Male

Birthsign: The Tower

Occupation: King of Anvil, Suzerain of Crowhaven. His own favourite general, admiral and negotiator.

Skills: As is common for Anvil's nobility, Catulus is an able captain, and has spent many days at sea in his flagship, the Throne of Anvil, or a less conspicuous vessel. He also insists upon conducting his own land wars, but his only particular skill in this realm is in single combat, and choosing the right lieutenants. A pragmatist at heart, Catulus is quite capable of reigning in his ambitioms when it is necessary or beneficial, and equally capable of turning a compromise into a victory in the eyes of his people. On a more personal note, he is surprisingly academic for a "pirate king"; an amateur astronomer, he takes great pleasure in tracking the stars and seasons, and among a mass of sea and star maps, his castle library features many and various tomes. Outside of his favourite subjects, of course, he invariably knows considerably less than he thinks.

Appearance: The very picture of rugged Gold Coast power, Catulus is tall, broad and swarthy, with high cheekbones, a trimmed black goatee and a considerable collection of scars. His not-quite-identically eyes are narrow and deep-set, giving him an air of sullen intensity particularly distracting when viewed from below, and little abetted by prominentnent and very crooked nose. He habitually goes lightly armoured, with an exquisite leather briastplate complemented by a mantle of foreign furs and medallions and tokens of precious metals and stones. When unarmoured, he will replace the leather with more furs, or a kingly (that is, simple but well made) cut of burgundy linens. On the one hand, be bears a Colovian disdain for purposeless finery, but on the other, he has a sailor's fondness for trophies and worn wealth, leading to a sometimes strange look, as of a backwater warlord who fell into a treasure chest.

Personality: King Catulus is a serious man, to the point of grimness at times, his humour exhibiting itself rarely, dryly, and often darkly. This does give him a certain gravity, however, appreciated by his folk as the mark of a real man, and the image of Colovian manhood is quite important to him. As a result, he tends to put himself into positions that should perhaps have been delegated, requiring his lieutenants to support and fortify him from beneath rather than paving a way. Under his reign, Anvil has remained a stronghold of the faith of the Eight, and Catulus is disdainful of other faiths, if not noisily zealous. He is prone to fleeting ambitions, but has the patience to see when they are inappropriate, and the wisdom to abandon or postpone them as convenient. Lately, the idea of an imperial crown appeals, but the idea of a protracted land war does not, and so he is quite willing to loan out his western sea power to a promising ally.

Clothing/armour: see appearance

Weapons: a fine steel blade of the Colovian fashion, sometimes paired with a matching shortsword, sometimes with a light shield bearing his crest.

Misc items: assorted rings, medallions, tokens and bracelets of many and varied origins. Among his favourites are a golden torque from Skyrim, a serpent medallion from Hammerfell, and astringg of bone beads from Valenwood. He has a pet jungle monkey he calls Maruhk, in mockery if the prophet, and also owns impressiveive amassment of charts and maps from almost every culture to have made them (he craves an Altmeri sea map to complete the colection).

Allegiance: Anvil

Background: Mostly explained in the above and in the Anvil faction sheet. Catulus was born into his kingdom (which his father captured, his grandfather was born into and so off and on back to Bendu Olo and beyond) and ruled since the age of 16. In that long time he has brutally suppressed any and all serious rivals, wiping the once-influential House of Karo, and several others, from the face of his kingdom forever. Under his reign, the kingdom has weathered corsairs and invaders of all types, and while it hasn't significantly grown in power, it has not fallen into the sea, which is good enough for many in such turbulent times.

BRAVIL - http://www.gamesas.com/user/790640-oldrpgsaregood/

Spoiler
Name: The Free City of Bravil

Territorial extent: Controls a roughly circular shaped "inner water" area, the northern border marked by a small isle on the northeast coastline and the southern is around the Mouth of The Panther, creating an effective choke point. The inner land areas in west and east are narrow but still distinguishable.

Governance: Monarchy, the current leader is a son of a warlord who captured Bravil, and the seat of governance is reinforced with wealth and political power. Laws are loose, but certain stern rules maintain order. In the society ones status relies in either wealth, power or skill.

Economy: The main source of income comes from taxes from various merchants, smugglers and pirates. Agriculture has its part but doesn't hold the same scale as in many other cities. Fish and wood are Bravils own main exports.

Military: Much like the population, Bravil has a largely differing military branches(I'm not entirely sure how large the numbers should be):

Palace Guards: The Barons personal guard, largely recruited from the remnants or sons and daughter of the warband which claimed Bravil as its own. They have the best steel money can buy, full plate mail and great helms and weapons that each fighter favors, and are trained by seasoned veterans, or are seasoned veterans themselves. These elite fighters fight best in formations that protect their liege, such as a crescent or a whole circle or a diamond.

The Brotherhood of Blades: A wildly varied group of fighters, clad in chainmail, leather or even plate, and armed with weapons of all kinds, ranging from rusted to freshly forged, and they're the core of Bravils military. The soldiers are from every race, though khajiit, wood elves, argonians and imperials are dominant among the ranks. The group is a mix of original warband members, mercenaries and professional soldiers loyal to the city. While the fighters each have fighting styles of their own, they march and fight well in ranks, dissolving into the "duelist" mentality right in the face of the enemy, which in turn, makes regrouping a chore.

Order of the Black leaf: A group of ranger like assassins, good on the field rather than in cities. They're wood elves, come to Cyrodiil to sell their services, but assimilated into the Free City of Bravil with a promise of becoming the "official" assassins guild in Cyrodiil and of course, a fat bag of gold. These elves are armed with either short- or longbows, some even with crossbows, made from the finest and flexible woods, and for close quarters with long and slim steel daggers or similar short swords. Their preferred fighting, or rather, assassinating style is shooting an arrow from a tree or otherwise elevated position. This does not mean however, that they'd be inefficient in melee, as they can be downright lethal if they get their first attacked made against an unsuspecting victim. But they're quite inefficient in an all-out battle, only able to give small support.

Merchant Levies: A band of defenders hired and trained by merchants in the city, armed in chainmail, armed with longbows and long swords and small bucklers. They aren't battle hardened, as a whole fighting force at least, but are more of a filling to the Bravilian army. They're mostly recruited from the surrounding countryside. The training is focused on fighting in ranks and listening to orders, but that causes them to be quite uncreative themselves, relying on a capable commander to do their job right. These men are most efficient from range, releasing their arrows almost simultaneously and with moderate accuracy. In melee they can hold their own against an enemy, but are unlikely to win without support.

The Free Navy: An naval fighting force divided to five vessels that are sleek and quick, perfect for sailing in the Nibenay waters. The ships are armed with three ballistas on both sides, and the crew are wearing studded leather armor, round wooden shield with steel rims, and armed with either steel axes or maces. The crews specialize in operating the ballistas well and boarding rival ships, but are lousy on open field warfare, so they make for poor raiders, but still good on land if in close quarters, for example in castles with narrows passages and the like.

Brief History: The Free City of Bravil was formed after a prominent imperial warlord, by the name Albeci Velvus, captured the city after his warband was denied entrance due to its size. After the bloody battle Albeci named himself Baron and figured the only chance he could keep the city was to allows its inhabitants a very free life to do what they wanted. So most laws were forfeit, and thieves, pirates and smugglers pouring into the city. This however had a bad outcome for the city's merchants, who soon gathered and petitioned Albeci to do something about the ensuing anarchy. This was the time when the laws of the Free City of Bravil were formed, including safety of merchants and their property on the penalty of death to those who would harm these rights, the freedom of profession, guaranteeing thieves and other outlaws a sanctuary as well.

Years rolled, and Albeci died, leaving the seat of Bravil for his son, Raxle Velvus, a good fighter but more of a political animal, who took over. The city's image became quite colored as status was showed by pompous clothing, displaying ones weapons or even faith. Raxle soon put forth a taxation plan, which was accepted soon as the first collected funds Raxle used to maintain the city and visibly so. After that he has used the taxes for his own pleasures and military rather than on the city. Complains haven't come up however, and so the taxation brings steady funds for the city. The port is a key factor for the economy as well, bringing the money to the merchants, who in turn, bring money to the city.

As tension grew within Cyrodiil, Raxle gave a command for the merchants to supply levies to defend the city if need be. This decision caused displeasure among the merchants, and so Raxle decided to show why the men were needed. Eradicating the bandits from the cities outlying areas, he gave the merchants a show what a proper army could accomplish, but also gave some citizens the suspicion about the freedom of profession law. So, the Free City of Bravil is a melting pot of races and cultures, and prone to unrest, but still a somewhat wealthy city, ready for the storm that ravages Cyrodiil.

Spoiler
Name: Raxle Velvus
Age: 28
Race: Nibenese Imperial
Gender: Male
Birthsign: The Serpent

Occupation: Baron of Bravil
Skills: Raxle was taught swordsmanship by his father Albeci, and is quite proficient with them. He is also a good speaker, convincing people to his side easily enough. For more common talents Raxle has a brain for coin, gathering himself a steady income.

Appearance: Raxle has pitch black hair, well oiled and drawn back to his head, the thickness of his hair gradually decreasing towards his neck. His chin is clean shaven. Raxles body structure is quite muscular, though he is not bulky, but slim, standing 5 feet and 9 inches long. His face is more commoner like than that of an aristocrat, without any very visible features rather than an "equal" structure. Raxle has a long but thin scar on the left side of his throat.

Personality: Raxles most prominent personality features include caution, greed and cunning. While he is not cruel in general, he can be, even unnecessarily so, if someone comes in the way of his objectives or gives him reason for personal hatred. He is a firm believer of freedom, and because of that, dreads imprisonment, maybe even more than death itself. Raxle is also very keen on comforts, and spends much coin in getting himself as much of it as possible, but being quite edgy in an uncomfortable environment.

Clothing/Armour: For a civil occasion, Raxle wears a fur trimmed and heavy dark green velvet cloak, with golden links to keep it on him. Under that he has a silken shirt of dark green with a fine leather vest over it. His wears "puffed" brown pants and leather boots that go halfway to his shins, giving him a bit of a pompous appearance. For jewelry he has a gold and jade ring, and wears an iron sword necklace with seems out of place with his other attires, which is inherited from his father and embedded with magics to improve his sword skills. On his head he wears a gold and jade crown circlet, with small horns rising from every side. When on the battlefield, Raxle has a fine steel plate armor, adorned with golden lines, the most notable one being a kind on Y on his briastplate. His helmet is forged in the image of a snakes head, with the mouth showing Raxles face, and the helmet allows his crown to be placed on it. He also has a round steel shield, with a small spike in the center of it.
Weapons: A steel sword with a snakes body and head handle, the head acting as a cross guard with its fangs, and the rest of the body as a handle, the tail curling at the end, creating a pommel. Named the Serpent's Tongue, the sword is enchanted to sap the opponents stamina, making it a good weapon for a longer fight. The sword has a leather sheath, studded with jades.
Misc. Items: The mentioned gold and jade ring and the iron sword necklace.

Allegiance: The Free City of Bravil
Background: Born to a wandering warlord, Raxle Velvus grew among soldiers and war. His father's warband was a nomad army, just blundering its way without a goal or purpose, though occasionally acting as mercenaries. As a child Raxle was always very unhappy, which as he later found out, was caused by the rough life without many comforts of the warband. Battle hardened as he grew Racle, became quite the fighter with a sword and shield. When Raxle was 19, his father was denied access to Bravil, where he was going to rest his troops and sell forward a great deal of loot. Albeci Velvus, Raxles father, was a very temperate man, and after hearing he wasn't allowed within the city because of the army behind him, he flew into a rage and decided to take the city. The battle was bloody but at the end of the day, Albeci had prevailed, though now with only a one third of his warband remaining.

As a precaution, Albeci made Bravil a Free City, with near to none restrictions. The following years were quite chaotic, and soon some ground laws were set. The people more or less content, Albeci ruled for about five years before dying of old age. Raxle now took over, but was almost immediately faced with a challenge for a duel for the city's leadership by some noble within it. The duel was long and hard, and caused Raxle to receive a scar to his throat by a cut that nearly ended his life. But, through a hit from the spiked shield Raxle had, the foe fell with a small hole in his guts, leaving Raxle an opening to sink his sword in to the opponents heart. After the duel Raxle decided to acquire something to give him the edge in longer fights, as he was nearly slain in that long duel, and ended up spending mounds of gold to acquire himself the Serpent's Tongue, a sword that allowed him to drain his opponents of their stamina.

Keen on testing the sword, Raxle participated in many duels, winning every one after his collapsed exhausted or slowed their moves enough to allow a killing blow. This earned the current Baron a fierce reputation within Bravils streets and he has been unchallenged since. Within a few years of his coronation to a Baron of Bravil, Raxle renewed the city with new tax system funds and organized a better defense for the town with the aid of local merchants. He also ruled a wood elf band of assassins into his service with promises and gold. Raxle also formed himself a personal guard, and he still had his father's old warband supporting him, and decided to replenish it's ranks, creating the Brotherhood of Blades. And as a finishing touch, Raxle wanted to secure the waterways which were in the immediate touch with Bravil and ended up with creating a navy for the city.

Now with a well functioning city, though ripe with unrest and lawlessness, and an army of his own, Raxle Velvus is ready to face the troubling times that Cyrodiil is facing as whole.

SANCRE TOR - http://www.gamesas.com/user/831692-fisheye98/

Spoiler
Name: The Palatinate of Sancre Tor
Territorial Extent: Much of Sancre Tor's territory lies in the western Jerall mountains and southern Dragontail mountains. Rather than war with the other states for more fertile lands, the Palatinate has instead expanded into the dense mountain passes, thereby monopolizing trade between eastern Hammerfell, western Skyrim, and northwestern Cyrodiil. In addition to their mountain territory, the Palatinate possesses a singe farming village, Tinnark, which lies just a handful of miles south of Sancre Tor, providing the city with much of its rations.
Governance: The Palatinate of Sancre Tor, unsurprisingly, is led by a Palatine. The Palatine currently sitting on the throne is Chaim, descendant of the Reman line, holder of the blood of Saint Alessia, son and chieftain of the Alit Clov'r tribe, third level Ansei of Sancre Tor, and self-declared Aspect of Pelinal Whitestrake. Chaim is a rather fair man, and though he rules with absolute power, he gives his ear to officials elected democratically by his people. In addition, the Palatine is head of Saint Alessia's Church of the Eight, holding religious ceremonies and collecting donations to use for both the Church and the city.
The title of Palatine is passed from parent to child, though thus far it has only done so once. In addition, the Palatine must posses the blood of Reman, along with the Amulet of Kings, which is currently in the Palatinates possession.
Economy: The driving factor in Sancre Tor's economy is its monopoly over trade between northwestern Cyrodiil, western Skyrim, and eastern Hammerfell. To Sancre Tor's south, the mountains soon give way to the Cyrodiilic countryside, while to its west the Sancre Route leads to the southern Dragontail mountains and Alik'r desert and to the north Alessia's Pass leads up into western Skyrim. To profit off of its position, three different toll roads have been established, two in the mountain passed of the north and one just bed or the mountains end to the south. Every merchant carrying goods past these toll roads must pay a tax, whose price depends on what goods are being transported and the amount of said goods.
Citizens of the Palatinate enjoy lessened transport taxes, ensuring that Sancre Tor merchants remain the most dominant in the region and encouraging more merchant to move into the city to exploited the tax reduction, increasing population and inner competition. Sancre Tor, though focussed on taxing trade, also has two major exports, metals and furs. As far as metals go, the most prominent are iron, silver, corundum, and orichalcum, with Sancre Tor silver being some of the finest silver in Tamriel. Fur-wise, many varieties of heavily-coated beasts make their homes in the mountains around Sancre Tor, and here the fur trade flourishes, making hunters a high-demand resources.
Taxes on the people of Sancre Tor themselves are rather low, compared to this in the rest of Cyrodiil, with most of the tax revenue coming from the toll roads. Instead, donations to the legendary church from both pilgrims and residents alike help line the Palatinate's coffers, as the money is evenly distributed between the church and the city.
Military: The Army of the Palatinate of Sancre Tor is, unsurprisingly, the only branch, with no navy necessary, given their location. The Palatine oversees Sancre Tor's army himself, donning the title of Ansei, and employs high-ranking sword-singers as his battlefield commanders, second only to himself. The military is entirely meritocratic, with rank being granted by skill, rather than years of service, wealth, or familial standing. The following are the units of the army:
Principes: The bulk and backbone of the Sancre Tor army. Principes are trained with the age-old weapons and tactics that soldiers from Sancre Tor have always used, ever since Alessia herself founded the city. Unlike the soldier of the bygone Alessian Empire and Second Empire, the Principes of Sancre Tor do not employ the use of the common Cyrodiilic weapon, the sword. Instead, Principes are trained in the way of the spear and shield, focussing on stable and solid formations, rather than the common duelist strategy of most Cyrodiilic soldiers. The spear of the Principes is a standard six-and-a-half foot one with a wooden (usually oak) shaft wrapped in leather where the hands are placed and a straightforward, yet proven, steel tip.
The shield of the Principes is not one of standard Imperial make, either. Rather than the hulking tower shield of the Second Empire's legionnaires or the small, round bucklers popular among raiders, bandits, and adventurers, the Principes wield wide-brimmed, large circular shields that slant slightly back towards the user as the outer edge grows nearer. These shields are made of Sancre Tor steel, which is both sufficiently stalwart and yet not too cumbersome, and are usually emblazoned with a symbol or words of the user's preference. In addition to the shield, Principes wear a open-faced steel helm, rounded steel pauldrens, a steel bracer on their right arm, steel grieves, and boots of steel. Cuirasses and armor on the left arm are completely absent, as their wide-brimmed shield is expected to protect those areas.
While all of the previously mentioned gear is provided for the soldier by the army, Principes are expected to provide their own sidearm, be it a short-sword, dagger, or club, as well as their own bow or set of javelins. In addition, many of the Principes don heavy fur cloaks when not battling, as the frigid and harsh winds of the passes are enough to chill even the most stalwart man to his bones. Some soldiers, in fact, will even battle with these cloaks on, despite their hindrance, as men have been known to freeze to death in just a few scant hours, when not wearing the proper clothing.
The tactics of the Principes revolve around the formation a a tightly knit line of 20-30 soldiers called a phalanx, in which they interlock their shields and use their spears to smite down any being unlucky enough to stand in their path. Though formidable when in formation, Principes, who are again trained mainly in group spear formations, are relatively vulnerable when caught alone or broken-up. Almost any halfway-decent swordsman, in fact, can quickly kill or incapacitate a Principe, provided that can dodge their first spear thrust and quickly close the distance.
Peltast: The Peltast are the infantry skirmishers of the Sancre Tor army. These men are the least paid and least trained units of the military, mainly made up of young men and women who could not find work anywhere else. While Peltast have the opportunity to advance in rank, this is a rare thing, as only those who scored exceedingly low scores in training are placed in this category. The Peltast stand second in line, behind the Principes, while marching and group up in squads of eight behind the phalanxes after fighting ensues. Their purpose is to serve as javelin-throwers, light skirmishers, and battlefield medics. Upon being accepted in the ranks of the Peltast, a soldier is only provided with three javelins and a wooden or wicker oval shield. Past that, Peltast are free to purchase their own weapons, supplies and armor to wield on the battlefield.
Most Peltast, because of their usually poor nature, splurge only on an extra three javelins or a short sword of simple make. This means that Peltast suffer high casualties on the battlefield, given their lack of a proper shield, a set of armor, decent weapons and proper training. Because many other soldiers pity them, Peltast are usually given the first chance to loot the bodies of the dead after a battle and given the beat scavenged equipment, which usually results in veteran Peltast wearing a mix-match of armor and wielding foreign weapons. Unlike other units, the Peltast are not professional soldiers, instead training three days every moon, in addition to whatever training they have in their free time, and working normal professions the rest of the time.
Sancre Alit: The Sancre Alit are one of the newer units of Sancre Tor, formed when the Alit Clov'r made their way to the city and integrated with its people. The unit's names, which is obviously a compound of the name of the city and the name of the tribe, translates into something akin to 'the golden falcons'. This unit fights in the traditional Redguard way, one-on-one, face-to-face duels on the battlefield. Just like their ancestors, the Sancre Alit fight without the protection of armor. Their original, thin and loose-fitting desert garb, however, is impractical in their new environment, so instead they now wrap themselves in thick furs, gaining the nickname of beastmen from both their fellow soldiers and their enemies.
When the tribesmen came to the Golden Hill, not only did their environment and garb change, their swords did as well. When the men first visited the city they wielded very thick-bladed schimitars, weapons that were more axe than sword, meant for heavy, swooping strikes. The smiths of Sancre Tor, however, were not used to such blades, and so when the next large order was made to supply the newly-formed Sancre Alit, the weapons became longer and thinner, though they still curved towards the end. These new swords were unique to Sancre Tor, and the smiths who forged them gave them the name 'falchion' after the Alit who they forged them for. While still suitable for heavy chops, the blade was more agile and versatile than the schimitars of the Alik'r, almost akin to the cutlasses of the Hammerfell shore.
Sprinkled among the Sancre Alit, a few lesser sword-singers command the others and train them. These soldiers, the sword-singers, have always been the most capable swordsman in all of Tamriel, following the teachings of Frandar Hunding. All strive to become Ansei, though only two in Sancre Tor have received that title, with one having passed away recently.
Nordic Longbows: The Nordic Longbows are a mercenary warband from the Nordic city of Falkreath who are known for their use of- what else- their longbows. The band, who had started off as a hunting lodge in Falkreath, formed a mercenary unit after the demand for hired soldier in the area continued to grow. After Chaim took the throne of Sancre Tor, he saw the need for a unit of ranged infantry, something that the city-state's military was missing. The city's own hunters, who felled everything from brown bears to mountain lions, however, were not the best option for such a unit, as the small amount of them who were proficient in the use of the bow were being employed in the Watchmen and most of those not employed in that unit were expert trappers, rather than archers.
The unit, made up mostly of Nords, could fire their larger-than-average bows with surprising power, a result of their muscled build. Though they originally had experience in firing at long-ranges individually, they adapted to become a cohesive unit of ranged infantry after they were hired by Chaim, or at least some did. The others were trained to extend their range even further, focussing instead on sniping from extreme heights. This made them perfect for defending the citadel of Sancre Tor, nestled high up in its cliff. For the archers could strike down enemies from their cliff, but the enemies could not even fire an arrow high enough to scrap the citadel's marble walls.
Watchmen: The Watchmen of Sancre Tor are just what they sound like. These men may see the least amount of battle out of any of the other units in the army, but their life is certainly the hardest. Only the most grizzled foresters and mountain-men even contemplate joining this order. These men, of which few exist, dwell on the summits of the mountains surrounding Sancre Tor and its passes. They wield whatever they wish to wield, wear whatever they deem the warmest, and fight however they must fight. These men live either in deep caves or small huts perched upon the crags of the high mountains, though they never travel higher than the clouds that envelop the apex. Up here, where Nirn almost meets the void, the air is thin, the air flesh-freezing, and the wind so harsh and omnipresent that it won't even let snow settle to the ground.
These men live in isolated groups of three, cut off from the rest of the world and left to fend for themselves. Each one is a harsh, lonely man who prefers the company of mountain trolls and the voice of the gales to that of humans. The only thing connecting the Watchmen to Sancre Tor is a troop of great, domesticated eagles that carry with them a message every month, telling the Palatine of the most recent going-ons on the summits. The purpose of these men, besides holding off the odd incursion of mountain trolls into their territory, is to alert the city of any armies who may approach. For the Watchmen are equipped with a device of Redguard invention, the 'seeing-glass' which lets men see like hawks from the sky, spying on possible prey. In the case that the do spot an approaching army, each camp of three men has a great brazier which is always at the ready. If an enemy approaches from the south, the brazier is lit with no change to its natural color. If an enemy approaches from the Sancre Route, then fire salts are added to make the flames blaze an unnatural red, and if and an enemy approaches from Alessia's Pass, bits of orichalcum are added to the flame, turning it green.
When other stations see one-another's flame, they too light their own brazier in the same fashion, and so-on and so-forth until all of the mountain braziers are alight and in no way could anyone in the Palatinate miss the glow.
The Sword-singers of Sancre Tor: The Sword-singers of Sancre Tor are the finest infantrymen in all of Sancre Tor. Made up of an entire class of sword-singers, widely renowned as the world's best order of swordsman, the sword-singers indigenous to Sancre Tor, while not as able as some orders from Hammerfell and Yokuda itself, is certainly quite effective. Each man fights in the traditional way of the sword-singers- that is, with great skill- and besides that there are no other ways to describe them. As is tradition, the sword-singers are recruited on the eleventh anniversary of their birth and trained in the ancient ways of blade until they either die or become the highest of Ansei, or Saints of the Sword. The Sword-singers of Sancre Tor's main task is to right wrongs of any sort and protect their master, Ansei Chaim.
Cataphracts: The strong-arm of Sancre Tor's cavalry wing, Cataphracts serve as the city-state's heavy cavalry. Equipped with steeds that are mixed between Imperial destriers and Nordic draught horses draqed in armor of steel scales, the Cataphracts' steeds are durable and strong enough to do the work that they do admirably. The riders themselves, similarly to their horses, wear armor of steel scales and full steel helms that cover all but their pupils, leaving almost no chinks or weak-points open. These riders are mostly of Alik'r horseman roots, with riding in their blood, and train from a rather young age. Forgoing shields entirely and trusting instead their steel coats, the Cataphracts ride into battle wielding a great, needle-like lance, which they hold with two hands and under their shoulder.
The Cataphracts are trained almost specifically for one action, the charge. For these great beasts of metal and their tenacious riders can frighten even the most grizzled soldier, shaking them in their boots with both their appearance and their physical rumbling of the earth. With their lance held in their two-handed grip, utterly steady, and their horses at full gallop, the Cataphracts can fell even the most stalwart men, no matter their shield or armor. Rather than staying for the ensuing melee and risk losing their advantage of speed and power, though, the Cataphracts immediately retreat after a frontal charge, returning to the rear of the line to gain rest and reorganize. Here they surround their command and await his commands, for the Cataphracts usefulness does not die out after the first charge.
When the keen eyes of the Palatine spot a weakness in an enemy line or formation, or need to break-up one that is gaining too much momentum, the Cataphracts are sent in for a single change, before rinsing and repeating. This not only breaks down enemy formations and kills of their men, it also demoralizes them to no end, for they no that one their begin to recuperate, they will soon face the deadly knights once more. In the case that a Cataphract is knocked off of his steed, the man will quickly abandon his lance and instead pull out a spiked mace with which to fight. This is not their forte, however, and if a man's can manage to pierce the Cataphract's scales, victory is most certainly the enemies.
Setti: The Setti are another important cavalry unit in Sancre Tor's arsenal. These horse archers forgo to frontal charges and solid formations of their Cataphract brethren and instead focus and harassing and whiddling down the enemy. The Setti are made entirely of old tribesmen and their sons, as horse archery was the main form of combat among the Alit Clov'r. These men are more born to the unit, rather than anything else, as this way of combat seems to run in their blood. In combat, the Setti wear either no armor, substituting it with furs, or don leather lamellar armor. Their horses, however, always go without barding, as speed is much more valuable than protecting in their case. The bow that the Setti wield is receive in nature, made more elastic through its use of both bone and horse glue, in addition to standard wood. Some Setti will also carry a thin lance in case they find themselves in the path of an enemy, though moat forgo the extra weight.
The main function of the Setti is to circle an enemy after the main melee begins and repeatedly loose arrows into their midst from afar, all the while galloping at an even pace. When targeted by enemy archers, all the Setti must do is ride off on their pure-bred Alik'r steeds, a fragile race known for its great bursts of speed and moderate endurance. In addition to being used during the melee, the Setti will also chase down retreating enemies in the case of a victory, making sure that the amount of soldiers that they must face next time are fewer than they would have been. The Setti are also employed in the lightning-fast raids of villages, ridding in, felling and scattering the townsfolk, gathers some supplies, and returning within minutes.
Rattin: The third and final cavalry unit of the Sancre Tor army, the Rattin serve and the light melee infantry of the military. Their steeds are mixes between the Alik'r pure-bred and the Imperial destriers that are quick enough to stay as mobile as a light infantry unit should and strong enough to charge. In addition to acting as light infantry, the Rattin also are employed as scouts and messengers for the main body, quickly traveling from point-to-point. While the Rattin keep their steeds unarmored, they themselves wear steel mail, though they forgo helmets entirely. Unlike their Cataphract cousins and their massive lances, the Rattin, wield a lighter, once-handed lance in one hand and a small iron buckler in the other. In addition, they each carry two javelins under their shield and another three fastened to their saddle.
With the Rattin lacking the protection of the Cataphract knights, they would be suicidal to charge a fully-organized unit head-on. Instead, the Rattin await the melee and, once the lines are drawn, charge for the enemy's flanks. This, of course, make them the prime target for their bane on the battlefield, archers, while they despise with an undying passion, for they cause nearly all of their casualties. If they make it past the arrow storm, though, result is an almost immediate advantage for the infantrymen, for the enemy line collapses on the sides, allowing for infantrymen to flood through and fell the enemies more unprepared soldier and archers. In addition, the Dayton also show their value against individuals admirably. If a battle turns from one of formations into one of individual duels, than the Rattin have lost their one weakness, a solid enemy formation.
Brief History: Sancre Tor, or the Golden Hill, a city nestled high in the unforgiving Jerall mountains, is one draqed in many layers of venerable and intermingling history. At the site of the yet unborn Golden Hill, Saint Alessia of old, great champion of humanity itself and bane of the tyrannical elf-kings, received her most enlightening and divine vision of freedom for humanity. This catalyst, happening where two great passes converged in the Jeralls before spilling down into the fertile lands of Cyrod, saw the birth of both Alessia's Save Rebellion and the city of Sancre Tor. Alessia herself started the city in this most harsh site, declaring it to be one of great holy importance.
From the cities mines, which webbed through the mountains that surrounded it on all sides, came many varieties of minerals, both rich and mundane in nature. This was not the city's main source of wealth and prestige, however, instead, this came from the grand temple that the city held, designed and commissioned by the most just Saint Alessia. In addition, the city's pass to Skyrim, the only pass that was widely used, saw a great deal of traffic, both by free merchants exchanging goods between the two lands and by messengers of Alessia, who exchanged her words with the people of Skyrim, with which she retained good relations.
Sancre Tor was also the site of one of Pelinal Whitestrake's many great battles with the elven overlords during the Slave Rebellion. Here, in the city established by his companion, the Star Made Knight fought valiantly against Haromir of Copper and Tea. While this battle ensued, Pelinal let a name yet-unknown to others tear forth from his mouth; Reman. Though none at the time yet knew of any Reman, for indeed he was not yet birthed unto Nirn, it would later become apparent to all that a relation of sorts existed between the two, who despite existing millennia apart from one another communicate through Sancre Tor.
After the Slave Rebellion simmered down and the Alessian Order brought about- what else- order, the city saw a great deal of favor. From here, a great empire was ran at least in a spiritual sense, though some sources argue that it was indeed the physical capitol of the first empire. The city saw a great expansion, with one of the results being a nearly impenetrable citadel being carved into the cliff side overlooking the city itself, with no visible entry and no way to scale its cliff-born walls from its front and no way to safe decend from the all but unreachable mountain peak to its rear. In addition to its physical protection, the citadel was said to have been protected by the divine themselves, who favored Alessia great, and enchanted by only the most powerful mage lords.
The city itself grew as well, as the lack of indigenous nourishment, barring stubborn mountain goats on stout vegetables was not enough to keep more and more people from settling down in the city. Pilgrims of all sorts came to pray at the holy place of Alessia's enlightenment, and merchants frequented the city in growing numbers to trade through the Jeralls and buy some of the cities famous furs or metals. Indeed it was a good time for the Golden Hill, and as more people flooded in they ran out of room in the city which was nestled tightly between great peaks and in narrow passages. So as the demand grew housing was carved from the mountainsides themselves, layered on top of each-other and intermingling the the mines that provided the riches of the city.
Even after the founder of the city, most beloved Alessia, died, it continued to see its own renaissance as her corpse was buried in the cities proximity. Over the years, though, as the Order that she had founded lost more and more of its strength over its people, Sancre Tor's age of gold began to end, finally seeing a great collapse after the War of Righteousness. In the immediate wake after the war, the grand city dissolved into one of the many city-states dotting the land of Cyrod. The dark age did not last long, however, for history was always being made in and around the passes of Sancre Tor.
Not long after the collapse of the Alessian Empire came the Akiviri Scare, with the odd man-beasts of the east sailing to Skyrim and carving a path through it with their might forces. In this time of need, a hero rose for Sancre Tor, just as Alessia once had, and his name was Reman, the same Reman that Pelinal had spoken of ages before. This man, if one would call him just a man, was a product of the mating of a mighty King Hrol and the spirit of Saint Alessia, still containing writhing her burial mound just outside of Sancre Tor. As Hrol gave his seed to Alessia's spirit, passing in the process, the mound in which Alessia had rested grew and grew until it become a great mountain of mud.
In the beginning, the city-folk of Sancre Tor shied from this mound, for they heard of the foulness that begat it, the union between man and dead. After nine moons, however, a shepherdedess heard a wailing from atop the mound and went to investigate it. What she found was a sight that is still not explained to mortals in how it came about, for atop the mound sat the infant Reman Cyrodiil, and clutched in his newborn fist was a bloodied amulet, Chim-el Adabal, or the long-lost Amulet of Kings. So with the Worldly God Reman Cyrodiil, favored of Akatosh and son of Alessia, ascended the throne and brought about the Second Empire, the city of his birth witnessed a second golden age.
The city was greatly favored by Reman, just as it had been by his mother, and under his rule it flourished once more, it's sizable glory heard by all. As the kings of the Reman dynasty each took their throne, they recognized the Golden Hill as the ancestral birthplace, and each was buried in its citadel's catacombs alongside Alessia. Yet, just as it always does, its golden age ended once more, this time brought about by the Imterregnum, rather than the War of Righteousness. As the Reman dynasty was considered eliminated and warlords once more occupied Cyrod, a woman claiming herself to be the descendent of the Reman dynasty, with her line coming from a forgotten son of Reman II took control of the city, deciding that she had to be the one to once again restore place a Reman on the throne, as was proper.
Meanwhile, however, in the desert of Alik'r, a tribe called the Alit Clov'r was turning their vision towards the city of Sancre Tor. This tribe was one of the few tribes of horseman who dwelled in the narrow, sparsely grassed strip of land where the Alik'r deserts meets the Dragontail mountains, vying constantly for resources with the Orc savages of the Dragontail and the Redgaurd sand-men of the deep Alik'r. While they possessed neither the considerable strength of the Dragontail orcs of the sand-magic of the Alik'r sand-men, this band of Redguards did have a pair of advantages, their unmatched skill with a blade, brought about by the study of the sword-singers of old and their possession of fine Alik'r steeds, sleek, intelligent, and relentless beasts that they rode into battle with unrivaled prowess.
This tribe, separated from all of that civilization by the mountains to the east and the endless desert to the west, knew little of the outside world. Their chieftain, however, who had just taken the title from his father and was an aspiring sword-singer, had knowledge of a certain artifact that her longed for with an unendeding passion, the Amulet of the Ansei, which was said to be one of the Ansei's legendary memories-in-stone, containing many secrets of the blade that had been lost in time, as the sword-saints became fewer and less powerful. With the knowledge that this memory-in-stone could very well make him one of the last Ansei on Nirn and teach the rest of his tribe of what he had learned, the chieftain set course for a location south-southwest, towards Sancre Tor, where he believed the amulet was located.
After a long journey south, though the edge of the Alik'r, the tribe turned east, to cross though a pass in the Dragontail mountains that they had discovered. As they traveled through this pass bringing with them their many steeds and numerous warrior, they annihilated many Orcish tribes who stood in their path, driven by their greed for the memory-in-stone. The tribe came across many twists and turns in the pass, each one trying to fling them off course, but through the confusion the chieftain stayed on his course, supposedly guided by the unknown war-gods. After many days, the sharp, black rock of the Dragontail mountains began to change in color, becoming a light grey, and the weather began to change from clear and hot to freezing, with frigid rain assaulting them from the heavens and harsh winds assaulting them with the frightening howl of lost ancestors.
The chieftain knew that they were getting closer, and indeed was correct. Just half a moon later the tribe reached a grand citadel, reaching into the heaven and overlooking a city carved into the very mountains themselves. This, he knew, was Sancre Tor. But he was disheartened anyway, for the fort was unassailable, and his band was great outnumbered by the spear-wielding residents, who could easily fell his horses in the tight pass, where they had no room to stretch their legs. So instead he called to the citadel, and requested an audience with its lord. And so it was so, with the last descendant of Reman and the chieftain of Alit Clov'r meeting, translator between them.
The woman of Reman expressed her surprise at finding someone who had come from the west, as the pass that way had been unmapped since Nirn itself was born. After a bit of speaking with one another, the two decided that, in exchange for telling her the ways of the pass, the chieftain would receive his memory-in-stone, which had sat on display in the citadel for ages, unlabeled and gathering dust. Something unexpected had developed during the visit, though, something that wasn't agreed upon by the two, but rather it simply happened. The descendant of Reman Cyrodiil and the tribesman fell for one-another, urged on by Mara's loving hand. And so the man and his tribe stayed for just awhile longer, or so he told himself.
The two coupled every night for a moon, as they loved one another greatly and yet knew that they had to separate. So their brief time together was meant to be both a loving hello and passionate goodbye. Just as the chieftain had gathered enough willpower to leave his brief lover, however, and return to the desert he loved too, the descendant of Reman made it clear that within her womb she had his child, a child that she would call Chaim. So the man stayed permanently, making the city of his lover now his own. Despite his urgings otherwise, his tribe stayed too, owing him their loyalty, and so start a new age in Sancre Tor's history, though whether this one would be golden or not was not yet known.

[Character Sheet Pending]

KVATCH - http://www.gamesas.com/user/658632-not-provided/

Spoiler
Name: Bal Orsinium, formerly known as Kvatch
Territorial Extent: Most of what was once Kvatch county, though a number of human settlements remain in the region, refusing to bow before Orcish rule.

Governance: Bal Orsinium is a chaotic city, and beyond the Code of Mauloch, the law has yet to be set in stone. Karzug gra-Igron, leader of the Horned Legion, is coordinating the rebuilding of the city, and desperately trying to unite the disparate Orsimeri tribes who have made their homes there. She is backed by a council of nine generals, made up of the most influential chieftains in all of Cyrodiil.
Economy: Resources are scarce in the fledgling city. The Orsimer control a number of mines in the region, and are desperately trying to claim farmland from the Colovians. There is little trade with the outside world, though this is hardly a new condition for the Orcs.

Military: To the Orsimer, the idea of a 'military' is somewhat alien. Every man, woman and child knows how to fight, and not one of them is unwilling to do so, should push come to shove. However, most of the population is busy trying to create a functioning city, so only a fraction of Orsimer have remained on active duty.
The bulk of Orsinium's fighting force is made up by the Horned Legion, a coalition of warbands and nomadic tribes who who descended upon Colovia after the fall of the Potentate. The Horned Legion is a ragtag and horribly equipped militia, but they make up for their lack of resources or organization with a ferocity and skill unheard of in most military forces. When they aren't on the verge of murdering each other (which is almost never) they're a force to be reckoned with. They are generally armed with whatever they can find or steal; Colovian blades, Nibenese harpoons, traditional Orcish swords, even Ra'gada weaponry, recovered from raids to the north. The same can be said for their armor; the luckier among them wear Orsimeri ceremonial armor, though most are forced to make due with ill-fitting Colovian chainmail or hide.

In stark contrast to the Horned Legion, the Nuzgrel-Dura are a crafty, lightly-armored division of warriors hailing from the tiny, secretive Orc villages of the Niben, known as the "Orsinibi." Though not as skilled in the art of war as the Horned Legion, the Nuzgrel serve a vital function in the Orsimer army, handling the vast majority of recon, scouting, and deep cover operations that the Legion would inevitably fail at. Most are archers, usually with some training in using daggers or short swords.

The smallest (and perhaps most powerful) segment of Orsinium's army are the Ghartog Wise Women, an elite order of war-witches assembled by Karzug gra-Igron to bring order to the feuding Orsimer soldiers. The Ghartog are skilled in various forms of magic, primarily Destruction, Illusion and Restoration, and have minimal training in the use of falchions. They usually hold support or advisory roles, healing injured soldiers and handling the logistics of long-term warfare.

Brief History: When the Great Fire of Kvatch burned the city to the ground a year ago, the Orsimer descended on Kvatch County like vultures, taking the city within days. Where the humans saw a dying kingdom, the Orsimer saw a potential home. Orsimer came from all over Cyrodiil to help build the new city; first, the Horned Legion of Colovia, followed by the secretive Orsinibi villlagers, and even the a few of the distant clans of Hammerfell and Skyrim.
From the ashes of Kvatch, Bal Orsinium was born. Meaning "Strong Orc-Town" or "Immutable Orc-Town" (a corruption of the Aldmeri "Stone Orc-Town.)" They saw this new city as the birthplace of a new Orcish Empire, which would turn the children of Mauloch into the dominant race in Tamriel.

The de-facto ruler of the city is Karzug gra-Igron, the alleged descendant of the legendary Torug gro-Igron, founder of the original Orsinium. Karzug is struggling to keep the disparate clans in line, while also attempting to drive the remaining humans from the region.

Spoiler
Name: Karzug gra-Igron
Age: 32
Race: Orsimer
Gender: Female
Birthsign: The Ritual

Occupation: Chief of the Horned Legion, Warlord of Kvatch
Skills: Karzug is a skilled warrior and tactician. She is trained in the traditional Orsimeri fighting style, which is built around being able to defend oneself while exerting as little energy as possible. Her speeches are popular among her people, but she's better suited to rallying an army than debating politics. Her talent for diplomacy is non-existent, if we're being generous.

Appearance: Karzug is about 5'10. The strenuousness of the traditional Orsimer lifestyle has left her in peak physical condition. She keeps her head shaved, an ancient custom in her family indicating high stature. Each morning her aides paint her entire body with elaborate designs, usually symbolic of her authority over the Orsimeri people.

Personality: Karzug's world view is a nigh-perfect reflection of her people as a whole. She is a staunch pragmatist, yet her daily life is steeped in ritual and tradition. Every action she makes, from the way she fights to what she eats for breakfast, is carefully calculated to please Mauloch and honor her ancestors. Though she cares for the Orsimer's plight, she will stop at nothing to keep them united, even if it means fighting her own brethren.
She has little pity for the humans that her actions endanger, and she views Cyrodiilic culture as savage and uncivilized. To her, the Colovians are mongrel-blooded barbarians, and the Nibenese are haughty, arrogant cowards. Still, she is willing to work with them for the betterment of Bal Orsinium, should the need arise.

Clothing/Armour: In public, she almost always wears Orsimeri ceremonial armor, crafted by the finest blacksmiths in Bal Orsinium. When not wearing armor, she usually wears a simple, white robe, with the names of her ancestors woven into it, going all the way back to Torug gro-Igron.
Weapons: She uses an ebony falchion, with "MAULOCH TUUL-HAAGA" inscribed on it (an Orsimeri phrase meaning "Malacath's Bitter-tongue").
Misc. Items: She generally carries a tower shield with the pig-crest of Mauloch painted on to it.

Allegiance: Bal Orsinium
Background: Karzug is the daughter of Malig gro-Igron, who lead the Orsimer to Colovia when the Potentate fell. Malig was a controversial chieftan, in part due to his claim that he was the son of Mauloch. The Colovians called Malig "the Scourge of the West," a title he earned razing every village and farmstead he could find to the ground. From a young age, her father trained her to fight, grooming her to be his successor.
When she was twenty-four (well into her advlthood, by Orsimer standards) her father was killed during a raid. She immediately took his command, uniting the Horned Legion deep within Colovia. She established her base of operations in the ruined Ayleid city of Miscarcand, she began a reign of terror in the wilds of Colovia, preying on human caravans and settlements.
When the Fire of Kvatch occurred, she saw an opportunity to seize a legitimate kingdom for her people. The Horned Legion descended on the ruins of the city, driving the surviving humans out into the countryside. She supervised the rebuilding of the city, in the image of long-lost Orsinium, and took in thousands of Orcish immigrants from across the province and beyond.
Though the city is still being built, Karzug has declared it the greatest city in all of Tamriel, a perfect reflection of its distant namesake.

THE IMPERIAL CITY - http://www.gamesas.com/user/464963-person-from-anticlere/

Spoiler
Name: The Potentate of Greater Nibennium

Territorial Extent: The thousand isles of the Imperial City - once the jewel of Tamriel, now little more than an urban carcass strewn across the Rumare - and the great ricefields of the Heartland, but a thin band of civilization and agrarian enterprise setting the waters of the Niben apart from Cyrod's endless jungle. And all of it held by the tentative grasp of Luwen's 'administration', so that the rule of the so-called Potentate can never extend far beyond wherever its brusque agents may be found.

Governance: It is a peculiar blend of the roughshod and the legitimate that drives the Potentate forward, the remnants of a long-languishing Imperial administration given effective power by a paramilitary engine of extortion. Old edicts of dues and taxes are dusted off, but they are carried by rowing bands of soldiers with little beyond an Imperial seal to set them apart from those lawless vagabonds and sellswords that would otherwise prey on the common man in their stead. For the most part, equality in the new Potentate is not before the rule of law, but before the point of the sword - and the state itself is but the most successful of those forces vying for the opportunity to shake what can be shaken out of the unhappily unarmed.

However, for all the cynicism of Luwen's many detractors (decry her as they do as little more than "a warlord trying to hide behind a statesman's robe" - and not entirely without reason), her system is effective in one crucial aspect - it is an inescapable fact that, slowly but steadily, the tolerated use of force has slipped more and more wholly into the hands of the Potentate and her lieutenants; and for the past three weeks, these have been hands that have made at least something of the meaning and significance of moderation. It is the surest sign of this that the Sundered Throne yet remains vacant, and Luwen herself - apparently content to play at being Potentate, "regent for Emperors that were and might yet be."

Economy: It is but a gilded skeleton that remains of the eternally prosperous Imperial City. Industry languishes as pirates and bandits beyond count beset the once-unassailable Niben Run, choking the life out of that last, tiniest trickle of resources that remains of the lucrative shipping of the Remanites' heyday; cut off from the world at large, what artisans remain who have not yet fled the City or fallen afoul of the violent looting and banditry following nearly every new conquering of the capital have been forced to turn to humbler pursuits than the fine craftsmanship of the past, for local resources are largely basic in character; stone, lumber and silk have for ages served as three of the four corners of Nibenese economy, and it is unto them that much of the burden now falls. Unsurprisingly, the populace at large has dropped just as sharply as the number of viable occupations, entire families purged in the political upheaval of the Interregnum or fleeing into the countryside to seek refuge from that very same turmoil, and doors and windows that have been boarded hastily shut (and then torn open, and boarded shut once again) are not an unusual sight even in those traditionally more affluent of the City's isles.

That is not, however, to say that it is only doom that awaits the Heartland as it spirals unstoppably towards ruin. Though famine and war have shaken the once-capital often, it still survives, even though the Waterfront may be seedier, and the Alessian Forum - emptier than once they were; Reman's Arsenal may be a half-burnt ruin, but there still remain silk-mills, and blacksmiths, and masons. And one need only glance past the City, to the shores of Lake Rumare, to find the greatest of the resources available to the new Potentate - rice, the fourth and last cornerstone of Old Niben. The great ricefields of the Heartland are a sight to see, the fruit of that mercantile enterprise which made Nibenay into the Bank of Tamriel spilling out into fields once smothered by Alessian dogma; stretching as far from the lakeshore as Man's hands could reclaim from the jungle, they rest firmly in the hands of the old magocracy, as they have for centuries, and bands of landless workers wander between them day by day, providing the labour needed to turn the gears of this massive agrarian machine.

Military: The Nibenay has, of old, been an amalgam of different clans and tribes come together - and so too are its armies. A Potentate though Luwen may title herself, but she does not command the Potentate Legions; her rule is instead built on the very foundation that once buttressed the whole of the Niben - the ancient battlemage aristocracy. Many scions of magocrat families old and new alike have followed her since well before she's held the keys to White-Gold; and it is they that form the very core of her forces, exquisitely trained and exquisitely armoured as they are. It is no empty boast that one true-blooded Nibenese Battlemage is worth many number of men.

But, of course, the few alone do not make an army; though it is often the destructive power of the battlemages that makes or breaks a Nibenese army, the multitudes beneath them are what gives it weight. Some here are of that ilk which clings inevitably to all warlords - men and women of fortune and steel, brought together by ambition, desperation, or simple love for violence. Renegade Colovians, relics of the old Legion and Nibenese vagabonds and mercenaries alike, these are crude warbands - but effective. Their equipment, a patchwork of a dozen scavenged battlefields in most cases, might not be pretty, but it, as they, has been honed by war - and that is more than might be said of many a shining chainmail as rest in the armouries of the nobility. They can be counted on to fight tooth and nail, with shield, spear and sword, and their brutal cohesion is more than many a levied peasant standing against them can stomach.

Others, they are of the house-guard of the magocracy; never many, but always valuable, watch for them around any magocrat who takes to the field - for they are charged with keeping the physical shell of their battlemage masters safe while their minds wander the flows of Aetherius. Some you will recognize as serving the high houses; there is a reason why their dai-katanas are often still ribboned - they haven't yet met any who could shred them, let alone break their blades. But they are few; most these men are not of those invaluable masters of the sword, but instead mere retainers, well-paid and adequately armoured perhaps - but warriors all, not soldiers. They are not used to the rank and file, but to duels and personal prowess, and so it is, perhaps, no great curse that you will never find them straying far from the banners of their houses and into the bulk of the formation.

And then there are the masses; ah, the masses. The farmhand who tired of plodding the ricefields day in and day out; the craftsman called to protect home and hearth; the shipless sailor unlucky enough to have slipped into the recruiter's fingers. Give them a tall shield and a long spear to hide behind, or a bow and a quiver, or a javelin to throw - and do not expect lions. Many will be poorly equipped, and many - of morale worse still; their only blessing is the hard times in which they live, and most might draw some slight experience from the wars of the Interregnum that stalk all Cyrodils, whether they look for it or not. They will draw some courage from the soul-silk flags of the old magocrats, and serve, with luck, as the anvil to the battlemage's hammer, the sheer weight of numbers that will lend crucial momentum to the experienced spearhead.

Brief History: Hardly had the dust settled over the bones of the last Potentate when armies were already on the march towards the Imperial City, a hundred dreams of glory finding focus in White-Gold and the Sundered Throne. Warlord after warlord laid bloody claim to the thousand isles of the Rumare; many of them never to sit upon the seat they so desired. In these days, the Nibennium was truly cursed, and many thousands fled the city in body or spirit, passing by bridge or gondola - or sword to Aetherius; and those who remained would know no peace, for no man or woman was there that could seize the Tower with one hand while fending his rivals off with the other. These were the days of the carrion lords, and the surest omen that a new Interregnum had descended upon Tamriel.

In a way, Luwen is little more than the latest in a line of madmen fighting for a glitter long since dead; in some, however, she seems... more, or at the very least - different. Of those who came since the Potentate, she was the first to turn away from the Sundered Throne without even once sitting upon it - not out of the inherent nobility of her character, but for cunning. And that may well be why she, too, has been first to make room in "her" city for something that has not been heard of for twenty seven years: a council of the great and the powerful.

Spoiler

Name: Luwen Canula Nycea Felix

Age: 27

Race: Nibenese Imperial

Gender: Female

Birthsign: The Thief

Occupation: Though the titles thrust upon Luwen have grown beyond counting ever since her usurping of accession to the Sundered Throne (ranging from Potentate among the most ambitious and fanatically loyal of her innermost circle, to That Lakewitch among those Colovians with any grasp of, or interest in, Nibenese affairs), she remains as she always has been - the very image of a Nibenese magocrat.

Skills: The Nibenay has a long tradition of rulers steeped in the mystical and the arcane, and Luwen is no different - soulgems and runes are to her as toy soldiers to the children of the Colovian West, and in her case, aristocratic education is very much synonymous with arcane education. Though she has a youthful impatience for the subtlest of the thaumaturgical arts, the raw power of a trained battlemage is nothing to scoff at; indeed, her talents for mass destruction seem to overshadow any others she may have, concealing a mind marked by idea(l)s of - though not necessarily aptitude for - administration clearly Nibenese in their particular brand of sophistication, and a near-scholarly obsession with the legends of old.

Appearance: Of tanned skin and lithe (if athletic, in the way that only the rigours of war can provide) build, Luwen looks a Nibenese magocrat to her very core. A thousand patterns adorn her body, from sharp-toothed warding runes - woven into her skin when she had been but a child - to the elaborate swirls within which the ancestry of her clan is sealed for all to behold; a dazzling ensemble, sure to upset any western eye unused to those esoteric markings traditional among the children of the Niben. Little about her gaunt face would go on to appease them, her cheekbones - pronounced in a manner decidedly elven - certain to draw such detractors' attention, even before her large, expressive green eyes, or the teasing curl that seems permanently etched into the corner of her somewhat plump lips, would. All this is framed by hair charcoal-black, left to flow well past her shoulders and set into tidy curls which - on the final of those notes that are sure to draw Colovian ire - are decorated by all manner of silvered hairpins and jewels; all of it but an echo of the imperial splendour of old, perhaps - but an echo sure to evoke all the right associations.

Personality: It is hard to say where opportunism ends and intelligent design begins in Luwen's mind; it might well be that the two are well and truly the same, no scheme she envisions possible without some element of daredevilry or recklessness. In this, she is true to the overall vibrancy of her character - a daughter of the Nibenese East, the battlemage is not one to suffer any inhibition to her self-expression, pursuing that untenable fantasy of 'freedom' with the same single-minded obsession that characterises most all of her endeavours. Indeed, it might not be far-fetched to say that all her boundless ambition thus far has been towards that single purpose of ensuring she can do whatever she wishes - and that would be feeding her borderline-megalomaniac need to reenact the legends of old in a scale appropriately grand, with herself as their centrepiece.

Clothing/Armour: All manner of soulsilks compose Luwen's wardrobe, the ancestral garb of her family and the spoils of the conqueror of the Sundered Throne both - from the lightest of dresses that seem like mist clinging to her (not unattractive) body, to elaborate many-layered ceremonial robes whose colours glitter and shift with every breath she draws. Yet it is a sure sign of the volatile times that all of her clothing - without fail or exception - incorporates into itself some manner or piece of her armour, its metallic shine serving as a stark reminder of her origins as a battlemage - a warlord.

Weapons: Carry though she might a daisho set in the Tsaesci fashion - comprised of a finely-crafted katana and wakizashi in elaborate matching sheaths, - Luwen hardly ever makes use of such mundane weapons; their purposes are, far and away, more symbolic than practical.

Misc. Items: Of all the treasures hoarded deep in the vaults of White-Gold, there is only one that she will not be parted from - an ancient Alessian coin, set into an amulet she seems always to wear around her neck; whether in imitation of the Chim-el Adabal, or out of simple affection for an old trinket.

Allegiance: The Potentate of Greater Nibennium

Background: Born into the ancient clan Canulus, Luwen is a child of the Interregnum - and one who has been raised to a proud history. The first of her ancestors, their names lost to the mists of time, were of those battlemage princes whose reign blanketed all the Niben before the coming of the Alessians; laid low by the Order, they were drawn by the Imperial City's inexorable pull in the years of the Alessian heyday - and have stayed there since.

It was that same inexorable pull that has conspired to shape Luwen's life. Raised to the rapidly decaying glories of the imperial capital, she grew up in a world where the ancient magocracy was rocked time and again by bloody coups and violent purges as power changed hands practically overnight; her own father was murdered by one of the would-be claimants of the Sundered Throne for supporting a rival, even if her mother was spared by virtue of obscure ties of kin. And it was into this world that our young battlemage would step into in earnest upon tentatively surviving up to advlthood. First as a footsoldier, serving as the retainer of one of the Heartland's many pretenders - and soon, as a player, emerging from the dust to take the banners of her former master up for her own.

And now, whether by some immense stroke of luck or a touch of genuine genius, that same irrepressible urge has guided her, through thick and thin, to the keys of White-Gold - and the rest of Imperial City with it. For three weeks she has held the capital in her hands; and it yet remains to be seen if this is but another brief flash in the violent struggle for power, or the beginnings of something greater.

MORAG TONG - http://www.gamesas.com/user/388646-immortalblood/

Spoiler
Name: Morag Tong (Remnants in Cyrodiil)

Territorial Extent: None

Governance: The Morag Tong leadership is based upon the guidance of the Grand Master which resides in Mournhold, Morrowind. An Exalted Master over sees the goals of the guild within each Province. Within each city of the Province, a Master over sees the day to day events of the Guild. Each group works as an individual cell which at times may go completely dark with the others depending on the situation. The Morag Tong assassins themselves vary in their level of activity. Some work purely as assassins while others are in "deep sleep" taking up roles of day to day civilians working as inn keepers, soldiers, servants, teachers etc. The goal of the Morag Tong in Cyrodiil is to ensure that its role as as an assassin guild is maintained regardless of persecution or the rivalry with the Dark Brotherhood.

Economy: Along with the revenue that comes from fulfilling contracts, the Morag Tong has various fronts that help supply members with the needed tools. The fronts vary from tea shops to inns to brothels and skooma dens. Along with that, the Morag Tong holds great sway within the "information market." Things that need to be known are found out and sold to the highest bidder. Knowledge is as valued as one's ability to kill silently.

Military: Capable at small group combat, or lone assassinations the Morag Tong has no actual army. Instead a network of agents and sleeper cells are put in place throughout the province to act and react based on the guild's need as a whole.

Brief History: In the year 2840 of the 1st Era, the Remen Empire invades Morrowind in an attempt to conquer the last part of Tamriel not under their rule. Yet long before then, the Morag Tong that slowly infiltrated, at least in minor part, the other provinces. With the assassination of the last Remen heir, and later the Akavir Potentate that had ordered his death, the Morag Tong had become persona non grata anywhere outside of Morrowind. The Morag Tong hid deep under ground melding with their surroundings as every day civilians yet furthering the Guild's existence and its on going shadow war with their dreaded rivals, the Dark Brotherhood. Even so, they continue to manipulate the political path of Cyrodiil ensuring that their existence is not jeopardized, and that the independence of Morrowind and the Dunmer people does not become threatened.

BRUMA - http://www.gamesas.com/user/850876-wd40/

Spoiler

Name: Kingdom of Bruma

Governance: Through a non-insignificant amount of infighting over the years, Ruban Stormblade, a Nordic warlord, rules over Bruma as its self-proclaimed king. Through both his charisma and prowess in battle, he brought stability to the ‘crown’ and has united the city under his sole rule. Under him serves several lieutenants that govern the finer aspects of his kingdom and keep his people in check.

Economy: Iron mining and wood cutting make the backbone of Bruman economy. In the middle of their economy, they have the production of traditional, high quality Nordic weapons and armor. On the high end of their economy, they draw a good wealth from crafting Nordic jewelry from gems and rare metals unearthed in the mines.

Military: Under Ruban Stormblade, Bruma boasts a powerful and cohesive, but very small military. Made up of the strong northern Colovians and Nords, they are a force to be reckoned with in close combat. Making up the bulk of their fighting force, however, are the drafted citizens not lucky enough to be down in the mines or cutting wood. Even with the mandatory service of all non-working citizens of Bruma, their army is still quite small. They rely mostly on surprise or hit and run tactics, seeing success from the benefits of having small, but manageable units.

The well-trained soldiers are, due to the small size of the fighting force and the availability of the metal, clad in full iron or steel armor, depending on rank, with all wielding steel weaponry. The drafted civilian force is armored in fur armor, and carries iron weaponry.

Brief History: With growing tensions amongst the empire and a power vacuum created by the death of the past ruler of the city, a number of warlords, both Nordic and Colovian came out of the woodwork to take control of Bruma. For several years, no one single person would stay ruler for more than a week before being stabbed in the back, either figuratively or sometimes literally. Through all of the turmoil that was plaguing the city and putting its economy down the toilet, Ruban Stormblade, a Nord born and raised in Bruma, used his charisma to unite the common man amongst the city, and his prowess to usurp the throne from the warlords that held it. From his new position as ‘king’ of Bruma, he restarted the work and trades that brought the area its wealth, gaining the trust and respect of his peoples. From his position, he set eyes upon the Imperial City, looking to perhaps extend his rule from simple king of his city, to ruler of the empire.

Spoiler

Name: Ruban Stormblade (Pronounced roo-ban, as two distinct syllables)

Age: 33

Race: Nord

Gender: Male

Birthsign: The Warrior

Occupation: King of Bruma, general of their army

Skills: Ruban is very skilled in two-handed swordsmanship, and just as skilled in bringing together the common man to his cause. He is a gifted politician insofar as public speaking, but must leave the ‘work’ running his kingdom to his underlings.

Appearance: Being a Nord, he sports a strong face. Framing his face is thick brown sideburns that come down into his thinner chinstrap beard. He is strong and muscular, standing 6’0 with a stocky build. Being amongst the constant fires burning in Bruma, he never appears clean, soot usually darkens his short brown hair to black, and leaves his face looking dull and dirty.

Personality: Raised by a peasant family of hunters on the outskirts of Bruma, Ruban shows patience and humility. He is a realist, not showing the sunny disposition nor love for the lavish of the east, staying firmly grounded in reality. The cold, harsh landscape he grew up in has painted his patriotic side, giving him a feeling of honor in bringing prosperity to his home.

Clothing/Armour: Ruban sports fur armor, with a steel briast plate, gauntlets and greaves. Into battle, he wears a steel helmet covered with a bear head.

Weapons: Ruban wields a large steel claymore into battle, and carries a steel short sword around with him normally.

Misc. Items: Ruban often wears a silver medallion with a ruby, an emerald and a diamond set encircling his family’s crest, an engraved Nordic dragon.

Allegiance: Bruma

Background: Ruban was born a commoner to a hunting family living on the outskirts of Bruma. From a young age, he was taught how to survive in the harsh wilds of the mountains. From his father he learned the importance of ambush hunting, and of the patience required. Yearning for more than the life of a hunter, Ruban left for his native Skyrim to learn swordsmanship from his uncle in Solitude. After leaving for ten years, he returned to Bruma to find it a political mess. Warlords and small time politicians fought over leadership of the city, its people suffering and starving from the wake. Naturally attuned to the needs of his common man, Ruban stepped up and rallied his fellow Bruman citizens to take control of the city, whence he crowned himself leader.

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